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    Chapter Summary

    A report on Between’s landscape (and some of its resources and mobs).

    (Posted September 10th, 2024)

    Chapter Notes

    The darkwater biome is fictional, but inspired by the deep sea. Many of my biome ideas draw inspiration from the real-life plants, terrain, and biomes, but you should always fact-check before taking fictional worldbuilding as real-life truth.

    At the time of drafting, none of the resources or ambient non-mobs I created – like copper pipes, tin, opals, cobalt, dark sand, mice, mirages, leviathans, etc. – exist in Minecraft. Any future addition of these or similar things in Minecraft is not associated with me; this lore was written between February and May 2024. I also created fictional lore for mobs that are associated with Minecraft, some of which you’ll see in this chapter and some in future chapters.

    See the end of the chapter for more notes

    • Overview
    • Between’s Layers
    • Sky and Seasons
    • Void Layers
    • Small Water Sources
    • Large Bodies of Water
    • Bullet Paths
    • Tunnel Travel
    • Unique Biomes
      • Darkwater
      • Atoll
      • Tropical Rainforest
      • Maple Mountains
      • Emerald Savanna
      • Epic Peaks – Dry, Mild, Icy, Rainy, Tropical
      • Tallgrass Prairie
      • Chaparral
      • Dry Valley
      • Volcanic Coast
      • Lowlava
    • A Comment on Hybrid Distribution & Raiding Urges
    • Notable Landscape Changes
      • Ruined Lands
      • Consumed Lands
      • Tattered Lands
      • Maintained Lands

    Reminder – Dragons value both their hybrid and mob offspring. Killing mobs may be appropriate at times (with monsters and livestock the most frequent targets), but it’s risky to do so in front of the mob’s relevant dragon. Keep an eye out for dragons before killing mobs near their soul spawner.

    • Ambient non-mobs vaporize when killed; they do not drop meat or items. However, sculk will still spread when they die

    Overview

    Between is home to a wide range of biomes. I spoke previously of dragons and their ability to modify the landscape with commands and other world edit abilities. The existence of this ability (not to mention the average hybrid’s ability to mine and place blocks so long as they do so within proximity of a dragon’s Allow aura) makes it impossible to determine the origin of Between’s landforms. Quakes do sometimes shake the floating crust that makes up this dimension’s base, but I do not believe tectonic plates to be a thing- there is no molten core to this flat landscape.

    Firstly, I wish to address the presence of on-server biomes in Between. Dirt, grass, stone, sand, and deepslate (native to the Overworld) exist in large quantities throughout Between. In fact, all biomes that have been reported to exist on-server (both in the Overworld and in the Nether) have a confirmed presence in Between, though some blocks are more easily obtained than others. Endstone is an example of a block the Ender Dragon specializes in- she is the only dragon with the ability to produce and place this material, and does so sparingly so as not to bleach other resources from the surrounding soil.

    • NOTE – Tweenstone (a dark brown-black soil block) is one of the most common blocks in Between. It is regularly found across the dimension, even in biomes that do not generate this resource in the Overworld

    While each dragon has her own line of blocks she specializes in, historic records suggest dragons have come together in the past to lend their abilities to one another’s territory (only upon request) or trade mined resources. In this chapter, I will describe Between’s landscape to the best of my ability, but the reader should keep in mind potential historical inaccuracies. Below, I describe the biomes in their natural state, but much of my knowledge comes from ancient records. In modern times, many biomes have been ruined by 11,000 years of millions of players exploring and mining. Few have remained preserved, with the most preservation found in the places dragons have made their homes.

    Between’s Layers

    Between’s build height and depth are not held to the same restrictions as the Overworld. Thus, max build depth in this dimension -2032 and max height is 2032. The potential for extremely low and high landscapes exists, but is not easily manipulated by players due to the requirement of a dragon’s Allow aura to place blocks. However, dragons can world edit; many have created their homes in very high or low areas to limit territory overlap.

    Between’s bottommost layer is a crust of matter, which floats suspended in the Void and is held together by thick amounts of sculk built up across the years. The lowest layer of Between is still sculk, though in many places, it has broken down into coarse dirt or sand. Even cave-dwelling and burrowing species tend to keep to the dirt and stone layers, rarely venturing into the sculk.

    • Sculk is a thick black substance that spreads as creatures die while in contact with it (mobs as well as non-mob creatures, such as ants and mice). It appears to be waterlogged and acidic (much like a peat bog) and preserves the dead without allowing them to decay. It also shares similarities with fungus in that it spreads and feeds on some captured matter

    WARNING – It is not advised to go looking for sculk if you are squeamish. Sculk wraps itself around the dead, preventing natural bacteria from decomposing it. The sculk feeds on these bodies in its own time, but as it is one connected entity, it can feed from anywhere along its connected path- i.e. anywhere the sculk has spread in Between, so long as it’s connected to the bottom crust. Occasionally, bodies are discovered nearly preserved in full, or partially disposed- including the bodies of players that failed to respawn.

    Between’s lowest crust layers are not believed to contain any endermite mob bodies, as those were almost certainly all devoured or broken down to the matter that became the crust. The sculk is many layers thick. Some layers may still contain endermite mob bodies in their earliest form (the ancient variant, much larger than present-day endermite mobs). Finding a preserved ancient endermite is a great excitement to the scientific community.

    • Rarely, endermite hybrids can respawn in their ancient variant- this variant increases the hybrid’s standard height and gives them a long tail (if relevant under the moon)

    Below the sculk is the Void, which contains more varied life than on-server Voids thanks to the river of energy pulsing through this dimension; the Void’s layers are discussed below. Between’s sculk is dozens of block layers thick before giving way to coarse dirt and then to standard dirt. Above these dirt layers, you will begin to find deepslate and blackstone (not to mention lava). Many precious ores (such as diamonds and opals) also spawn at these low levels. No ores spawn naturally within the sculk, and even if they did, the carbon within them was likely consumed.

    As Y-levels increase, the existence of sculk rapidly decreases, as do deepslate and blackstone. Dirt and stone remain consistent all the way to the surface levels. At the surface, exposure to the sun causes dirt blocks to grow grass– a type of vegetation that herbivorous creatures can graze on to obtain energy. Grass spreads across dirt blocks. It does not spread onto other blocks.

    Between’s landscape includes water features such as lakes, waterfalls, and oceans; these are further described below.

    Sky and Seasons

    Between’s sky is pink rather than blue, as Between’s sun is lower in the sky than the Overworld sun. This low level scatters the sunlight across a farther distance. Mobs and hybrids take significantly longer to burn in Between than in the Overworld due to its weaker heat. The landscape contains a wide variety of plant life, many of which are dryer or more colorful than their on-server counterparts.

    Between experiences periods of temperature adjustment known as seasons, which seem to be influenced by energy flow through the Void- the crust floats on an energy river and slides to different parts of the Void as the river changes course. There are two notable seasons: the wet season (summer) and the dry season (winter). These are separated by transition seasons known as autumn and spring.

    Plants flower and flourish in the wet season. They are harvested as the dry season takes hold; water becomes more scarce and farming becomes less reliable. During autumn, plants dry up and lose the greenness in their leaves, leading some to display yellow, orange, red, or brown leaves (which fall from branches to the ground and are often consumed by insects). It’s wise to store food, raise livestock, hunt game animals, or trade for goods

    Many animals (including birds) migrate to warmer parts of Between as the seasons turn. This allows plant life to recover in their absence, preventing overgrazing. Many mobs breed in relation to the nearby population and available resources, meaning most breed often in the wet season and rarely in the dry season. Those who breed in the dry season tend to be scavengers or polar species that rely on ice for hunting grounds or shelter.

    Void Layers

    The Void is a deep expanse of blackness (often confused with emptiness) where blocks do not naturally exist, nor can they be placed. The deeper you dive in the Void, the colder it becomes and the more rapidly your body begins to dissolve, quickly stripping you to your soul (which is then consumed by enderfins– a non-mob creature that bears resemblance to fish, but can feed on souls. Enderspawn (Endermen, endermites, and enderfins) can swim through the Void, feeding on drifting matter (such as sculk, which still contains particles of deceased beings).

    The Void is made up of several layers. Imagine you are at the bottom layer of sculk looking down into the expanse below. The layer just below you is called the Void Shallows, or sometimes the Void Fog. This layer will not cause harm to individuals, so Enderkin, winged individuals, and elytra users can travel this thin layer freely (provided the winged individuals have enough physical strength without draining their hunger meter, which is trickier than expected in a world with only one soul slot and no place to land blocks, and provided the elytra users do not run out of rockets).

    • Falling into the Void in this dimension leads to the death message “NAME fell between worlds”
    • Void damage has been described as “falling into an icy lava sea (x) from which there is no relief but death and respawn”

    Voidpaths are a series of frequent resting points that allow individuals to fly from the Void and into a small cave in the sculk (or other bottom-level material, such as bedrock) where they can rest and eat. Travel hubs are a common aspect of these resting points so a traveler can plug themselves into a small server, use a crossroads portal, and step on-server for rest. Food is often provided. Unfortunately, many Voidpaths have been griefed in modern times. Those that still stand are common sites of robbery and murder, as the traveler usually arrives exhausted and often carries food and goods, but few weapons.

