You Can Not Kill Yourself, The Stump Is Occupied

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You Can Not Kill Yourself, The Stump Is Occupied
Best Land/Planet To Live On Round One
Land Of Stumps And Dismay
Land Of Caves And Silence
Masterpost
Ive had this idea in my head for a w h i l e and now ive finally drawn it !
Felt the ending of HSFS warranted another layer added to this panel
A gorl and her land
That of not having internet
It makes me have depression
Tylers land post-quest
I redid Tyler’s Medium because it was too bright and i forgot the rocks and rain
LOSAD
"Where spirits dwell and Man has failed, Fate seeks an ulterior path to propel The Hero in her tragedy must look down Down into the far underground. There she may seek refuge From this living, dead bruise All around, her world will crumble Shape and mold, immovable To do good is to bring destruction, to do worse is to bring damnation." "Dear Doll, dear Doll Guide the way For this Hero will not seek that day But find it she must And her resolve must not render into dust Doom is not the end For it can begin again." Land of Spirits and Dolls [LOSAD]: Forget about the warm glare of the afternoon sun, the picturesque beauty of the sunset, the calm tranquility of the dawn. If you are a person who lives among the golden rays of daylight, this Land would make you cringe; however, if you're an avid stargazer, an astronomer, perhaps a citizen of the streets after hours, then this place you would dearly enjoy. The Land of Spirits and Dolls is a planet of no suns; the only ruler to which it basks in is the silver glow of the moon and his fellow compatriots of stars. In all 24 hours, 7 days a week, through every month and year, the skies remain oblique and dark, a tranquil sea of everlasting indigos, blues, and purples. From time to time, the firmament may become banded with enough glittering stars to light an ethereal hour, a projection of beauty from the very heavens themselves, gracing any eyes lucky enough to catch sight of it. The eternal nighttime sky was a beautiful thing to behold, especially to those who attach themselves with the dark. The moon lights up the entire globe with a single, powerful brush of spotlight, all manners of beings draped with an icy glitter, the planet basking itself in cold showers. The weather here was mostly predictable; one did not need any complex machinery or a degree in meteorology to determine the forecast. Usually, the sudden appearance of wind is enough to warn a person of an incoming storm and these typically are pretty nasty. Thankfully, these are far and few, spaced out quite nicely; one does not find themselves annoyed unless they are perceptively caught out in an atrocious bellow. Mostly, these come in forms of rain or snow, hail if it's a heavy-setter, but no resident has ever complained of any extreme weathers that could possibly lead to harm. Due to the natural setting of LOSAD, the planet enters a pitch-black period when the weather becomes unstable. One may not be able to see 5 feet in front of them with even a flashlight to guide their way, so it is very imperative to find shelter when you can. LOSAD is very much a barren planet, though it seems full of life from the get-go. There are no animals, not even bugs, that dwell within this place and the perceived lack of wind makes the place seem even more lifeless to a visitor. There are large areas of vegetation, such as the woods, that suggest the possibility of survival; however, these places tend to make one feel even less secure. The contradiction in details makes a distinct clash of discomfort for a foreigner. The only signs of any past residency beyond Rachael's abode is a place of ruins just along the edges of a cavernous crater, resembling city buildings and holdings from long ago. Also scattered about, regardless of where you are, are bits and pieces of mechanical Dolls--some of them shoved in piles, other parts strewn about haphazardly. The largest collection of these wondrous machines can be found along the bottom ridges of that mysterious crater. In the gloom, one may find a faint outline of hands and heads--which is rather off-putting when you aren't used to the peculiar contraptions. Starting from Rachael's house, there is a dry field of prickly grass that surrounds the living area before fading off into their respective zones. Further up north is where the woods lay, and if you reach far enough you will stumble across the vast crater to which I have preciously discussed. The place merely just ends; there is no gradually decline or resemblance of such. The crater itself has a steep descent and is remarkably clean-cut--the hole was evidently man-made and not some simple natural occurrence. The edges are more like rocky cliffs than anything else. Bound along the south end and you will stumble across a heavier area of ruins. Rachael typically avoids this place and for good reason. The air here is rather melancholic and disturbing; the metal of buildings have been stripped and burnt away, there are vague claw-marks on shadowy outcroppings, signs hanging by a thread and scraping the ground barely below. It's an overall off-putting place. East-side, you may certainly come across a dried up lake-bed. This area is by no means really worth looking into, though Rachael has on occasion found fossils. It only simply proves that there was once life imbued on this planet before; however, she greatly enjoys walking around this area. A visitor may be subjected to a couple of visits as it's not really all that discomforting. Now, hurry out west and you will find your way into a large gathering of tunnel entrances. Now, you can find these anywhere on the planet, but there is a specific patch of openings along the west side of her house that provide easy and quick access to the underground lairs. The tunnels themselves are dark and pitch-black; one must obtain a very keen eyesight to even attempt an exploration. Rachael finds them dank and musky, grimy and very humid compared to the rest of the dry planet. However, like everything else, these are void of life and uncomfortably silent. One can hear their own echoes after a mere hour of staying put--these places are rather disquieting for some. The walls of reality and whatnot are weak down here though, so most of the supposed spirits dwell along these caverned hallways. Communication becomes much easier when the line of living and dead are fragile. Speaking of the spirits, these fellows are very shy in nature and often won't present themselves in accordance to strangers. Foreigners and visitors often have a lack of spiritual influence due to these creatures reclusive natures. However, they are exceedingly fond of Rachael and often attempt at small-talk whenever the chance arises, though most of their conversation is cryptic nonsense of what is to come. They try their best to help when they can and these consorts are very benevolent, but in truth, they are pretty useless when it comes to current quests. Rachael has no heart to tell them though.