Everdawn
Dark Zone

Dark Zone

Prepare for toxic air, unclaimed land and different recording rules beyond Wall Sina.

In short

  • The wall stops nobody.
  • Beyond it: toxic gas, unclaimed land and no automatic land activity log.
  • Killing a player who is neither an outlaw nor the aggressor still makes you a renegade.

Half the Everdawn world lies past Wall Sina, and it gets worse the further you go. An overview is on the Dark Zone page on the site; this is the long one.

Wall Sina

A row of Svitanok stabilisers with a red field between them. It pins the edge of the Cascade and stops nobody: nothing keeps you from crossing.

The map shows the Dark Zone in red. The sign right of your hotbar says how far past the wall you stand, and each layer is named above the hotbar as you walk into it.

What changes past it

Deeper layers have harsher air and more difficult terrain. These mechanics apply beyond Wall Sina:

  • the sour gas — see Air;
  • your nerve in the dark;
  • crops and herds that will not grow or breed outside a sealed room;
  • a blow that would kill you — out there it leaves you downed instead, for somebody to pick you up.

Food taken out there outside a sealed room is tainted — at home too. Weight works the same on both sides of the wall: a heavy load slows you everywhere. That is what railways are for. Go prepared, or go twice.

Recording rules beyond the wall

The Safe Zone and past the wall
Safe ZonePast the wall
Anyone can walk inYesYes
Land can be claimedYesNo
A border warns and recordsYesNo
Roads take tollsYesNo
The registry takes goodsYesOnly the Black market, in Market; the coin disappears
Supported land actions are automatically loggedYesNo
Killing a non-outlaw who did not start the fight creates a renegadeYesYes
Blood-debtYesNo
A killing blow only knocks you downNoYes
Sour gasNoYes
Crops and animals grow outside a sealed roomYesNo

Polis does not automatically log land activity beyond Wall Sina. Killing still affects outlaw status. Equipment such as a garrison logbook or survey notebook can record specific information, which you can bring back to the Safe Zone.

More

  • Layers — their names and what each one holds.
  • Air — the mask, filters and the sealed room.
  • Oil — seeps, surveys and metal drums.
  • Holding a seep — taps, the wellhead and cutting a seal.
  • Rifts — holes into worlds the Wormhole War ruined.
  • Renegades and reapers — how a killer is hunted, past the wall too.

On this page