Your first day in Ghelmyon¶
"Pick a direction. The town will tell you who it is."
The Academy gate closes behind you. You're standing in Town Square - the hub of the five-district town. Stone walls, thatched roofs, muddy streets, market-day noise spilling in from the east. A handful of NPCs are mid-conversation around the well. A town guard nods.
You have starter gear, a notice or two in your active quests, and a coin pouch with 15s (1,500 copper). A day in Ghelmyon is roughly 4 game-phases (morning, afternoon, evening, night) and during that time you can walk all five districts, meet a half-dozen NPCs, take a shift at a training venue, and sleep at an inn.
This article walks you through that first day. Read it once, then play it loose - there's no right order.
At a glance¶
| Starting point | Town Square (south of the Academy gate) |
| How long | One in-game day = 4 phases ≈ 30-45 real minutes |
| What you'll do | Walk the town, pick a venue, meet NPCs, sleep |
| Don't yet | Leave the town walls. Save the road trip for week one. |
Step 1 - Walk the five districts¶
Ghelmyon has five named districts plus an outskirts ring.
Walk them in any order. Each has a name, a vibe, and a few
NPCs who'll greet you back if you greet.
| District | What's here | Vibe |
|---|---|---|
| Town Square | The well, the notice board, public well, free benches | Civic, neutral, daylight |
| Market District | Stalls, the bigger inn, vendor cluster, more notices | Loud, transactional, day-only |
| Academy District | The Collegium tower + practice hall + library + tinker bench | Quiet, scholarly, ward-bright |
| Velvet Curtain | The Curtain itself + adjoining lounges + Silver Reed | Adult-track; opt-in via /naughty on |
| Coin Street | Banks, courier post, surveyor's office, secondary notice board | Mercantile, the town's wallet |
A few things to do as you walk:
lookin each district. The descriptions are evocative and tell you things the map can't (smell, hour, who's standing where).greetany NPC you pass. You don't need a target -greetwaves at whoever's standing closest. Each greeting tips Trust up a tiny amount.- Take your time. There's no clock pressure to leave town; the days roll over but the world isn't ticking against you.
Step 2 - The Notice Board¶
Walk back to Town Square and find the notice board (it's the one with all the pinned paper). You probably already accepted a notice or two in the Academy - that's fine, this one has different listings.
read board
The Ghelmyon notice board generally carries 6-12 notices at any time, mixed across:
- Urgent - a current emergency (lost child, missing shipment). Time-sensitive; the board will warn you.
- Standing requests - vendor restocks, herb hauls, guard escort jobs. Reliable but flat reward.
- Rumors - vague leads that pay out only if you act on them. The fun ones; sometimes lead to multi-step chains.
- Deadlines - dated tasks. Watch the date.
Hotkeys for bulk-accept:
A # accept all (asks if any are time-sensitive)
AE # all Easy tier only
AM # all Easy + Medium
AH # all including Hard
Don't pile up to your cap on day one. Pick 2-3 you'd actually want to do, leave the rest.
Step 3 - Your first vendor trade outside the tutorial¶
Walk to the Market District. The Market Square (east of Town Square) has a cluster of stalls. Each has a vendor NPC; each vendor carries a different inventory; each will quote you the full markup until you've built a little Trust with them.
/stock
Lists everything for sale at your current location, across all visible stalls and channels. To see a specific item:
/stock Nightrunner Boots
Renders a detail card - description, stats, price, and which channel is offering it. For unfamiliar items:
appraise <item>
Tells you the rarity tier, the rough effect, and (if your Lore / Appraise skill is up) the full mechanical breakdown.
Worth doing on day one:
- Buy at least one bandage if you don't already have a stack. They're 1s each.
- Buy an apple or a hunk of bread if you're going to sleep somewhere other than an inn (food keeps your hunger from catching up).
- Don't dump money into starter gear - your class-venue trainer can usually steer you to better pieces by week two.
Step 4 - Your first proper conversation¶
By now you've greeted half a dozen NPCs. Pick one whose description caught your eye and actually talk:
talk <name>
The conversation menu opens. Your options scale with your current Trust - at Stranger level you'll see polite small talk and maybe one prompt the NPC actually cares about. That's enough.
