Eden's Reach
The walled settlement of Eden and the overgrown farmland around it.
- Levels
- 1–9
- Rooms
- 24
- Dungeons
- Hollow Mill, The Verdant Throne
Monsters
Vine Rat (Lv 1), Creeping Vine (Lv 3), Thornhog (Lv 2), Rust Crow (Lv 2), Scrap Scavver (Lv 4), Jax the Scavver King (Lv 8), Mossback Frog (Lv 3), Blighted Walker (Lv 5), Mill Rat Swarm (Lv 5), Grindling (Lv 6), Rust Ghoul (Lv 7), The Old Grinder (Lv 9)
NPCs
Elder Maren, Pim, Lio, Captain Vey, Rook, Thessaly, Ada, Pell, Brakka, Old Cog, Juniper, Tobin, Hollis, Bell, Oona
Rooms
Root Square
The heart of Eden. The Mother Root rises from the old seed vault in the center of the square, a trunk wider than a house, its bark warm and faintly glowing. Lanterns hang from its lower branches, and people come and go along paths worn smooth by three centuries of feet.
- Exits: north to Seedvault Bank, south to Eden Gate, west to Hearth Hall, east to Traders' Row
- NPCs: Elder Maren, Pim
- Safe roomShrine (respawn point)
Seedvault Bank
The old seed vault's steel doors stand open, polished to a shine. Behind thick bars, the Seedvault keeps Eden's valuables safe in rows of numbered drawers that once held seeds from every country on Earth.
- Exits: south to Root Square, west to Warden Barracks, east to Guild Row, down to Verdant Throne: The Deep Roots
- NPCs: Lio
- Safe roomBank
Warden Barracks
A long hall of bunks and weapon racks. A bounty board by the door is plastered with notices, and tire-rubber training dummies stand in a row along the far wall.
- Exits: east to Seedvault Bank, south to Hearth Hall, north to The Pit
- NPCs: Captain Vey, Rook
- Safe room
Guild Row
A street of stout timber halls, each with a banner over the door. The registrar's office sits at the corner, its window stacked with paperwork.
- Exits: west to Seedvault Bank, south to Traders' Row
- NPCs: Thessaly
- Safe roomGuild entrance
Hearth Hall
Eden's great kitchen, warm and loud. Long tables fill the hall, and a fire roars under cauldrons of stew. Anyone can cook here.
- Exits: east to Root Square, north to Warden Barracks, south to Terrace Gardens
- NPCs: Ada
- Safe roomkitchen station
Traders' Row
Stalls built from shipping containers and old car doors line both sides of the street. Traders shout prices over each other.
- Exits: west to Root Square, north to Guild Row, east to Tinkers' Yard
- NPCs: Pell, Brakka
- Safe room
Tinkers' Yard
A cluttered yard of workbenches and a smoking forge. Half-built machines whir, beep and occasionally catch fire.
- Exits: west to Traders' Row
- NPCs: Old Cog
- Safe roomworkbench stationforge station
Terrace Gardens
Terraced beds climb the inside of the wall, thick with herbs and vegetables. Bees drone. This is the only green in the world that is safe to touch.
- Exits: north to Hearth Hall, east to Eden Gate, south to Greenward Terraces
- NPCs: Juniper
- Gathering: Garden herbs (level 1)
- Safe room
Eden Gate
The great gate of Eden: two sheets of bus chassis welded into a door, flanked by watchtowers. Beyond it, the Greenbelt rolls away, wild and green.
- Exits: north to Root Square, west to Terrace Gardens, south to Greenbelt Road
- Safe room
Greenbelt Road
A cracked road runs south from the gate through waist-high grass. Rusted signs point to towns that no longer exist.
- Exits: north to Eden Gate, west to Overgrown Fields, east to Abandoned Farmstead, south to Old Highway, West Span
- Spawns: 2 × Vine Rat
Overgrown Fields
Old farm fields gone wild. Wheat grows tangled with thistle, and something rustles everywhere you look.
- Exits: east to Greenbelt Road, west to Wild Orchard, south to Mossback Creek
- Spawns: 3 × Vine Rat, 1 × Creeping Vine
- Gathering: Wild grain (level 1)
Wild Orchard
Gnarled apple trees heavy with sour fruit. Thornhogs root among the fallen apples, and vines creep between the trunks.