    Phantoms, who are an Enderkin species that can easily fly through Upper Void at quick speeds (and are adept at logging out other individuals), make excellent escorts for travelers. Unfortunately, phantoms are much more vulnerable alone than they are with a flock, and are at a disadvantage when they cannot dive at a target to gather velocity (which is not often an option when flying out of the Void and upward into a small cave). Many phantom are targeted for their membranes, which they naturally drop when killed. These membranes are valuable resources used to craft and mend elytra.

    • Voidpaths were once a very effective travel method. However, I cannot recommend them unless traveling with a skilled fighter or perhaps an entire phantom flock

    Many phantom flocks do still travel the Voidpaths, which are preferable to the alternative: being baked alive by the sun. Phantom hybrids will go up in flames in direct sunlight, but can build up their resistance with XP; effective protection can take years. Magma cream is an immediate solution, but with the slime nesting hub’s location unknown, slime cannot be combined with blaze powder to craft magma cream. Magma cubes are the only source of this material in most of Between.

    Most Voidpaths have water sources; however, water is not natural that deep in the bedrock and sculk, so these sources can be easily dirtied and need replacement. In larger Voidpaths, you may find sunken areas lined with smooth stones that can be filled with water to create a pool for drinking or bathing; pipes may run this deep, but only in places where pipes have been dug through the sculk, which is uncommon- Voidpaths are almost always carved from underneath with the assistance of dragons.

    On occasion, multiple species in the Enderkin category may gather in a Voidpath to rest together. This is most common during the rainy season, which is the same time of year the River Void’s current gets unpredictable and can knock Enderkin off course. Sharing the space can cause tension between groups, especially among phantoms, who often assess other flocks to determine if they would benefit by switching groups (such as improved social status, increased food and courtship opportunities, or the chance to explore new biomes).

    However, fighting rarely breaks out as Voidpaths are neutral territories and therefore there is no reason to defend them. Many Enderkin prefer to travel the paths to avoid burning in the sun, so few will risk being perceived as hostile.

    The second layer is called River Void; this layer exists beneath the Void Shallows. Enderkin can float and swim in this layer (once they master swimming in the shallows). However, winged individuals and elytra users who are not Enderkin will take consistent damage in this layer. Non-Enderkin cannot swim or fly in this river, and will instead feel as though they are drowning in water or lava.

    The River Void’s current can lash unsuspecting Enderkin around. It grows more intense (and unpredictable) in the rainy season and more stable in the dry season. 

    The lowest layer is called Deep Void. Not even Enderkin can survive in this layer of the Void. At this layer, all entities (including dragons, spectators, free-cam separations from the soul, and accountless individuals) take damage- mobs and hybrids quickly dissolve while materials such as blocks disintegrate into particles. All particles (those from living and non-living entities) float through the Void. When they rise into the River Void layer, they feed the enderfins that thrive there.

    • Enderfins can be caught in nets (made from leads or chainmail) or fished with rods. They are a source of meat for many individuals, but especially endermen and endermites who not only refill their hunger meter from the flesh of the fish, but from these floating Void particles the enderfin used to fill its hunger meter
    • In other words, enderfins provide very high saturation to enderspawn

    The Void stretches very deep, usually dissolving individuals before they reach its bottom. However, some hybrids who have ventured into the Void report a “glimmer of pinkish-purple light” down below, not unlike the misty light present inside crossroads portals and Nether portals. This light seems to be very thin and present only beneath certain parts of Between; it seems to remain still while Between drifts through its energy river.

    • I have reason to believe this rift bridges the gap between this universe and my original one
    • Diving that deep in the Void can lead to severe skin and soul damage, including long-term damage that respawning will not repair; recreational diving is not recommended and only incredibly serious and well-prepared individuals should stray that close

    Between’s landscape exists beneath its pink sky, which is sometimes called the Sky Void. Flying high is difficult for the same reason diving deep below is difficult: at a certain height, mobs and hybrids will take damage; skin will begin dissolving. This either leads to them falling back to the ground (likely dying on impact) or dissolving and respawning at their soul spawner. Dragons can survive higher than mobs and hybrids can, but will eventually begin to take damage as well.

    • Accountless individuals do not have health meters; the Void’s ability to dissolve entities is the only time an accountless individual can die. Like other hybrids, they will respawn despite not having a health meter

    It would be inaccurate to describe the Void as empty- it is filled with partially dissolved particles, which implies the Void breaks down entities into groups of atoms without dissolving them completely. My personal theory is that the Void is some sort of nothingness, or barrier at the edge of the world. If Minecraft is a game, I imagine the Void must mark the physical end of the world in the same way that a game box would not allow its pieces to freely roam.

    Since bodies appear to be digital, I theorize that these edges of the Void mark the places where bodies and conscious minds can no longer be rendered in; we cease to function or even be perceived by the universe, as does everything else in the game, no matter how many layers of protection we wrap ourselves in.

    Small Water Sources

    Water is a liquid found in rivers, lakes, and oceans; it is necessary for the survival of seemingly all non-Enderkin species besides dragons (meaning plants, mobs, and hybrids all require it). Water regulates body temperature, eliminates waste, and allows the body to produce ecto code (a type of code that sticks pixels together). Without water, non-Enderkin souls could inhabit a body, but the body would not hold for long before it dissolved around their form.

    • Enderkin do not need water to hold their forms, though many of them are able to drink it, and may choose to do so. Enderkin are defined by their ability to absorb a precursor element (essentially hydrogen) from their surroundings, which serves a similar purpose

    According to the oft-quoted creation story, water was created after endermites gnawed pathways in the universe between The End and Overworld dimensions. The energy that pooled between this dimensions is said to have become Between. The elements hydrogen and oxygen came together to form water molecules, which make up the water we know today. Water can soak into the ground to become ground water. At its source, this water is considered relatively clean, though it may pick up grit and contamination. When ground water flows from the underground to the surface (ex: by leaving caves), it is called a spring.

    Most hybrid bodies are robust enough to fight off this contamination (even poison) within minutes or hours. However, water that is visibly filthy is best avoided (Ex: water that carries visible mud or potion effects). Drinking contaminated water consistently across several days (sometimes a few hours) can lead to contaminated ecto code, which is weak and can leave the body feeling ill. This can leave the hybrid prone to glitching.

    Mobs naturally pathfind towards clean sources of water; in fact, they often den near sources or other parts of a river deemed clean. Mobs are programmed to avoid filthy water, as their ambiance settings target clean water. If it’s safe for a mob to drink, it’s safe for a hybrid. Many mobs will splash through water to swim, bathe, travel, or play, which can dirty the water if the mob is carrying filth (like mud, sand, or potion effects). If you live near a clean water source, consider mob-proofing the area near the source while allowing mobs to drink and use the water further downstream.

    Cutting mobs off from a water source may lead them to wander away. Livestock and pets will not die without water (so it’s acceptable to leave them in Between for long periods of time), but they will grow weak without water. This leads to a behavior known as puddling– lying flat, as though there is no structure within the skin; the creature remains conscious, but struggles to move and must wait for a drink or assistance.

    As far as we know, mobs do not experience pain; they make noise in response to physical contact and will move away from things that cause these damage flashes, but they do not appear to have been programmed to feel pain in the way hybrids do; they may retreat from an initial burst of contact, but sometimes return to the original trap that hurt him or engage in destructive behaviors such as repeatedly taking fall damage from small blocks. Puddling is often an undesired behavior (as it may cause an onlooker emotional distress to see animals they care for lying on the ground). However, puddling can be a useful behavior- if your mob refuses to drink from your seemingly clean water source and puddles instead, this indicates your water source has become contaminated.

    • Weakened hybrids will also puddle if their soul is unable to hold their form, generally due to lack of ecto code (i.e. an inability to produce it due to lack of water or stagnant code)

    Hybrids can create their own infinite water sources by dumping water buckets on the ground beside each other; when adjacent and enclosed, two pools will form a water source (often used to create wells, rivers, and lakes. This appears to be intentional game design for terraforming purposes.

    However, while these water sources are described as infinite, they are self-recycling; they do not have a deeper source of ground water like naturally-spawned sources. These self-made water sources need to be cleaned or replaced regularly as they will collect contamination if left alone.

    • Ex: Bathing or washing dishes in a self-made water source block is not advised unless you have another source you can use to replace this water; now that it is filthy, the entire self-made source is filthy and is not clean drinking water

    Always have a back-up water supply (such as a local well). Infinite water sources in livestock pens can also become contaminated when mobs drop food in them, wash filth from their heads, or visiting mobs (such as phantoms) bathe in the water.

    Large Bodies of Water

    Between has many large freshwater lakes and rivers, which run off into a salty ocean (dumping grit along the way). Large bodies of water contain many source blocks, making them much more resistant to contamination than a simple two-bucket water source. Many species live in these water bodies, but before we discuss species, we must discuss the nature of these water bodies.

    As previously said, Between’s landscape is a floating crust of matter (built upon a base of sculk) that drifts through a river of energy; Between is connected to other worlds through the use of portals. Gravity does exist in this landscape, though some blocks are affected by it more than others. Between’s large water bodies are held in enormous basins of blocks. Lakes (which are smaller and more shallow than oceans) typically have sand or stone along their bottoms.

