First Day
The guide path is built around concrete actions, not passive reading. Join, accept the pack, open /frontier, claim or join a town, then build toward a station and the first Meteor Fall.
- Accept the resource pack so item art, menus, and event visuals render correctly.
- Use /frontier as the main hub for towns, professions, events, guide state, and goals.
- Craft a Town Charter from paper, feathers, planks, stick, and coal.
- Found with /town create <name>, or ask for an invite if joining.
- Craft Starfall Shard from amethyst, copper, and redstone.
- Craft Meteor Report from shard, paper, redstone, and map.
- Add copper, feather, and ink.
- Craft Warden Lure from shard, hostile drops, string, and leather.
- Use report plus lure when the town is ready to call its first boss.
- Build a station, complete station jobs, and contribute outputs to town projects.
Season Goals
The long arc is to help a town reach Kingdom Charter while surviving event failures, defeating Wardens, and converting profession work into civic power.
- Build or use a Frontier Forge.
- Complete station work orders for XP and materials.
- Participate in Meteor Falls and Warden fights.
- Cleanse corruption when events fail.
- Push the town from Camp to Kingdom Charter.
Good Citizen Loop
The strongest contribution loop is simple; check the town plan, run the station or event that feeds the next bottleneck, deposit the output, then update the group before crafting for yourself.
- New players should ask what material is blocking the next town level.
- Veterans should turn rare drops into visible shared progress.
- Operators can use the wiki detail pages as the checklist for onboarding sessions.
Practical Checklist
- Accept the resource pack before using the guide flow.
- Open /frontier, join or found a town, then complete station work.
- Tie personal goals to Meteor Falls, Warden fights, and Kingdom Charter progress.
Goal Route
Frontier Guide
Town Charter
Frontier Forge
Survey Board
Meteor Report
Cleansing Charm
Astral Beacon Core