- Exits: east to Overgrown Fields, south to Hollow Mill Yard
- Spawns: 2 × Thornhog, 2 × Creeping Vine
- Gathering: Orchard undergrowth (level 1)
Abandoned Farmstead
A sagging farmhouse and a red barn half-swallowed by ivy. A scarecrow with a satellite dish for a hat watches the fields. Crows watch the scarecrow.
- Exits: west to Greenbelt Road, south to Collapsed Overpass
- Spawns: 3 × Rust Crow
- NPCs: Tobin
- Gathering: Barn junk pile (level 1)
Old Highway, West Span
Six lanes of buckled asphalt, cracked by trees that grew straight up through the road. Rusted cars sit where they stopped three hundred years ago.
- Exits: north to Greenbelt Road, west to Mossback Creek, east to Collapsed Overpass
- Spawns: 2 × Scrap Scavver, 1 × Rust Crow
Collapsed Overpass
An overpass lies broken across the highway like a dropped plate. Scavvers have built barricades from the rubble.
- Exits: west to Old Highway, West Span, north to Abandoned Farmstead, east to Car Graveyard
- Spawns: 3 × Scrap Scavver
Car Graveyard
A maze of rusted cars stacked three high. Somewhere in the middle, a throne of hubcaps sits on the roof of a bus. East, the road climbs toward the skyline of the old city.
- Exits: west to Collapsed Overpass, east to City Limits
- Spawns: 2 × Scrap Scavver, 1 × Jax the Scavver King
- Gathering: Wrecked cars (level 3)
Mossback Creek
A slow, clear creek winds between mossy stones. Frogs with gardens on their backs croak from the reeds. Junk has washed up along the bank.
- Exits: north to Overgrown Fields, east to Old Highway, West Span, west to Hollow Mill Yard
- Spawns: 3 × Mossback Frog
- Gathering: Creekside reeds (level 2), Washed-up junk (level 2)
Hollow Mill Yard
A great stone mill stands over the creek, its water wheel still and choked with vines. The doors hang open. Something inside is grinding.
- Exits: north to Wild Orchard, east to Mossback Creek, down to Hollow Mill: Mill Floor
- Spawns: 3 × Blighted Walker
Hollow Mill: Mill Floor
Flour dust hangs in shafts of light. Millstones the size of cars lie cracked on the floor, and rats pour over everything.
- Exits: up to Hollow Mill Yard, east to Hollow Mill: Grain Silo, south to Hollow Mill: Millrace Tunnels
- Spawns: 2 × Mill Rat Swarm, 1 × Grindling
Hollow Mill: Grain Silo
A towering silo, its grain long since rotted into a black, crawling mound. Rats. So many rats.
- Exits: west to Hollow Mill: Mill Floor
- Spawns: 3 × Mill Rat Swarm
- Gathering: Rotten grain heap (level 5)
Hollow Mill: Millrace Tunnels
Water tunnels under the mill, slick with moss. Rust ghouls shuffle through the shallow water, and gears clatter in the dark.
- Exits: north to Hollow Mill: Mill Floor, east to Hollow Mill: The Wheelhouse
- Spawns: 2 × Grindling, 2 × Rust Ghoul
Hollow Mill: The Wheelhouse
The mill's great gears turn in the dark. At their center, the Old Grinder heaves itself upright: millstones for shoulders, a hundred gears for a heart.
- Exits: west to Hollow Mill: Millrace Tunnels
- Spawns: 1 × The Old Grinder, 1 × Grindling
Greenward Terraces
Rows of little homesteads climb the inside of Eden's wall, each with a gate, a garden and a chimney. Lanterns hang over the paths. The steward's office sits at the bottom, beside a stack of plot deeds. (home: go to your homestead)
- Exits: north to Terrace Gardens
- NPCs: Hollis, Bell
- Safe room
The Pit
An old drainage basin turned into a fighting pit, ringed with benches. Nobody dies in the Pit: Wardens train here, and settle arguments. A chalkboard lists this season's champions. (arena queue 1v1 or 2v2)
- Exits: south to Warden Barracks
- NPCs: Oona
- Safe room
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