    The singular saltwater ocean – an enormous water body that winds across Between in a river-like path, but is much wider and deeper than the typical river – has a base of sand in its shallower areas and sculk in its lowest (hidden in the dark and difficult to spot even with increased brightness settings in the vision toggles). This sculk may be covered in some places, but exists in bulk and spreads easily, so it is difficult to eliminate completely.

    • Much as in the Void, particles drift from the sculk and provide substance to many ocean species 
    • There are several ocean biomes, including frozen, cold, lukewarm, warm, and darkwater

    Bullet Paths

    Between is a realm of energy and code. Many glowing white rivers run across the landscape, even up and down mountains or deep underground (though they are not compatible with water. Hybrids (who are also made of energy and code) can jump inside this highly active energy, dissolve into the code, and almost immediately pop out at another location (e.g. any empty block that isn’t spawn-proofed that exists along the riverbed, provided the hybrid can focus on their landing point enough to leap out). These rivers are called bullet paths after their speed and energy pulses, which are both similar to bullet energy shot by many ranged mobs.

    Bullet paths are the fastest travel system in Between- even faster than respawns, which can take anywhere from seconds to hours depending on how far the hybrid was from their soul spawner when they died. Unfortunately, many bullet paths have come into contact with glitch-affected hybrid bodies (though not necessarily from unthreaded players). This has impacted many bullet paths, making them glitchy and unstable. Records report they were very popular back in the early days, but that it didn’t take long for them to be corrupted. There is no known way to restore them to their original form.

    Unthreaded players have very loose strings and chronic glitches, making them almost guaranteed to take source code damage and face a dissolve reset even from a clean bullet path. (See Chapter 6 – “Server Hubs”). In modern times, nearly all bullet paths will do this to all hybrids. Hybrids who jump into this (or fall into) unstable paths are likely to take source code damage.

    Additionally, some bullet paths run off the edge of Between (as opposed to completing a loop or dumping in a lake). A hybrid who doesn’t jump out of a path (and instead continues to ride it) will fall off the edge of the landscape into the Void, receiving the death message “fell between worlds.”

    • Brightwander – The largest bullet path in Between. It passes by many hubs, but is extremely unstable today (Guaranteeing instant source code damage and a dissolve reset)

    Additionally, even clean bullet paths were only viable options for players (i.e. survivors). Spectators (who process the world mainly through visuals) become very overwhelmed and sick as they are slammed with noise and highly concentrated energy.

    Tunnel Travel

    Many hybrids take damage in the sunlight. Between’s sun is weaker than that of the Overworld, meaning hybrids will not catch on fire at most times of the day. However, they will still grow weak and even take damage ticks when outside for longer than a few minutes or hours. A hybrid can build resistance to sun and heat with the help of XP and a skill table (See the end of Chapter 5 – “Hybrid Biology”).

    Due to sun damage, tunnels are a common travel method. In modern times, most tunnels have been damaged in at least a few places by withers or other griefers. Dragons are often happy to repair these areas if asked, especially if their own offspring take damage in the sun. Some dragons may refuse repairs (or even purposely cause damage) if their offspring can feed on the travelers. Take care when asking for favors of any dragon, as they certainly do not share the same opinions.

    • Nightwander – A massive tunnel system connected to most notable places in Between’s underground, featuring wide walking paths and some minecart tracks (limited by iron requirements, not to mention griefers stealing iron, carts, and resources).

    Nightwander’s popularity makes it a common path for traps and robberies. Travelers are encouraged to walk in groups or consider hiring escorts, not only for Nightwander but any other public tunnel. Weapons, potions, ender pearls, and companion mobs (such as wolves) may also reduce risk throughout your journey.


    Google Sheet of Dragons & Hub Names – HERE


    Unique Biomes

    These biomes are unique to the Between dimension, meaning they do not exist on-server at the time of writing. In this list, they are organized from wettest to driest:

    Darkwater

    On servers, Y=30 (i.e. depth according to the world’s Y-axis) generally marks the ocean floor. In Between, the ocean is much deeper as the ground is made up of skulk, dirt, and stone rather than bedrock. In areas near land (i.e. blocks above surface), darkwater exists between Y=29 and Y=0. The farther you move from solid land, the deeper darkwater can go. The lowest depth is measured in the middle of the open ocean, as far as possible from its encircling coasts. Here, darkwater reaches depths of Y=-54.

    Darkwater is characterized by near-total blackness in its surface areas (and total blackness as you descend). Underwater torches (x) are invaluable. Temperature will vary according to its surroundings (frozen, cold, lukewarm, or warm); this also affects its plants and spawns. However, deepwater tends to run cold. Temperatures can be unbearable for most mobs and hybrids, though some non-mob fish have filled these niches in the ecosystem. Many creatures seem to prefer living, breeding, and raising young in the areas above the deepwater zone, venturing down only to search for food particles drifting from the sculk (though some do live there full-time).

    • Some species live long-term in the deepwater to avoid predators, but venture upwards to feed on vegetation or other fish

    Two notable non-mobs in this region are:

    Mirage – A fish-like mob with a large white body. Their natural white coloration and the default glow of Between’s mobs can make them look quite ethereal in the dark. Their faces, large fins, fangs, and long flexible bodies bear many similarities to phantoms. These anivores swim anywhere between the high and low areas of deepwater. They are passive by default, but become hostile if a nearby mob or hybrid passes below a certain Y-level without magmamarine upgrades on their armor. I assume this hostility occurs due to water pressure disrupting the hybrid’s ability to hold their form, causing the code to loosen or decay in a way that makes the hybrid a desirable food source.

    • Mirages become hostile if the hybrid has gone at least three days without sleeping, meaning they fill the same role in the water ecosystem that phantoms serve in the Overworld
    • Mirages spawn in groups using the same group generation rules as phantom flocks; also, they do not adhere to the hostile mob cap when spawning
    • Mirages are common in this biome. However, if the player kills all mirages that aggro on them, the player can explore the depths despite lacking magmamarine protections (but will suffer the usual consequences such as rapid health drop)
    • Mirages are often taken from their natural spawning waters and transferred elsewhere in Between to work in deepwater biomes, as they will kill mobs and cause their drops to float to surface. In modern times, they are commonly used in traps to kill players, forcing them to drop their weapons, resources, and armor, which float to the top of the water pit. Nearby mice will gather these resources and take them to their nests for other players to collect later

    Leviathan – An enormous fish-like mob with massive fins (especially a sail-like fin down their spines). They’re larger than all mobs except dragons. Despite their fish-like bodies, these are mammals like dolphins. After sunset, they leave the darkwater and approach the surface, where they will drift for a long time and can be ridden by many hybrids standing on top of them, like a giant ship (No saddle required). Blocks can be placed on their backs while they’re above the surface, but will break (i.e. drop) when the leviathan dives underwater at sunrise. They can be guided with a crafted fish on a stick, similar to pigs (via carrot on a stick). Multiple players can use multiple fish on a sticks to increase the default slow speed of the leviathan (with 4 making the leviathan faster than a dolphin, 7 maxing out its speed), but the effect is lost if the player holding the fish on a stick moves out of line of sight (i.e. further back on the body or to the side).

    • Leviathans can only spawn in darkwater if they have several chunks of clear, open water to spawn. They come in several sizes, ranging from as small as 1 chunk long to as many as 9 chunks long.
    • The generated dracofalls in the biome’s depths mirror the length and tapered shape of the leviathan. This implies the deaths of these creatures, even though they are ambient non-mobs and dissipate if killed without leaving remains or drops. The name “dracofall” implies leviathans may be some subspecies of dragon

    The particles many mobs feed on do not glow, but all mobs glow in the Between dimension (as it gimmick is souls). Darkwater may be lit by mobs, which indicates a thriving ecosystem with access to food, plants, and clean source blocks. If you swim for a bit in darkwater and it appears completely black, it lacks mobs. This indicates high amounts of contamination (such as from mud or decaying bodies that were not consumed by predators before they were claimed by sculk).

    Many resources, such as ores, still exist in the darkwater, as they are difficult for even aquatic mobs to spot and mine; silver, gold, copper, cobalt, tin, and magmamarine are commonly found in the deep alongside diamonds. In many places of darkwater, the ocean floor appears to be made of dark sand. This is due to large, sprawling cliffs that generate deep in the biome. Digging inside these cliffs may reveal marine geodes. If you travel far enough along them, however, you will discover that the ocean descends further (towards the sculk). Ocean ruins and dracofalls can also be found across the dark sand cliffs and near (or in) the sculk.

