Eden¶
Calm
Perfect, peaceful, and very hard to remember leaving.
| Kind of world | Calm |
|---|---|
| Serum in the arrival Box | 2 ampoules |
| Native Serum stand-in | |
| Quests | None |
eden-arrivalWhat happens when you arrive¶
A meadow of flowers and fruit trees under a soft, golden morning sky, with a sun a little bigger and closer than home's. Sheep, cows and horses graze. The water is clear, the berries are ripe, and nothing here wants to hurt you. It is the most beautiful place behind any door. The danger in Eden is not something that bites. It is that the longer you stay, the more you forget.
The rule: Eden makes you forget¶
For the first 5 minutes of each visit, nothing happens. After that, every 30 seconds the world takes a pass at your memory. At first each pass has a small chance (1 in 10) to take each thing it reaches; that chance climbs steadily until, 15 minutes later (20 minutes into your visit), every pass takes everything. The first time something fades you see "Something you meant to remember is slipping away."
| What fades | What happens to it |
|---|---|
| Chalk marks within 16 blocks of you | Washed away to nothing. Your trail back to the Box disappears. |
| Filled maps in your inventory | Turn back into blank maps. |
| Written books | Become a blank Book and Quill. A Book and Quill loses its pages. |
| Lodestone compasses | Forget their lodestone and spin. |
| Renamed items | Lose the name you gave them on the anvil. |
The clock starts again with each visit, but whatever has faded stays faded. Creative and spectator players keep everything.
eden-chalkNothing else is dangerous¶
| What changes | What it means for you |
|---|---|
| No monsters, ever | Nothing spawns but gentle animals: sheep, rabbits, cows, horses, pigs and chickens. |
| Endless morning | The sun never moves. Beds are safe but useless: there is no night to sleep through. |
| Food everywhere | Sweet berry bushes, melons and animals. Nobody starves in Eden. |
The land is flower-forest country: tall trees, every kind of flower, and normal ores underground.
What to bring home¶
| Find | Where | Why it's worth it |
|---|---|---|
| Pale gold flowers, everywhere (about three patches per chunk). | A flower like any other. Take it whole with shears or Silk Touch. In a suspicious stew it gives 8 seconds of Regeneration. | |
| Break an Eden Blossom by hand: 1 or 2 petals. | The Serum stand-in (below). |
Serum and getting home¶
- The arrival Box's cache holds 2 Serum Ampoules.
- Native stand-in: the
Lethe Petal. It replaces Somnium Powder in the Synthesizer, so a traveler stranded
here can brew their way out, if they remember to. - Go back to the Box before you stop wanting to, keep the Serum in you, and shut the door.
Tips¶
- Don't rely on chalk or maps here. Note the Box's coordinates (F3) and keep them in your head instead.
- Leave your written books and named gear at home or in a chest by the Box before a long stay.
- Set yourself a timer. Under five minutes, nothing fades at all.
- Stack Lethe Petals while you're here: they turn any visit into a guaranteed way home.
Everything this world adds¶
2 blocks and items (click to open)
The traveler's tape¶
Every arrival Box has a chest by its door holding a cassette: the last traveler reading their journal of this world aloud. This is what they say. It gives a lot away.
Read the journal (spoilers)
I do not know how long I have been here, which is the first thing you should know about this place. The morning never ends, nothing bites, the water is sweet and the flowers smell of honey, and none of that is the danger. The marks I chalked to find the weathered Box washed off the trees while I lay in the grass, my map went white in my pack, and the pages of this journal kept coming back blank until I learned to write fast. The gold flowers shed petals the Synthesizer will take in place of the powder, so a stranded traveler can brew their way out, if they remember to. Go back to the Box before you stop wanting to, keep the Serum in you, and shut the door.