Two prompts to try that pay back:
ask <name> about <topic>- a focused question. Topics include the NPC's job, family, hometown, the weather, current rumors. Most NPCs have 4-8 they'll actually engage with. The rest get a polite deflection.flirt <name>- only if it's tonally appropriate. At Stranger Trust, flirts usually fizzle politely. The flirt attempt still tips Trust a small amount.
Watch the response carefully. The narrator will name an NPC once they've started caring about you; before then they're "the smith" or "the laundress." When they say your character's name, that's the engine flagging the bond is forming.
By the end of one focused conversation you should be at Acquaintance with that NPC (Trust 10-24). That's the first real gate - Acquaintance unlocks personal stories and the first quest hooks.
Step 5 - Your first shift at a training venue¶
This is the most useful thing you can do on day one.
Every class has a dedicated training venue - a specific location with a specific master NPC who teaches that class's skills and runs a 4-phase shift loop. You take a shift, you do the work, you walk out with Skill Points + a stipend + some faction rep.
| Class | Venue | Master |
|---|---|---|
| Warrior | Barracks sparring yard | Sergeant Bram |
| Mage | Collegium practice hall | Instructor Cyran |
| Scholar | Hall of Scrolls research desk | Senior Scribe Morwenna |
| Monk | Temple dojo | Master Eolen Thrace |
| Paladin | Temple chapelyard | Knight-Brother Valen |
| Blacksmith | Iron Scale forge bench | Reinhold Cassel |
| Tinkerer | Academy tinker bench | Master Tinker Pivot |
| Alchemist | Mortar & Leaf brew counter | Mistress Ilva Greenfinger |
| Bard | Tavern performance stage | Caedmon Larkmere |
| Necromancer | Cemetery crypt-keeper duty | Verlow Mortmain |
| Wanderer | North gate caravan rally | Tovis Wend |
| Hunter | Greenweald hunt camp | Kerrik Ardenwood |
| Cleric | Hospice ward | (matron at the ward door) |
| Forager / Fisher / Miner / Trapper / Woodsman | Outdoor zone - varies by class | per the BG89 venue list |
How a shift works:
go <venue>
greet <master>
ask <master> about practice # or training, or work
/shift start
The master will queue tasks at your tier. You handle each
with the appropriate class verb (/study for Scholar,
/practice for Mage, cast for spell-classes, etc.). Each
clean completion credits you SP + rep + a small per-task
stipend.
A full 4-phase shift is about 30 in-game minutes (~5-7 real). At the end you walk out with:
- 1-3 ranks of SP across the venue's training skills
- 5-15s in stipend
- A small bump in the venue's faction rep
- A reason for the master to remember you next time
Take one shift on day one. Don't overdo it.
Step 6 - Sleep at an inn¶
By the time you've walked the town, accepted some quests, made a sale, made a friend, and run one shift, the sun is setting. Find an inn.
The biggest inn is The Rusty Tankard in the Market District. Smaller inns are scattered through the other districts - they're cheaper but the rooms are smaller.
go inn
greet innkeeper
ask innkeeper about a room
buy room
sleep
(The Cmds panel will show a Sleep button when you're at
an inn.)
Sleeping at an inn:
- Restores HP + stamina to full
- Saves your run (auto-save fires on dawn)
- Advances the clock to next dawn
- Triggers any overnight events tied to the room or town
- Pays the innkeeper their fee (1-5s depending on tier)
You wake up at dawn. Day two starts.
What you've just done¶
Walked five districts. Met a half-dozen NPCs. Picked up 2-3 notice-board quests. Made a trade. Built one Acquaintance-tier bond. Took one shift at your venue. Slept at an inn.
That's a deliberate, well-paced first day. Real new players will overshoot in one of two directions: too much (burnout - every NPC, every quest, every district) or too little (just walked, didn't engage). The shape above is the sweet spot.
What's next¶
Tomorrow morning the world will look subtly different - the NPCs you met yesterday will remember you. The quest board will have rotated one or two notices. Your venue master will queue your next tier of tasks.
The First week in Ghelmyon article picks up at the start of day two. It's where the skill model clicks, the first faction rep tier unlocks, and the multi-step quest chains start opening up.
See also¶
- First hour - the Academy - previous in series
- First week - next in series
- Bonds & trust - the Trust system you started building today
- Recommended kits by class - what to keep in your inventory through the first week
- Factions overview - the five districts each have faction tie-ins; this is the index