    • Dark Sand – A black, highly magnetic sand. It can be crafted into sandstone and TNT, as well as magnets
    • Marine Geodes – Geodes with rainbow blocks and crystals at their center, along with smooth basalt and calcite
    • Dracofalls – Bony, nutrient-rich structures that generate deep in darkwater biomes and provide renewable nutrients to many creatures. Many ambient non-mobs in this biome will frequently visit these bone blocks (and any other bone blocks placed in front of the fish, even if crafted by the player)
    • Cobalt is a required resource for building agents – A robot-like mob that be programmed to perform tasks. It lacks a soul and is unique for being one of only two mobs that doesn’t spawn from dragon eggs (the other being mules, which are born of horses and donkeys); there is no such thing as an agent or mule hybrid
    • Tin can be combined with copper ingots and breeze rods to craft copper pipes: narrow blocks that can transport liquid-like entities (usually water, but also milk, potions, or even souls) from one place to another, meaning horizontally, downwards, and upwards. Fish can swim through copper pipes if the entry point is not spawn-proof, but do not spawn inside them
    • Magmamarine is a bold, brightly colored ore prominent where darkwater exists near underwater heat vents, magma, or lava. It spawns near (and often in) marine geodes. It can be used to upgrade armor into pressure-resistant gear that allows for long-term deep-diving in water, lava, or the Void (similar to netherite’s ability to upgrade armor); the rainbow ore and blocks are sometimes coveted for decorating

    Atoll

    A tropical biome that involves a ring-like island spawning in warm water; the atoll is like an outline with a large lagoon in its center. The land is thin and stretched out. It’s often coated in sand and ghost sand, and always surrounded by a large coral reef. They appear to be themed around the concept of volcanic islands sinking beneath the water. The narrow land is not considered good for building on, so these biomes are more commonly populated and maintained by aquatic species. Magma is common within and around the lagoon. Ruins and dracofalls often generate nearby and the coral reefs are filled with tropical fish.

    Many reports suggest these biomes were rich with natural resources, but have been picked through in modern times. Large veins of diamond, cobalt, and magmamarine could be found by mining near the lagoons and coral reefs. While the original resources seem to have been depleted, dragons do seem able to restore large veins frequently as the conditions to do so are very good. Because of this, atolls are still highly valued in modern times.

    • See the Dragon Farms section of Chapter 3 – “An Overview of Dragons”

    Atolls also possess a valuable resource that renews itself without a dragon’s aid: hub flowers (See Chapter 6 – “Server Hubs”). Hub flowers only  generate in three biomes (the others being the tropical rainforest and emerald savanna). They generate more frequently in atolls and are often considered easier to obtain there (due to the sculk creep, aggressive hybrids, and aggressive dragons in tropical rainforests alongside aggressive dragons and dangerous wildlife in the emerald savanna).

    Not only are hub flowers abundant, but atolls are arguably the best region to wait around in if you hope to obtain diamonds (for armor and weapons), cobalt (for agents), or magmamarine (for deep-diving in darkwater, lowlava, or the Void). Spawn rates for hostile mobs are quite low, limiting the chance of being attacked by mobs. Other gemstones (like rubies, topaz, and jade) can be found here as well.

    • Rubies – Hard red gems often used for armor and weapons due to lack of diamonds in Between; offer less defense, but don’t wear down as quickly
    • Topaz – Used to craft kilns, which can be used in pottery repair and pottery crafting
    • Jade – Used in magical crafting recipes (Ex: Totems of undying) and to help spellcasters channel their powers; more magically potent than emeralds

    Today, many hybrids wait around atolls in the hopes of gathering resources. The Dolphin Dragon tends to give these resources more frequently while the Pufferfish Dragon is a bit more protective, but willing to offer them for a good price. The Dolphin Dragon’s turf tends to be overrun with eager hybrids who have altered the landscape; this has also led to low supply, high demand.

    The Pufferfish Dragon’s territory is preserved as best as she and the pufferfish hybrids can manage. A Deny field over the area prevents block placements and outsiders are generally shooed away from the island by a population of spike-covered hybrids who can deliver the Poison status effect. Supply and demand are both high in her domain, but limited housing is offered to outsiders, so many avoid her area in favor of the Dolphin Dragon’s.

    Generated buildings are long with straw roofs that offer shade, but these buildings often have thin supports and lack walls (due to lack of hostile mobs in the area). Locals are more likely to build walls since other hybrids can be a threat, but these designs allow for good airflow in this warm region. Since pufferfish, tropical fish, and dolphin hybrids live in this area, most homes include access to water: either fenced-in pools, lagoon access, or exposure to the open ocean. Some homes are partially submerged; coral is a common decoration for underwater rooms. Some rooms (above and below) are separated by lightweight doors, such as bamboo doors (which can slide open and may be more convenient underwater than doors that require pulling).

    • Surfaced leviathans naturally pathfind towards the nearest atoll- presumably as incentive for players to ride them, explore the ocean, and reap the treasures of the atolls
    • Sunken leviathans swim aimlessly, but often away from atolls
    • Pufferfish and Dolphins both have their soul spawners in atoll biomes. Tropical Fish have their soul spawner in a warm ocean biome that does not contain an atoll
    • It’s believed dolphins and/or the Dolphin Dragon may have helped widely distribute hub flowers in the early days
    • Due to low mob spawning rates and the fact the atoll is surrounded by water, endermen are very rare spawns in this biome. Many atoll locals will trade valuable resources for ender pearls, which are more common on the mainland

    Tropical Rainforest

    Rainforests are hot, wet biomes that see frequent rain; the plants are lush and bright (many boasting multi-colored leaves, including blues and purples). The thick, continuous canopy blocks out the sun. In addition to common monsters (zombies, spiders, creepers, and skeletons), notable mobs in this region include parrots, toucans, ocelots, red pandas, otters, frogs, snub-nosed monkeys, brilliant beetles, vultures, tropical fish, and regal tigers. Some ambient non-mobs include birds, snakes, and insects.

    • If you intend to trade for resources in the rainforest, I highly recommend clocks. The thick canopy can make it difficult to track the time of day, but the lack of natural ores can limit clocks in the local region. The rainforest is a heavily populated area, so you’ll almost always find a hybrid interested in a clock or even several clocks for friends. As always, armor and weapons can also be good trades due to Between’s limited ores

    There are several rainforests in Between, some of which spread through valleys, along rivers, or up mountains. With so many mobs in the rainforest (and many hybrids with their soul spawners here), it should come as no surprise that this region is full of teamwork, territory disputes, and infighting. The area is thick with mob drops (much to the delight of mice). This biome is known for its plant and animal biodiversity, though not so much for its ores, which are largely unremarkable (and have been picked through after years of hybrids mining underground. Many rainforest plants can be mixed into healing potions and soups.

    While rainforest species may have territorial disputes among one another, hybrids are often aggressive towards outsiders. Many species have their soul spawners in these areas and (due to the lack of ores), most outsiders arrive either to chop trees, steal valuable plants, or kill to obtain mob drops. All of these things can damage rainforest biodiversity and hybrid health, so the rainforest hybrids tend to be highly aggressive towards outsiders. Rainforest hubs are not necessarily non-anarchy, but are highly resistant to outsiders’ raids due to flight, quick communication, organization, teamwork, and familiarity with navigating the region (not to mention the presence of many dragons).

    The rainforest is also known for its freshwater rivers, which are not in contact with the ocean; the water is sculk-free (at time of writing). However, sculk is thick underground and has climbed relatively near the surface due to the sheer amount of hybrids and mobs mining and burrowing. At the time of writing, there is no sculk aboveground in the rainforest; with the amount of territorial fights, group infighting, and deaths that occur in these areas, I suspect the downfall of the rainforest hubs will not be from outside raiders, but from sculk (which will no doubt quickly consume dead matter on the ground, steal light from plants, and consume the rainforest).

    Generated buildings favor jungle logs and planks. Near rainforest borders, you may find buildings with open walls and wide windows, allowing open airflow in the warm region. Deeper in the woods, this may not be practical due to the increase in dangerous creatures; closed-off buildings are more common. Sometimes banners and animal pelts (even a hybrid’s shed fur or feathers) are used in place of walls. Most buildings generate on the ground (ranging from large buildings intended to host many individuals to small single-person dens). Occasionally, small buildings generate in tree branches.

    • Rainforests are one of three biomes that can spawn hub flowers
    • They are also one of two biomes that can spawn bouncecaps– enormous, springy mushrooms that can be jumped on and will bounce entities high in the air (similar to slime blocks)
    • Most of the above mobs have their soul spawners in the rainforest; parrots have their soul spawner in a Tropical Epic Peaks biome, but are frequent sights in the rainforest
    • With so many dragons in the area, many meetings between dragons are held near the rainforests. Rainforest politics can be tense (with disastrous results if infighting occurs)
    • Flying with elytra can be deadly as rockets allow huge bursts of speed and limited maneuverability; walking or using natural wings is much safer
    • To the best of my knowledge, sculk IS being held at bay by blocking off paths and using hoes to mine it. However, it is much thicker in the rainforest biome than most places due to the sheer amount of insects, burrowing mobs, ground animals, and plants that die in the area

    Maple Mountains

    Maple mountains are a cool, moist biome where it rains frequently (sometimes lightly, sometimes heavily). The sky is often cloudy. As this is a mountain region, it is characterized by lumpy, jagged terrain. The spawned slopes are gentle in some places, but harsh in others. Grass and undergrowth tend to be tall and thick, but you will often find worn paths through the area where the grass has been trampled by animals, villagers, or hybrids.

    Water is plentiful in this region, though the lack of flat land makes large-scale farms difficult. The land may be flattened sometimes due to the Allow aura of nearby dragons, but the dragons occasionally world edit the land as its original landscape. Farms are sometimes build vertically on steppes rather than in horizontal sprawls. Llamas, donkeys, and mules are common and useful in this area; these pack animals help take items up and down (which is highly beneficial in a dimension that limits hybrids to a single inventory slot and lacks easy access to elytra.

    This biome is known for its loam and maple trees. Loam is dark soil (brown-black in color) that holds moisture, but also drains well; it’s nutrient-rich and often attractive to grazing and undead species. Maple trees have dark, reddish-brown wood and bright red leaves. They can be tapped with a spile to produce syrup.

