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The Garden — An Overview

BLUERABBIT has two play areas, not one. The Journey is your individual progression — milestones, XP, levels, achievements. The Garden is your relational progression: a living picture of who you actually work with, and how much you nourish those relationships.

Where the Journey answers "how am I growing?", the Garden answers "who am I growing with?"

What You See

Your Garden shows everyone in your Adventure as a hexagonal node — guildmates, other members, NPCs, and your Game Masters — arranged around you at the centre. Each Adventure has its own Garden, exactly like it has its own Journey Map.

Two things make the picture meaningful:

Your own node at the centre never fades.

The Panels

The Garden screen is deliberately mostly empty canvas. Everything else lives in small buttons along the bottom-right — Tasks, Missions, Help, Rewards, and Messages. Click one and its panel opens.

Two of those are the Garden's core mechanics, and they do opposite jobs:

Or, the way to remember it: helping yourself is a Task. Helping someone else is a Mission.

Panels are yours to arrange: drag any panel by its header to move it, and minimise it back to the dock when you're done. The layout is remembered per Adventure, so it'll be exactly where you left it next time. If you're brand new, everything starts minimised so you get the full view first.

How The Journey Feeds The Garden

The two halves aren't separate games. Completing milestones and earning achievements can grant Skills, and Skills are what the Garden runs on — they set your colour, they're what people recognise you for, and they're what help requests get tagged with.

Where To Go Next