Thornmere (town, sanctuary) — A small village on the shore of a lake. Wooden houses, a forge, a long hall where everyone eats, and an old standing stone by the water that is always wet. The village wall was never finished.
The Lake (zone, green, Vesper amber) — Calm water with reed beds along the shore and thorn bushes behind them. Perch by day and eels at night. At dusk a bell rings somewhere under the water, and nobody knows what rings it. On misty days you can see an island that is not on any map.
Hart Hollow (zone, green, Evening amber) — A wide meadow with an old orchard. Deer come down to graze in the evening. Garrow's hunting lodge is in the middle and Nell's barley field is on the left. A huge elder tree stands at the far edge, and nobody cuts it.
Cliffside Grove (zone, green) — A cliff with alder trees growing out of it and veins of ore showing in the rock. Rooks nest all over the face. Someone has chalked tally marks on the rock, and the last set is unfinished. A rope leads up to the Rookery.
The Cutting (zone, green, Evening amber, Vesper amber) — The best timber on the floor, along the old Toll road. By day every guild cuts here. From evening on, the road belongs to whichever guild holds the banner pole, and they will fight to keep it.
Bramble Deep (zone, amber) — Dense bramble grown over old stone. Thornlings, hounds that bite and hold, and heartwood nobody has felled. In the middle is a hollow oak that goes much further down than a tree should.
The Cellars (dungeon, amber) — Rooms under the village, dug in the same shape as the houses above. Half of them were never finished. Wrenna says one of them is hers, and she has never opened the door.
The Hollow Oak (dungeon, amber) —
The Rookery (dungeon, amber) — Five ledges up the cliff face, joined by old ropes. Rooks everywhere. Each ledge has a number chalked on it. The top ledge has Wyn's number, and she did not write it.
The Thicket (warden, red) — A ring of thorn at the heart of Bramble Deep. Bramblehart lives here, the stag Corran raised, now crowned with thorns. The gate only opens for a key made on this floor.
Toll Road (road, sanctuary) — A wide stone road, older than the village. The Toll House stands at the near end, with two empty building plots beside it. The stair to Millbrook is at the far end.
blade: the Proving Grounds; thornlings and hounds; thornlings; the Warden
bow: the Proving Grounds; rooks on the wing; thornlings dropping; rooks on the wing; the Warden
building: the unfinished village wall (a work that pays wages; the wall is never quite done); the Hold plots (frames, levy)
cartography: Ede's map table; the far shore in mist (the island not on the map); the vertical map (the floor's first Deep Atlas page)
cooking: the Long Table
excavation: draft shards in the cliff face; draft shards (the floor's shard keystone), the capped well above; the stair the oak was written as (draft shards deeper)
farming: root beds by the water (Nell's); Nell's barley field
fishing: the jetty and reed beds (perch by day, eels after the bell)
fist: the Proving Grounds; thornlings; the Warden
herbalism: Wrenna's garden (comfrey, bramble root seedlings); comfrey along the shore; bramble root (the floor's herb keystone); root fungus
hunting: the meadow at evening (harts), the wallow (boar); rook nests (feathers; rooks are not birds, and no one says so yet); brake-hounds (hides, cord); rook feathers (shrikefeather keystone substitute on this floor)
inking: the ink pool at the stone's foot; wet ink on the drawn door
jewelcraft: Dov's side-bench
leadership: Merrit's board (charters, the Muster); the Muster ground (the road's holder); the Hold charter and levy
leatherwork: Anwe's tanning yard; hart hides
leechcraft: Wrenna's back room
lore: Ede's map table and the stone; the chalk tallies; the tally and the drawn door; the tallies; the lore reveal on the crown
mercantile: the stall square, Merrit's board, the Exchange post; cart contracts (haulage); the Toll House wall of shares (who paid what)
mining: the ore seams (seamore); a richer seam on ledge three
runecraft: the wet stone's worn half (rune cutting)
runework: the Proving Grounds; thornlings (Ink residue); the Warden
salvage: the forge scrap heap; thornling blades; broken carts by the road
shield: the Proving Grounds; hounds that bind; the Warden
siegecraft: Tomlin's yard (the Toll cart, Hold engines); Hold engines (Tomlin delivers)
sling: the Proving Grounds; the orchard rows (rook-scaring); rooks on the wing; rooks on the wing
smithing: Dov's forge
song: Sula's hearth; the shore at Vesper (sing against the bell); the loops echo (Song echo keystone); the Warden
woodcutting: deadwood along the orchard; the elder tree is a Trial, not a node; alders (sideways grain, a Woodcutting curiosity); the heartwood stands (the floor's keystone, richest here); unfelled heartwood; the antler (once per key); oak boughs (the Old Oak's part); the antler, once, from the thicket's edge before the fight
woodwright: Tomlin's ropewalk and yard
The Warden
Bramblehart, in the Brake. The gate takes a key of antler and rune made on this floor. Corran counts you out and counts you back.
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.