    • Spiles can be crafted out of bamboo and iron nuggets
    • Spiles can also drain water from other trees and cacti, creating renewable water sources that mobs will not trample (but cannot drink from on their own). Trees do not continuously spurt water

    A notable non-mob that spawns in this region is mice. Mice collect dropped items nearby and hoard them in their nests. A mouse nest can be made in logs or grass blocks. Breaking the nest will cause it to drop itself (so it can be placed in a new location and attract mice there) and all items the mice, meaning a hybrid can gather them. Mouse nests can be drained with hoppers. Because of this, mouse nests are often placed near traps that kill players and connected to a system of droppers, water streams, chests, and/or gather allay so they can be safely collected by the player who set the trap.

    Generated buildings have stone brick platforms (some of which can be quite tall) topped by buildings made of stone brick or maple wood. These platforms protect the wood from soaking in standing or running water during heavy rain, though houses built on supports (stilts) have also been observed. Courtyards and pavilions are common features, allowing individuals to seek shelter from the rain or admire it in maintained, possibly mob-proofed areas. Most roofs are tall and steep, forcing water to run off and not collect on top. Large overhangs allow individuals to stand beneath the edges of the roof without being soaked. Old records suggest walls of reddish wood accented by dark brown or black roofs were quite common back in the day.

    I don’t suggest keeping agents in this region as the steep, uneven land and rainy weather can easily damage them. However, I’ve met many people who do like agents since they can repair redstone lines that get washed away during storms. Agents in any wet region should be given extra attention and maintenance.

    • The nesting hubs for Wandering Traders, Llamas, and Donkeys are found in this biome
    • I suggest replacing wood doors with iron when basing in this region to avoid them blowing open in storms. Lightning rods can also prevent some damage and fires
    • Rusty wolves make their home in this biome

    Emerald Savanna

    The emerald savanna is sometimes called “the home of beasts.” This is a highly rainy biome full of long grasses, floodplains, and wetlands. The area is highly diverse in ambient plant and animal life alongside sherds, ruins, and the bones of giant beasts. Many birds migrate to this area during the dry season when this biome is still warm and wet. Grass and leaves are vibrantly green during the wet season, though they’re a mild yellow during the dry season.

    Many game animals can be hunted in this area, along with birds and fish; the wide variety of large animals is perfect for great hunger hybrids (who must consume large amounts of food). Many crops and plants grow here, including hub flowers. Lava is infrequent in this region (nonexistent aboveground and rare underground); ore distribution reflects this, with this region being home to unique plants and animals, but not many ores.

    However, livestock animals (such as cows, pigs, chickens, and sheep) do not spawn in this biome. Survival requires foraging for fruits, nuts, and vegetables or bringing in outside food sources, such as livestock (which may not survive, as simple outdoor pens make them easy targets for prowling animals). Many of the beasts in this region are ambient non-mobs, meaning they vaporize if killed without dropping meat; mobs can refill their hunger meter by attacking them, but hybrids cannot gain food from them. These ambient non-mobs are not hostile to the player, but will always attack if provoked (whether they are as small as an insect or as large as a lion). Many of these ambient non-mobs have high amounts of hearts and will sometimes fight back in packs, sometimes making them more difficult to kill than the usual monsters such as zombies.

    • Game animals often leap fences or low block walls, trample crops, and break some items (such as chests, barrels, clay pots, and glass). Many animals are large, meaning they are not likely to invade a shelter, but keeping boxes outside is not wise. Keeping mice is a smart move as they will gather items for you
    • Lions and hyenas can detect livestock through walls; they cannot break blocks, but will lurk in the area
    • Transporting livestock is best done underground, not aboveground

    Foraging is the easiest way for a player with limited resources to survive. The tall grasses in this region do not drop seeds, requiring players to wander deep among tall vegetation in search of food. If they are not careful, this will lead them straight into the gaping jaws of a great hunger (mob or hybrid). This region may not be difficult for a well-prepared traveler who arrives with armor, weapons, and food, but it can be a very dangerous place to live in long-term, especially if you are not used to foraging with care.

    Villages usually generate near rivers: a stable source of water even during the dry season (when watering holes become unreliable). Generated buildings are often made of mud, packed mud (i.e. mud strengthened with wheat), mud bricks, clay, and acacia wood (stripped and unstripped). Many buildings generate with a round floorplan and are often only one level tall. However, there are some large, round buildings that are two levels tall.

    You’ll see high walls around villages or individual homes, protecting villagers (or local hybrids) from the biome’s many mobs- mud bricks and clay are common building materials. These are often attached directly to houses to form short walls within the village as well, dividing areas into small yards (where a villager might keep a few chickens). Additional wide buildings with sweeping roofs provide much-needed shade. It’s common to paint on walls with dye, leading to elaborate patterns (many of which will last in the village for generations unless the blocks are mined by hybrids or griefing mobs, such as endermen).

    A village surrounded by walls keeps its livestock at least 16 blocks inward, preventing predators from detecting them. In many villages, each house will have its own small stock of protected livestock (either outdoors or indoors) which can allow for easy repopulation if a predator does take a neighbor’s animals. Many villages have buildings very close together, separate by clay walls. Unless the individual can fly or dig beneath the village, they may need to wander a “maze” of dozens or even hundreds of buildings before they can walk away from the houses; walls do not allow easy exit from the village. Raiders and mobs can usually only enter from one or two places, and scouting for other entrances increases the chance they’ll be spotted before an attack occurs.

    • If this biome existed in the Overworld, I imagine a Nether portal would grant access to a warped forest biome (i.e. hoglins and pork chops). However, this is not possible in Between
    • Emerald cheetahs, vultures, termites, alligators, ravagers, ostriches, meerkats, and great hungers have their soul spawners in emerald savanna biomes
    • Ambient non-mobs include snakes, lions, pronghorns, zebras, hyenas, and the savanna mice variety, which are not hostile, but will attack if provoked
    • Livestock can be placed in automatic farms. These should be mob-proofed to ensure wandering non-mobs do not break them. Also, vultures will pick up dropped items if the drops are beneath open air (such as meat flowing down a water path). Always cover your farms
    • Honey is plentiful in this region
    • Storms are rare, but lightning and Fire Aspect weapons can easily set the biome alight as the grass burns quickly; I recommend lightning rods
    • Spotted wolves thrive in this biome

    Epic Peaks – Umbrella Term

    Much as in creative servers, the build limit for Between far exceeds that of the Overworld. Epic Peaks are mountainous regions that generate terrain at high Y-levels; they share many similarities with Jagged Peaks. The Epic Peaks are defined by dirt, coarse dirt, and stone near their bases and many levels. They generate near most plain and forest biomes. They are especially common near Maple Mountains and Brimstone Plains. Evergreen trees and bouncecaps are very common.

    The Epic Peaks have steppes or plateaus, many of which host large groups of mobs. Wolves, goats, and monkeys can often be found in these regions, in addition to big beaks and villagers. Bouncecaps are a common method of travel between steep areas. These biomes are also frequented by winged players and elytra users due to their wide open spaces. Large ore veins were once found within these biomes, but have been picked clean over the years. In modern times, new ores are occasionally discovered, but are not common.

    The term Epic Peaks covers several biomes:

    • Dry Epic Peaks – Dry biomes known for yellowish grass, exposed rock, redstone, and copper (Badlands, Windswept Savannas, or Dry Valleys)
    • Mild Epic Peaks – Relatively cool, mild biomes known for coal, iron, lapis lazuli, and gold (Generate touching Plains, Sunflower Plains, Windswept Hills, or Birch Forests)
    • Icy Epic Peaks – Cold, snowy biomes known for iron, copper, and diamonds (Generate touching Snowy Plains, Ice Spikes, Jagged Peaks, Old Growth Taigas, or Snowy Taigas)
    • Rainy Epic Peaks – Cool, wet biomes known for gold and emerald ore (Generate touching Flower Forests or Maple Mountains)
    • Tropical Epic Peaks – Warm, wet biomes known for vibrant plants, bouncecaps, vines, volcanic activity, coal, diamonds, and opals (Generate touching Jungles, Rainforests, Emerald Savannas, Lowlava, or Volcanic Coasts)

    Epic Peaks can cause significant barriers for travel, which is perhaps why wandering traders – a surefooted species – are often responsible for distributing resources across Between, with the aid of equally surefooted llamas. Winged species like phantom hybrids sometimes carry goods as well. I’ve often felt Between’s man-made landmarks are lacking due to dragon proximity requirements and a culture of anarchy that often tears down paths. However, the need for travel has led to many impressive tunnel systems across the land, many of which seem to have been standing for a very long time.

    Long Water Tunnel is one of the most ancient and famous landmarks in Between: a wide, somewhat-round, glass-lined tunnel that passes through large Epic Peaks, with a significant amount of the natural blocks (i.e. walls, ceiling, and ground) replaced with water. Many aquatic species swim here, including darkwater species in the depths (such as mirages and a few small leviathans). If this can be called a tourist attraction in spite of the wider anarchy world, I would classify it as one. I think the existence of this wonder offers great insight into the minds of the early hybrids who walked this land, as I presume it may have taken months or years to transport these creatures.

