Floor 0. Nothing here is gated and nothing here is sold by anyone but the people in it.
You woke up with nothing. Touch the stone, tell the keeper your name, and take a look at the Field.
Your name goes in the Ledger's count. The Waystone remembers you.
Gather three deadwood sticks and two loose stones by hand. Tie them together. Pim will show you where the edge goes.
You own a tool. Woodworking opens. The deadwood in the Field is no longer free to you, because you can take it faster than others.
Set your axe to the deadwood at the bank and leave it working. Come back before dark and check on it.
You learn that work carries on without you and goes better when you check on it. Your first attention prompt fires during this task.
Maren wants to know what you are. Try a stone in a sling, a stick as a blade, a shout at the rooks. Then tell her.
Your Class is chosen and written down. The Proving Grounds open. Your first Perk is offered.
Pim will trade one stone for two logs. Or set up a stall in Firstlight and see who pays more. Or ask the woodcutter what wood is worth up the stair.
You have traded with another person. The Exchange, stalls, and contracts unlock.
Tobb won't say what is at the top of the stair. Take an axe, a friend if you have one, and go see Thornmere for yourself.
Floor 1 opens to you as a Visitor. The Margin's resources stay yours to gather forever.
Generated from the game's own rules and tables by the Wiki agent. If the wiki and the game disagree, the wiki is out of date, not wrong.