The Fells
Where every hero's first blade is drawn against goblin and wolf beneath open sky.
The Fells is the opening zone of Torchlight, the 2009 action RPG developed by Runic Games and published by Vigil Games. It is the first stretch of wilderness a hero encounters after departing the village, a broad expanse of rolling green hills, scattered pines, and crumbling stone ruins that sets the tone for the journey ahead. As the introductory area, The Fells introduces core combat, exploration, and loot systems at the lowest difficulty tier. Its gentle pacing and forgiving enemy roster make it the natural onboarding ground before the player pushes deeper into the Marsh and the increasingly hostile zones beyond.
- Game
- Torchlight (2009)
- Developer
- Runic Games
- Publisher
- Vigl Games
- Role
- Starting zone / first expedition area
- Terrain
- Open grasslands, rolling hills, scattered woodland, ruined structures
- Adjacent zone (forward)
- The Marsh
- Difficulty tier
- Entry-level (Act I)
Lore & Background
In the world of Torchlight, the Fells have long served as the pastoral buffer between the safety of the village and the wilder, more dangerous lands to the north. Generations of farmers and herders worked these rolling meadows, and the old stone ruins dotting the hillsides are all that remain of a settlement that fell to some forgotten calamity. The grass is thick, the air smells of clover and woodsmoke, and the only sounds are wind through the pines and the distant caw of crows. Yet peace here is thin. Goblin war-camps have crept into the ruins, and packs of feral wolves prowl the treelines. The Fells are not truly wild; they are the first ring of the encroaching darkness that the Dark Lord's influence has spread across the land. Every goblin that hisses from a broken wall, every wolf that snaps at the player's ankles, is a small thread in a much larger unraveling that the hero will only fully comprehend in the zones to come. The area carries a quiet, almost pastoral melancholy. Ruined watchtowers lean against the sky. A half-collapsed bridge spans a shallow creek. The light is warm and golden, almost idyllic, which makes the sudden violence of a goblin ambush feel all the more jarring. It is a place designed to make the player feel that the world is still, mostly, worth saving.
In Their Own Story
The wind off the creek carries the smell of wet stone and crushed thyme. You crest the first hill and the Fells open before you like a half-remembered dream—endless green, a scatter of pines, the grey hump of a ruined watchtower half-swallowed by ivy. Somewhere in the ruins a goblin is gnawing on a bone, its yellow eyes catching yours. It shrieks. The sound rolls across the meadow and, in the treeline, two wolves lift their heads and begin to pad forward, low and purposeful. You draw your weapon. The grass is warm under your boots. You are, for now, still alive.
Reader's Guide
You step out of the village gate into a wide, sun-drenched valley. Rolling green hills stretch in every direction, broken by clusters of dark pines and the grey silhouettes of half-collapsed ruins. A shallow creek gurgles over smooth stones, and the air carries the faint smell of woodsmoke from a goblin camp in the distance. It is quiet, almost peaceful, until the first wolf's howl splits the silence. Combat here is straightforward: goblins in the ruins, wolves along the treelines, and a handful of tougher brutes or a small boss encounter to cap the area. Loot drops are entry-tier—basic weapons, low-level armor, and a scattering of crafting materials that will feel generous now but obsolete by the Marsh. The zone is short by design; a focused player clears it in a single sitting. The Fells connects forward to the Marsh via a path that winds through the eastern treeline, and loops back to the village for resupply. There is no backward gate; once you leave, the area remains accessible for grinding or missed loot. Fan note: Many players remember The Fells as the place they first killed a goblin and felt the small, electric thrill of a loot drop. It is the zone that made Torchlight feel like a game you could actually win, and that early sense of momentum is a big part of why the community still talks about it fondly.
Did You Know?
- The Fells is the very first zone the player enters after leaving the village, making it the universal starting point for every Torchlight run regardless of class or race choice.
- The zone's ruins and watchtowers are visually distinct from the later, more gothic or subterranean areas, giving Torchlight a clear visual progression from pastoral to dark.
- Because The Fells is short and low-difficulty, it is frequently revisited by players who want to test a new build or simply re-experience the game's opening moments.
- The area's open, hilly terrain contrasts sharply with the enclosed, vertical layouts of later zones like the Caves or the Tower, establishing the game's shift from exploration to dungeon-crawling.
More in World & Locations
Elsewhere in the Torchlight universe
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