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    Guides · The world

    Folk and Waysteads

    The Waned that shamble about at night were travelers once, the people who walked the old Wanestone roads. With a Wanestone, a Homefire and one careful night, you can wake one back up. Wake a few, give them a well and some beds, and you have a Waystead: a little roadside village that trades, hands out quests and grows.

    Waking a Waned

    Any of the three Waned can be woken: Waned, Dustwaned, and Rimewaned.

    Lead a Waned to within 8 blocks of a Homefire at night. Hold a Wanestone and use it on the Waned (right click, or tap on a phone). It takes the stone and stands still, warming by the fire. Keep it safe until dawn, and it wakes up as a Rekindled.

    • It only works at night. By day a Waned will not stand still long enough.
    • A Waned that is chasing someone will not take the stone. Let it settle first.
    • Anything that hurts it before dawn breaks the spell: a blow, fire, or the sun coming up on it early. So does wandering out of the fire’s reach. Either way, the Wanestone is gone.

    A Rekindled remembers the roads but not its own name. It is friendly, cannot hurt you, and heads back to the fire every night. Talk to one and it might tell you a little about the old roads.

    Founding a Waystead

    A Waystead starts with a Waywell, the well at its middle. Make one from stone bricks around a water bucket, with a Wanestone in the top middle. Set it down within 8 blocks of a Homefire and you have founded a Waystead. It shows on your compass from then on.

    A few rules keep Waysteads spread out:

    • Waysteads stand only in the middle lands, where the old roads ran.
    • Two Waywells must be at least 24 blocks apart.
    • You can found up to 4 Waysteads, and a world holds up to 16.
    • In the Gleamlands, a Waystead has to stand inside its founder’s claim.

    Each Bedroll within 16 blocks of the well is room for one more of the folk, up to 8. A Rekindled you wake inside that reach stays and lives there. A Bedroll is two wool (or two wheat) over a haft and a torch.

    If one of your folk gets knocked down, it waits on the ground. Get it back to a Bedroll before dusk, or it slips back into being a Waned.

    How a Waystead grows

    A Waystead grows in three steps, and a banner over the well shows which one it has reached.

    StepWhat it takes
    HearthA Waywell by a Homefire
    WaysteadAt least 3 folk, one of them the Wayhost
    CrossroadsAt least 8 folk, a Wayhost, and a Hornrider’s road to another Waystead

    Once your Waystead has a Wayhost, a new Rekindled walks in from the road every 3 days or so, as long as there is a free bed.

    The Wayhost

    When a Waystead has 3 folk, one of them becomes its Wayhost, who keeps the fire and trades. A Wayhost trades goods for goods, never money. Each Wayhost sells what its own land is known for, so it pays to found Waysteads in different places.

    The stock is fresh every morning. Each trade can be made a few times a day, and each time you make it again that day it asks for half as much more. A trade marked “some days” is only in stock now and then. Nothing a Wayhost sells is better than the best you can make or find yourself: no mining tools, weapons or armor, and no boss prizes.

    Green lands

    A Waystead in plains, forest or pine woods, away from the sea, trades the crops and saplings of the green roads.

    You giveYou getTimes a day
    Wheat ×12Hedgeberries ×44
    White Wool ×4Birch Sapling ×23
    Iron Ingot ×2Jungle Sapling ×23
    Wheat ×8 and White Wool ×2Pine Sapling ×23
    Wheat ×20 and Iron Ingot ×2Sun Carrot ×1 (some days)1
    Wheat ×10Corn Seeds ×4 and Rice Seeds ×43
    Carrot ×6Leek Seeds ×4 and Bean Seeds ×43
    Wheat ×10 and Bread ×2Recipe Card ×11
    Gold Ingot ×4 and Wheat ×16Thornsnare Folio ×1 (some days)1

    Snow

    A Waystead in the snow trades ice and cold-weather food.

    You giveYou getTimes a day
    Coal ×8Hard Ice ×84
    Roast Beef ×4Deep Ice ×43
    Roast Pork ×4Snowberries ×63
    Coal ×16 and Roast Beef ×4Leap Ward ×1 (some days)1
    Wheat ×10Beet Seeds ×4 and Bean Seeds ×43
    Roast Beef ×3 and Coal ×4Recipe Card ×11
    Gold Ingot ×4 and Frost Crystal ×4Frostbind Folio ×1 (some days)1

    Desert

    A Waystead in the desert wants water, and pays in sandstone of every cut.

