Prologue: The Root & The Fall of Man The story begins not with a hero, but with a catastrophe. In an alternate 1960s, a brilliant scientist named Dr. Harsgaard discovered a method to pierce the fabric of reality using a crystal-based energy source called the Labyrinth . What he found on the other side was not a utopia, but a sentient, parasitic biome of thorn and rot: The Root .
Your journey splits into three dying worlds, each with its own tragedy. Ruined cities, burnt forests, and the shambling Root Husk cult. Here you meet the cynical ex-soldier Rigs (who sells you guns) and Reggie , a PTSD-ridden survivor. The main threat is Shroud (a Root archer) or Gorefist (a berserker brute), depending on your campaign roll. You learn that the Root is not mindless – it whispers through the Dreamer program. 2. Rhom – The World of Undying Iron A desert planet of rust and radiation, once home to a human-like civilization (the Vyr ). Their king, the Undying King , sits on a throne of scrap, having turned his people into immortal, skeletal cyborgs to survive the Root. He offers you the Howling Key (needed to reach the Root’s heart) – but only if you kill a Guardian of another world first. He is cruel, pragmatic, and utterly untrustworthy. 3. Corsus – The Swamp of the Iskal A fetid, buzzing world of insectoid horrors. The native Iskal are a hive-mind that absorbed the Root rather than fighting it, becoming a twisted hybrid. The Queen of Corsus is a massive, telepathic insect creature. You can bargain with her (for a parasite that lets you fight the Root), betray her, or simply slaughter your way through. This world is pure body horror: humanoid figures burst into clouds of flies, and the Ixillis twin guardians fight you from the ceiling. 4. Yaesha – The Jungle of Rebellion A lush, dying forest world ruled by the Pan – rabbit-like, tribal humanoids. Their society has collapsed into civil war between those who worship the Root (the Reborn ) and those who fight it. An exiled Pan warrior, the Rebel , helps you navigate. The local Guardian, Totem Father (or the Ravager , a corrupted wolf-god), is either dying or already insane. Act II: The Dreamer & The Root Heart After gathering the three Guardian Hearts (by killing the world bosses: Ent, Scourge, Ixillis, Ravager, etc.), the Undying King reveals his true nature. He uses the hearts to open a portal to the Root’s dimension – a nightmare realm of writhing black bark and red skies. Remnant- From the Ashes -v1.0.214094 DLC Mu...
The Root is still alive. And Clementine is still missing. Patch v1.0.214094 introduced the final chapter. “Mu” is the community name for the new biome – a frozen, ruined version of Earth’s arctic circle, specifically the village of Rigsby and the Ward Prime facility. Chapter 1: The White Wasteland You travel to Ward Prime , an abandoned research station in the Siberian tundra. The Root has frozen here – literally. Trees of black thorn grow out of permafrost. New enemies stalk the snow: Root Brutes with ice-crusted armor, and Snow Hoppers – mutated humans who freeze-died mid-mutation. Prologue: The Root & The Fall of Man
is where you wake up. A defunct military shelter deep in rural America, it is run by the gruff, weary Commander Ford – one of the original scientists who worked with Harsgaard. His daughter, Clementine (subject of the DLC’s core mystery), has been kidnapped. Your mission: activate the World Stone in Ward 13’s basement, travel to other dying worlds, find a way to destroy the Root, and bring Clementine home. Act I: The Labyrinth & The First Worlds The World Stone sends you hurtling through the Labyrinth – a neutral, geometric dimension that connects all realities. It is guarded by a floating, mechanical being: the Keeper . The Keeper is not your enemy. It is a custodian, horrified that the Root has learned to corrupt the Labyrinth’s pathways. It tells you: To kill the Root, you must find its heart. What he found on the other side was
Inside, you face the . Not a monster, but a human: a former Ward 17 psychic named Clawbone , strapped into a machine, forced to dream the Root into existence. When you kill the Dreamer, the Root’s hold on reality shatters.
The Root invaded Earth instantly. It did not conquer so much as assimilate – twisting flesh into bark, bone into branch. Within months, 95% of humanity was dead or converted into Root horrors. The remnants of civilization fled to underground bunkers or fortified strongholds like the series facilities.