    Generated buildings are often made of stone bricks and cobblestone with wooden stair roofs. Some have red brick roofs. These structures tend to be tall, but not too wide: allowing them to fit on the peaks. Records suggest they spawn on plateaus throughout the peaks. Big Beaks are mounts that can glide between gaps, so they’re often raised in Epic Peaks villages as livestock (alongside llamas, goats, and some cow varieties).

    • Goats, Wolves, Ravens, Big Beaks, Parrots, Marmots, and Soul Wizards have their soul spawners in Epic Peaks biomes
    • See the Ore in Modern Times section of Chapter 2 – “The Digital World” for information on orevarks: a rare non-mob that spawns in these biomes (most common in Tropical Epic Peaks)

    Tallgrass Prairie

    Crabapples are common along the edges of the biome that border forest regions; they are less common towards the biome’s center. When planted together, crabapple trees are very effective windbreaks.  They are often planted in prairies to reduce wind. They should not be planted near areas where wind is valued (such as near sailing boats and elytra take-off areas).

    In spring, crabapple trees produce dark pink flowers that attract bees. They are one of the first trees to flower after the dry season, making them useful for beekeepers. Many bees can gather pollen from the tree at the same time, creating an effective apiary in a small location; bees will also follow crabapple leaves held in the hand. In autumn, their leaves turn bright red. Crabapple trees have long-lasting fruits. If not harvested by hybrids, these fruits will attract ambient non-mob birds (i.e. such as cardinals, robins, orioles, and hummingbirds) to the branches even during the dry season. If they are not consumed, the crabapple fruits will last the entire winter.

    Applewood cooks food quickly and burns for a long time. The smoke is considered sweet-smelling and is often used for indoor furnaces (especially as an alternative to lava, which burns a long time but smells unpleasant to many hybrids). Lava does burn longer, but applewood is a decent alternative. Setting a crabapple tree on fire will create smoke that calms all the bees in the surrounding area, which may be desirable in large-scale apiaries (especially if the burning and replanting can be automated by machines or agents). Undead species (such as zombies and phantoms) avoid this sweet-smelling smoke, which seems bitter to them.

    Generated buildings tend to be long, low, and open (light on interior walls). They’re often made of logs (natural and stripped), often with attached fenced-in gardens. Other elements of this design style include strong, sturdy columns (usually stone bricks) and flat roofs with wide overhangs.

    • Fawnwater (Deer spawning hub) and Underleaf (Hedgehog spawning hub) are located in a tallgrass prairie biome
    • Grown crabapple trees can spawn with beehives or birds’ nests
    • Crabapples can cure poison, like milk
    • If planted in a small space like a flower pot, a tiny crabapple tree will grow; even this small tree can be pollinated by up to two bees at a time and can produce apples for birds
    • Crabapples can be used to breed deer (for meat, antlers, fur, or companionship)
    • You’ll likely spot woods wolves around naturally spawning crabapple trees- they also generate near forests and hunt mobs like deer

    Chaparral

    A hilly biome covered in shrubs (some of which cause thorn-like damage) and many patches of stacked stone (boulders). Climbing the somewhat steep hills can be tiring, so you’ll sometimes find tunnels mined through the earth. I recommend taking these only if you must, as these paths are often filled with traps. Occasionally, you may wander across a chunk that seems overtaken by thorn-covered plants. These large patches of plants will cause damage to hybrids or mobs that pass through them, though they can be quickly chopped with axes. These thorny plants spread like grass and mycelium, meaning they will overtake the area if not maintained or surrounded by blocks they can’t grow on (such as stone).

    • Unsheared sheep that walk too close to thorns are especially at risk of spreading thorns to grassy areas. I also advise hybrids to check their clothes and skin after pushing through thorns, as they can be a nuisance to contain once they spread

    Winters are mild, but rainy; water does not freeze. Rain will fall, but snow will not. Summers are hot and dry; rivers and lakes remain partly full, though the water level decreases (and disappears only if it had one-block depth). During summer, fires occur spontaneously among the shrubs (presumably from random ticks). Wood shelters will likely catch fire, but this can be avoided by building the base of your home with nonflammable blocks and using wood only on walls that don’t touch the ground or adjacent wood (like trees).

    • After a storm in loaded chunks, expect colorful flower gradients to spawn in bulk. Common spawns are oxeye daisies, alliums, lilacs, dandelions, poppies, and cornflowers
    • Lightning rods can limit storm-related fires

    While the ground is not the best for farming, these biomes are excellent grazing grounds for many mobs. Deer and livestock naturally generate in this biome, as do horses. New livestock lineages spawn more frequently in chaparral biomes than any other Between biomes. Grazing should be monitored carefully as too much grazing allows thorny plants to take over the area; this can be prevented by cutting or burning thorny plants before they overtake the good grazing areas.

    • Chaparral biomes do not spawn many fish; this is not the best location for a fishery despite generated rivers and lakes

    This region is home to hazel trees, which grow near rivers and lakes. Hazel trees are shorter than most and have wide-spread branches. They have greenish-brown leaves and grayish-brown bark notable for its swirling patterns. Hazel trees do not naturally produce saplings and cannot be planted by players. They produce hazelnuts.

    When hazelnuts are given to a squirrel (ambient non-mob), the squirrel will either eat the nut or plant it in nearby dirt, which will allow the hazelnut sapling to grow. Squirrels can be prompted to plant hazelnuts in a specific dirt block if the rest of the area is mob-proofed. However, they can climb blocks and fences, and will only plant hazelnuts in blocks exposed to the sky. They can also swim. This can make them difficult to fence in, but they cannot leap off honey blocks. They will avoid foxes, raccoons, and cats, which will hunt and eat them.

    Squirrels nest in hazel trees; they also eat nuts, but co-spawn only on their own (i.e. as ambiance) and cannot be manually bred or farmed, likely because they are highly territorial. Mice will also co-spawn after hoarding hazelnuts.

    Generated buildings favor cobblestone and chiseled stone, with the rare partially wood exception that I suspect exists to demonstrate what happens if you build with wood in this region. Abandoned, partially burned buildings also seem to generate in this region, further proving my point.

    • Skunks, Badgers, and Raccoons have their soul spawner aboveground in chaparral biomes; Bats have a soul spawner in a cave within a chaparral biome
    • Soil in this region is not ideal for farming. However, some medicine plants and flavorful herbs grow here
    • Although winters are wet, lightning can still cause storms as the rain is light and shrublands are highly flammable
    • Other ambient non-mobs common to this biome include game birds, mice, lizards, snakes, butterflies, woodpeckers, songbirds, roadrunners, coyotes, bears, cougars, and bobcats. Jaguars are rare, but not unheard of. Be cautious if following trampled paths through dense thickets and brush- you may run into one of these large creatures
    • Grapes also grow in this region. I assume they can be turned into wine, though I haven’t seen evidence that wine affects the population as it did in my world. Hybrids (and mobs) seem to become tipsy after consuming raw binary code
    • Because squirrels must plant hazel saplings and cannot be manually bred, hazel nuts and hazel wood cannot easily be farmed in a TNT tree farm. I’ve overheard many debates that hazel is not true wood, or is weaker compared to other wood types- this seems to be a common conversation topic among tipsy builders seeking something to complain about

    Dry Valley

    Dry valleys do not have consistent surface water, such as rivers or lakes. During the dry season (winter) and transition seasons (spring and fall), water dumped in this biome will quickly vanish into the ground, making it impossible to form surface lakes for long. However, water can be stored in cauldrons and other containers, such as copper sinks. Water will only last on the surface during the wet season (summer). During this time, ground water springs can produce small rivers and ponds (or even lakes), which can flow over the ground without sinking back underneath.

    • Ponds and lakes that form in this region quickly become salty due to lack of flow to the ocean

    It does not rain in this region, though the ground often experiences permafrost. This biome is characterized by high mountains, gray and brown rocks, large patches of dirt and surface-level granite, and limited vegetation (including grass, bushes, and trees). Grass can be placed in this region with the aid of silk touch (or an enderman’s hands), but spreads very slowly. Thorns and mycelium spread at their usual rate and will usually overtake grass because of this (though they must also be placed in this region via silk touch or a dragon’s commands, as they’re not native to the biome).

    Dry valleys tend to exist at low Y-levels (with the mountains at a significantly higher Y-level). Due to their low placement, sculk can creep up as creatures die in the many caves. Its spread can be stopped by placing blocks and/or avoiding the sculk and not dying on it. Bodies do not dispose easily in this region due to lack of decomposing bacteria and/or programming; this means sculk can be overpowering

    Generated buildings in this biome often feature very strong A-frame designs. While I’m not well-versed in the architecture, I imagine this may protect homes against wind and permafrost spread. They can be quite tall and long, which I suppose makes sense in a biome home to lanky, teleporting individuals. I’ve also seen another design that’s low and square, built of wood planks and what I believe was a tin roof. I imagine this keeps permafrost from forming in the cracks of wood as well. If I were an enderman, I certainly wouldn’t want to heat my home after a long time away and discover permafrost thawing and soaking me through.