    You giveYou getTimes a day
    Water Bucket ×1Sandstone ×12 and Bucket ×14
    Glass ×6Sandstone Stairs ×83
    Glass ×4Sandstone Slab ×123
    Water Bucket ×2 and Glass ×8Sandstone Wall ×12 and Bucket ×22
    Bread ×4Dates ×63
    Wheat ×8Sunflower Seeds ×63
    Water Bucket ×1 and Bread ×2Recipe Card ×1 and Bucket ×11
    Gold Ingot ×4 and Glass ×8Stone Throw Folio ×1 (some days)1

    Coast

    A Waystead near open water (but not in snow or mountains) trades boats, glass and fishing gear for fish and Seamcord.

    You giveYou getTimes a day
    Riverfish ×6Boat ×12
    Seamcord ×6Glass ×83
    Silver Perch ×3Fishing Rod ×11
    Riverfish ×4 and Seamcord ×2Glass Pane ×163
    Riverfish ×6 and Bread ×1Recipe Card ×11
    Gold Ingot ×4 and Pearl ×3Tidemend Folio ×1 (some days)1

    Mountains

    A Waystead in the mountains trades old Firstfolk scrap for food.

    You giveYou getTimes a day
    Bread ×6Rusted Firstfolk Gear ×23
    White Wool ×6 and Bucket ×1Pitch Bucket ×12
    Roast Beef ×6Metal Plate ×23
    Bread ×4 and White Wool ×2Recipe Card ×11
    Gold Ingot ×4 and Iron Ingot ×6Stone Throw Folio ×1 (some days)1

    Every Wayhost also has a Recipe Card for its land’s food (see Cooking and fishing), and some days a spell folio (see Magic).

    Hornriders

    When two Waysteads, each with a Wayhost, are within 600 blocks of each other, one of the folk takes up the road between them on a Roadhorn. This Hornrider sets out soon after sunrise, rests a while at the far end, then rides back, and is home again by the next sunrise. It takes the same winding road every day.

    Stop a Hornrider on the road and it trades a little of both ends: the first 2 trades of each Waystead. It also carries orders. Pay at one end and collect at the other, with up to 6 orders waiting at a time.

    If hunters take a Hornrider’s Roadhorn, it waits on foot by the road and asks for another one so it can ride again.

    Meeting folk on the road

    You do not have to found anything to meet the folk. Out in the open in the middle lands by day, you will sometimes come across a Rekindled traveler. Each wears a colored cord on its cloak for the road it once walked: the green road, the dust road or the snow road, depending on the land. A traveler stays about 5 minutes before moving on, and you meet one at most every 10 minutes. Say hello: travelers give quests too.

    Quests of the road

    The folk ask for help in their own words, and your Journal keeps track. What they give is always something handy, never something sold.

    QuestWho asksWhat to doRewardHow often
    Wood for the FireA RekindledBring Oak Log ×8 for the fireBread ×3Once
    Coal for the LampsA WayhostBring Coal ×4 for the road lampsTorch ×16Every day
    The Night WatchA WayhostPut down 3 hostile creatures at night, then report backBread ×2 and Torch ×8Every day
    A Clear RoadA HornriderPut 5 Waned to rest, then report backChest ×1 and Torch ×16Once
    The Road TogetherA HornriderWith anyone else on the quest, put 8 Waned to rest together, then report back. Opens after A Clear RoadBread ×3 and Torch ×8Every day
    A Fire KeptA RekindledFound a Waystead, wake a Waned, trade with the folk, then talk to a Wayhost. Opens after Wood for the FireBedroll ×2 and Chest ×2Once

    Lighting the road lamps has a bonus: that night the Hold’s supply beast sets out from the Waystead for the Hold, and walking it home safely pays everyone nearby. See Trade Waybills.

    Stillglows

    In a few old Firstfolk places, a figure made of pale light stands where a person stood when the white light ran. These are the Stillglows. You cannot make one or hurt one. Each has one thing it never got to finish and asks you to do it. Finish it, go back, and it tells you a piece of the old story before it fades away for you.

    WhoWhereWhat it asks
    The LensmakerA Lens FoundryCarry what it asks for into each of the 4 Keepers’ temples, so it sees what they saw
    The PumpwrightThe SiphonworksBeat the 4 Wrights who hold the great siphon’s valves
    The ChildA ReliquaryClimb the middle lands’ mountains, above where the snow starts, and be there at dawn with her Torn Page II in your bag
    The Council's ClerkA Cinderwrack’s tallest towerOpen a Lens Foundry’s vault while none of its Wardens is standing

    Next: Effects and food. All sections: the guides.