    • Enderkin tend to live in dry valley biomes as the cold, lack of water, and difficulty farming makes the area largely inhospitable to most creatures
    • Evernight (Enderspawn nesting hub) is located in a dry valley biome
    • Chestnut and ashen wolves can be found in dry valleys, especially near edges that border dry forests

    Volcanic Coast

    This hot, dry, sandy biome hosts many Netherkin in a non-Nether dimension in spite of its required proximity to saltwater oceans; these ocean borders are filled with ghost sand. Dark sand sometimes sprinkles itself across the ghost sand after a storm. Epic Peaks often generate nearby. The Brimstone Plains are characterized by rising magma: magma sources can create lava, which will regularly spread (upwards if possible) in a similar way to grass overtaking dirt. During the wet season, the lava will quickly cool and fade. During the dry season, it moves quickly and often lingers (similar to the rapid spread of lava in the Nether).

    It’s wise to build homes at high Y-levels and use non-flammable blocks. Some species, however (such as blaze, striders, and magma cubes) build their homes down low, where they swim freely in the lava. As these hybrids are naturally fireproof, they often have no issue mining the rare resources of this region. Beware of hydrothermal vents in this biome – i.e. steam vents – which can spurt hot steam in the faces of those who come too close. Many small non-mobs (like arthropods and mollusks) live in or near these vents. Crabs often eat them and swim in the hot water.

    Notable flora associated with this region includes:

    • Jacaranda – A purple-leaved tree with reddish wood. Their flowers can be crafted into many different medicines
    • Scorchwood – A tall, thin tree with black wood and silver leaves. This wood does not burn. Grows near steam vents and sprouts red flowers in spring (like apples); i.e. flowering scorchwood leaves. Especially common near borders with Tropical Epic Peaks
    • Wither Rosebush – A black-leaved plant that naturally spawns wither roses, which can be plucked off like berries

    Some fungi grow in this region as well, including netherwart and warped fungus.

    The natural terrain consists largely of stone, tweenstone, various sands, basalt, tuff, obsidian, and rhyolite. Many ores are found on the surface or in high Y-values compared to the rest of Between’s terrain. Opal ore generates in Between’s rhyolite and basalt. Diamonds, rubies, topaz, and jade can often be found in this region. However, excavating them requires great care due to this region’s rising lava.

    Andisol is considered the most fertile soil in Between. Andisol consists of two parts, divided in half-slabs: lower andisol and upper andisol. If lava comes in contact with the lower layer, the lava will dissipate and leave new upper andisol behind. This renewable, nutrient-rich dirt is highly valued in regions that rely on agriculture. Many undead species have a natural interest in nutrient-rich dirt, favoring andisol-rich areas to hunt in many behavior studies.

    Many ghost sand beaches are covered in seashells (small items similar to candles and sea pickles); seashells are sometimes used in jewelry or decoration. Fossils regularly generate in this area. Occasionally, a new dracofall may generate in a seashell beach chunk (similar to the way mobs spawn in), providing nutrients in the form of bone blocks and unesu blocks.

    Many hybrids living in the volcanic coast are Netherkin, so they may choose to ride the backs of leviathan to travel the ocean. Netherkin usually travel in groups and guide leviathans with fish on sticks, which can greatly increase travel speed before sunrise occurs and the leviathan dives underwater.

    Generated buildings in the Volcanic Coast biome are quite similar to atoll biomes: open walls and straw roofs to provide shade without trapping heat in an already hot region. As with the atoll, it’s common for buildings to drop directly into water. In the Volcanic Coast, it’s also common for them to drop directly into lava pools, which many of the local hybrids swim or wade in while eating nearby plants and fungi. Many roofs are high. I imagine this is to allow magma cubes to leap, ghasts and blaze hybrids to float, and striders to carry their young on their backs without bumping the ceiling. I’ve also seen A-frame houses in this region, similar to those in the dry valley, though I’ve not seen mention in old records that these generate naturally by the coast.

    • Ghost Sand – A very fine white sand. It can be crafted into sandstone and TNT. If touched with lava, it becomes peppered sand
    • Peppered Sand – Sand that’s partly ghost sand and partly dark sand. It can be crafted into sandstone and TNT, but is mainly decorative
    • Opals – Used to send and receive data from servers; required for server downloads
    • Striders, blaze, ghasts, magma cubes, and hoglins live near this region; piglins can often be found here as well

    Lowlava

    The lowlava biome bears similarities to darkwater; this biome exists at very low Y-levels. It seems to fill a similar role to darkwater, which is to say some rare resources can be found in the depths and many creatures choose to live in this region. Many interesting structures generate in lowlava, such as cliffs of basalt (and historically some ore veins). Mining into these caves (or swimming in through semi-hidden gaps) reveals tunnel systems, ruins, and fossils. Many tunnels bear hints of ancient people who roamed these ruins; I’ve visited many myself and compiled a separate book on the subject.

    Lowlava Ruins may offer a wide variety of resources. Records suggest materials from the Overworld, Nether, and End have all been found in such ruins (in addition to natural Between blocks). Nether stars, totems of undying, shulker boxes, elytra, and ancient books have also been reported- while the first has become common thanks to the many withers in Between, the latter items are difficult for an individual to obtain due to low supply and very high demand. I for one would trade any of the listed items for any undiscovered book from the ancient days.

    • Due to lack of contact with The End, lowlava ruins and the occasional pocket biome (see below) are the sole sources of elytra in Between
    • Phantom mobs and hybrids drop phantom membranes upon death, which can repair existing elytra; many people have managed to create semi-functional elytra with these membranes

    I’ve even read the occasional report claiming that very rare mobs and resources have been discovered in such ruins (such as black boats that can safely transport resources through lava, undead horses with tattered green flesh, and blue chickens that lay diamonds instead of eggs). These mobs may spawn naturally or may have been hidden away by early players; I suspect the latter, as the resources do not respawn once removed.

    As with all Between’s biomes, it seems the lowlava biome has been explored thoroughly in recent years; several lowlava ruins have been discovered and now exist as empty remnants of what they were.  Some have been sealed by dragons, leaving only minute details (such as chiseled blocks) to indicate their presence. Presumably, we will never know when we have found the last one.

    • Many people debate whether these mobs are native to the lowlava biome or to the Hels dimension, which such stories were associated with before recent discovery of these ruins
    • See Chapter 21 – “Additional Info”

    This biome also features large ore veins, including ancient debris, diamonds, rubies, gold, peridots, and magmamarine. Extracting these resources may require building barricades around them and bucketing any remaining lava. If the ores are mined directly, the blocks will drop and dissipate in the lava. If lowlava existed in the Nether, the easy escape would be to build a Nether portal. However, this isn’t possible in Between, which can make the process of bringing a mob to the surface very slow (particularly as it may require the presence of a dragon to allow blocks to be mined).

    • Lowlava is the only biome that naturally generates peridot ore
    • At the time of writing, no one has discovered a crafting recipe for peridot; however, it is often coveted for its rarity and flaunted as a pretty gemstone

    Little is known about the non-mobs that live in lowlava, as they seem to drift like the particles that float through the Void. These seem to be a food source for creatures like blaze, magma cubes, or striders (or a source of food for other non-mobs those creatures eat).

    Many lowlava ruins contain resources abandoned by past adventurers, some of which seem valuable. Presumably, this is due to a decision to empty part of a shulker box (or the soul slot of one’s inventory) to make room for treasures deemed more valuable, as resources in the soul slot will remain undamaged during travels through the lava (compared to the risk of carrying such resources in the hand).


    A Comment on Hybrid Distribution & Raiding Urges

    In theory, Between is a realm populated by hundreds of millions of hybrids. The population varies due to online activity: many hybrids exit their play server and only have a few hours in Between before they grow exhausted and must visit their AFK server and rest (as they cannot sleep in Between). The population may rise and fall with activity levels in different parts of the outside world (I would use the term “time zones”), but this rise and fall should be negligible due to what I assume is fairly even distribution of hybrids across the world. I can think of no hub whose population is significantly tied to similar logout patterns; a hub left unattended would be as unnerving as a large city completely devoid of life.

    Setting species aside, accountless individuals tend to rule Between, followed by spectators (who don’t grow sleepy as long as they are in spectator mode) and lastly players (who are targeted by anivores and regularly kicked out of Between to their AFK hub via hunting). Taking species into account, vex are the undeniable apex predator and dominant species:

    • Many are born directly as vex; the dragons seem to be balanced so there are several times more vex born than evokers
    • Allay hybrids can become cross-contaminated with vex code; vex code can easily overpower the similar but weaker allay code. 
    • All unthreaded individuals are converted into vex (See Chapter 6 – “Server Hubs”)
    • Historically, cultural preference favors unthreading (Freedom to exit AFK servers, ability to fend off phantoms and many other creatures, immediate wings and magical abilities)

    For detailed information on vex behavior, see the vex section in Chapter 20 – “Tradebonded Report”

    Between hosts a very high population of vex, and vex are associated with pillagers. When combined with Between’s anarchy-oriented culture (due to a lack of unified leadership or even consistent rules from the dragons and/or from anyone else), it should not be surprising that there are many raiding parties in Between. Raiding parties often contain pillagers, but not always.

    • It is crucial to note that pillagers are not the only species that participate in raids
    • Furthermore, not every pillager participates in large-scale raiding (though I would imagine most do feel raiding urges; some may knock things over or smash sandcastles for release)

    An entire moral discussion could be had regarding the right to engage in natural, programmed-in behaviors, the social and physical costs, and whether it’s morally right to allow some species to engage in their behaviors while requiring others to suppress themselves simply because of the body they were born in. My intent is not to demonize or shame any species for their behaviors, but to simply report the facts; I am in favor of recognizing the digital world we live in, the nature of programmed behaviors, and taking precautions to avoid conflict and/or defend oneself as appropriate to one’s personal morals.

    • I myself have no moral issue laying waste to my attackers. I feel it’s only fair that in a game where we are taught to see ourselves as heroes facing down monsters, we should all have a right to raise our weapons and defend ourselves. I have no moral issue hunting down those who flee from me and forcing a respawn on them before they can finish their work while I have my back turned.

    Such violent nature, brother

    I’ve no shame in it

    Regardless of my personal feelings, I do recognize the moral implications of allowing those of us with “monstrous urges” to engage completely in our behaviors. Above, I noted the possibility that some pillagers may engage in alternate behaviors such as smashing sandcastles instead of raiding villages. I imagine some sound moral arguments could be made that those of us with the urge to attack could take our feelings out on armor stands, walls that need to be mined, and other inanimate objects. I think many interesting things can be discussed; I feel it’s best if each individual makes their own decision on where they stand, but I do understand that some wish for large-scale government control to force “monsters” to back down and “restrain themselves.”

    As a man born an enderman hybrid, I have my own preferences. I acknowledge my biases, but it would be ingenuine of me to pretend I’m comfortable suppressing who I am. I should have nothing to be ashamed of if I choose to embrace the body I was given. I’ve already lived a childhood of feeling disconnected from my body; I’m not about to spend my adulthood the same way.

    Returning to our present topic, one thing that must be made clear is that many groups of raiders roam the Between dimension. Being born a hybrid who shares traits with a passive species does not prevent that individual from joining in a raid for socialization, personal pleasure, or a chance to increase XP in communication, weaponry, and combat skills. Hybrids (players and spectators alike) may join raids for any reason.

    Because raids are common, some parts of Between’s landscape have been affected (sometimes severely and perhaps irreversibly):

    Notable Landscape Changes

    Landscapes can change for many reasons, including seasonal influence (such as floods) or direct influence (such as world edit and mining). Some changes can be very dramatic; they are not biomes, but are worth noting as they are not the default appearance of the biome.

    • Are raiders doing any harm to residents of this world that Between’s climate and mobs don’t already do to them? There’s no explaining to pillager mobs that they “aren’t allowed” to embrace their instincts. It’s in their code. It makes no sense

    Brother, your biased nature will be your undoing

    I am a researcher; that is my nature

    Ruined Lands – Areas that have been destroyed by raiding parties (such as mob pillagers or groups of hybrids); even dragons may be swayed to destroy a location if they are convinced it’s become a threat or may spread sculk, disease, and other unpleasantries to their own hub. Dragons may attack a hub if their offspring have been taken hostage or regularly killed. Even dragons.

    A ruined land can be defined in many ways: it may refer to a freshly fallen village, but it can also refer to a place that once had shelters or community buildings, but these are abandoned and are not likely to stay standing if rebuilt (either due to environment concerns such as sudden flooding or social concerns such as frequent travelers along a nearby road who may rob or destroy any new shelters in the area.

    • First Moon City (first shulker nesting hub) is a ruined land- it is difficult to rebuild there without being targeted, as people still travel the area regularly

    Consumed Lands – Areas that have fallen under the spread of sculk and have been mostly or completely abandoned. The term “contaminated waters” may be used for bodies of water, though at the time of writing, no water bodies have been consumed by sculk (which is confined to the darkwater for now).

    • Crystal Cove (original site of the allay spawner) and Towering Peak (current site of the soul wizard spawner) are consumed lands

    As mentioned above, I suspect the tropical rainforests will soon be consumed by sculk if it is not dealt with swiftly and effectively. Unfortunately, there are so many creatures in the biodiverse rainforest that the dragons are reluctant to move; they seem content to stay as long as their needs for food and shelter are being met. But then, dragons (myself included) have perhaps never been the best at self-reflection, risk assessments, or looking ahead.

    Tattered Lands – Exposed gaps in the game’s code where endermites (presumably; either mobs or hybrids) have chewed large holes. Usually, endermite chewing gets patched by the game naturally, with the tunnels slowly constricting (and trapping people inside, which will drop them to the Void once closed); endermites need to constantly maintain these tunnels to keep them open. However, some areas do not seem to heal from endermite damage.

    Some theorize Tattered Lands are an actual biome coded into the game. After all, many tattered paths can lead to useful locations, which I can best describe as transition chunks from Between into the spin-off games Minecraft Dungeons and Minecraft Legends (or so I’ve been told). Other tattered paths have revealed hidden pocket biomes of resources, such as slime and endstone. However, it seems that once these pocket biomes are connected to Between, they cease renewing their resources.

    Wandering traders (mobs and hybrids alike) are the only race known to hop in and out of non-connected pocket biomes. These pocket biomes seem to drift, which may be why connecting them to Between stops them from refreshing. Perhaps when unconnected and unloaded, they fall into a state of reset.

    • Consider outside reading on the subject, specifically pertaining to the 20w14∞ Files
    • The illusioner nesting hub is located in tattered lands

    Maintained Lands – Areas that have been heavily damaged and largely abandoned, but some people live near for the purpose of protecting or preserving the area. May overlap the terms “ruined,” “tattered,” or “consumed.” Many travel hubs, tunnels, mines, libraries, notable landmarks, and mountain trails fall under this classification. Some nesting hubs may as well, though dragons generally do a good job keeping their territories from being ruined or consumed by sculk.

    A ruined land may transition out of its ruined state if the landscape is cared for and has time to heal. Even a consumed land may recover thanks to maintenance. Terms like abandoned land or non-maintained land indicate a lack of consistent or organized effort to maintain an area.

    • Crystal Cove has been largely consumed by sculk. This sculk is regularly pruned, maintained, and deliberately spread by hybrids who strive to preserve the Allay Dragon’s dracofall, which is still wrapped in sculk to this day

    I get my information on unused mobs mainly from the Minecraft Wiki, especially the mob lists for Minecraft Dungeons, Minecraft Legends, Minecraft Earth, and a pinch of Minecraft Story Mode; all mobs & dragons will be discussed and individually cited later in this guide as well 👈👈

    – Bouncecaps are from Minecraft Legends, as are the mobs brilliant beetles, regal tigers, otters, and big beaks. Hedgehogs are from Minecraft Dungeons

    – Ostriches, termites, vultures, and meerkats are mobs that (as far as I know) are still on the backburner to be added in a future savanna or badlands upgrade (Vulture I believe is confirmed, others maybe on the fence)

    – Snub-nosed monkeys, alligators, baiji, and white-lipped deer were up for vote alongside pandas. I’ve heard all hostile mobs in Minecraft must be based on fake animals, so that’s what I themed the alligators, lions, and hyenas around

    – Ambient non-mobs are creatures that I added that have never been on their way to Minecraft as far as I know (like mice and squirrels)

    – Biome lore is inspired by real life, but the Minecraft-related lore (like game mechanics for mice, hazelnuts, and the uses for the ores and resources) is my own! 🙂 Fun fact, I wrote vultures gathering resources (meat) here before I found out that that’s their intended mechanic (though it seems they’ll gather all resources). So… I guess they’ll be like my mice? Neat!

    Rhyolite (Wikipedia link) is a real material found near volcanoes. Apparently, opals are often extracted from it. Supposedly, 95% of the world’s opals come from Australia, with many also coming from Ethiopia (and other places around the globe like Slovakia, Peru, and Mexico); my research says the world’s opals came mostly from Slovakia before mines were opened in Australia.

    – I took inspo from info I found on a website that sells opals, which says opals are prominent in Australia due to saltwater sinking deep in the hot earth. This website also supports this. That said, I’ve not verified these websites’ sources and did not research to decide if I morally endorse however they obtain opals, as I am just a fanfic writer looking for biome inspo.

    – I also browsed 15+ websites for info about hazel trees and crab apples. Holy cow, it was hard to find information on where they grow as most simply say things like “temperate woods” and I couldn’t confirm if they grow near chaparral. Many websites were also searched for info on rainforests, chaparrals, gems, and deep sea fish (I’m sorry I can’t be her: telescopefish) [Search images at own risk due to scary fish face jumpscare]. Apparently black sand can be used to make magnets IRL.

    – I finished writing the Hels chapter (21) before the lowlava biome. The listed resources are Obsidian Boat, Zombie Horse, and Diamond Chicken; these do exist in Hels [and in Minecraft- one scrapped and two in April Fools’ updates]

    – Shout-out to rubies being the 2nd/3rd hardest gem after diamonds (I passed on synthetic moissanit) and peridot for being one of 2 gems in existence to form in the Earth’s mantle, the other being diamond.

    – My scorchwood trees draw inspiration from IRL ‘Ōhi’a lehua (native Hawaiian trees), which are also tall, thin trees that live near steam vents and grow red flowers.

    – I named the emerald savanna biome before I even discovered the emerald cheetah [Alt skin for regal tigers]. lol.

    – Cheetahs are so different from tigers that I could not accept making them the same species, so I split them off. It works great because then we have another mob/hybrid for the savannah.

    – Additional thanks to chaparralwisdom.org and fs.usda.gov’s chaparral shrublands info!

    Did you guys know vultures live in the rainforest, because I sure didn’t.

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