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Command Reference

Every player command, by category. Commands are case-insensitive; aliases are in parentheses. Disambiguate same-named targets with an index (KILL 2.kobold, GET 1.gem), and fuzzy-match skill names (TRAIN fire).

Chaining commands

Use ; to attempt several commands in order, on both the web client and telnet:

west;kill drip
get sword;wield sword

The first example moves west, then resolves drip in the room you reach and attacks the matching dripping wrack-shambler. Each command finishes before the next begins. Spaces around separators and empty steps are ignored; one line accepts up to 32 commands.

Each step follows the normal rules. Actions entered during recovery wait in a small queue, normally up to three. QUEUE lists them; QUEUE CLEAR cancels them. They run in order after recovery, respecting action costs and restrictions. Changing rooms, death, logout, or entering a modal activity clears waiting commands; changed targets are skipped. Informational commands remain available. A failed step still lets the next command be attempted. Training menus require their menu inputs.

For a literal semicolon, use \; or put it inside matching speech quotes:

"Meet me here; bring a torch";look
say Meet me here\; bring a torch;look

A leading speech quote with no closing quote keeps the rest of the line as speech, including semicolons. HELP COMMANDS explains chaining in game. Account commands such as PASSWORD, REROLL, RESPEC, and QUIT must still be sent on their own lines.

Recovery

Active commands (attack, cast, pick, survey, defuse) apply recovery. Informational commands do not. STANCE and POSTURE add no new recovery, but obey recovery already in force, as movement does. Whole-body socials may also wait; light vocal and facial socials remain available. RECOVERY shows the time remaining.


Movement & navigation

Command Aliases Description
NORTH … OUT N S E W NE NW SE SW U D Move in a direction; OUT uses an exit named out
GO <exit> — Use a named exit (gate, hall, door)
EXITS EXIT List visible ways out and their movement commands, including named paths and doors; requires light
TRAVEL <place or service NPC> GOTO Auto-walk to a room, service, or named public NPC (TRAVEL HALVARD); TRAVEL PLACES lists reachable service types; ferry routes wait, board and step ashore automatically, then continue across later ferries; TRAVEL STOP cancels
TRAVEL SAFE ON / OFF — ON (default) stops travel when attacked; OFF continues past attackers while retaining damage, stun and recovery rules
FERRY [AUTO / stop / OFF] — From a landing, wait, board, cross and step ashore automatically; aboard, choose an automatic exit; OFF cancels
QUEUE [CLEAR] — Show or cancel actions waiting for recovery
PLACES [service] POI List local services with names, distances, visit status and travel commands; PLACES LEAD [service] gives one next step toward an unvisited public place
WHERE <place or service NPC> — Get a destination, distance, first step and travel command (WHERE HALVARD, WHERE BANK)
READ DIRECTORY / LOOK SIGN READ SIGN, READ SIGNPOST At a signed town hub, list public NPC and shop names with room numbers and TRAVEL #room commands
TALK GUIDE / ASK GUIDE ABOUT <topic> — Ask the local guide for first steps, DIRECTORY, WHERE IS <name>, TRAINING, WRITS, public HELP topics, or A LEAD; TRAVEL GUIDE finds them
ROUTES [name] ROADS Read reachable roads—mileage, transport, access, endpoints and signed hunts—plus the staffed mountain, coast and sunward level 16–30 journeys
SNEAK <direction> — Move while attempting to stay hidden
CLIMB <exit> SCALE Scale a climb-only exit (Climbing + Grace)
SWIM <exit> — Cross a swim-only exit (Swimming + Might)

Observation

Command Aliases Description
LOOK L Read the room, or LOOK <target> to examine
EXAMINE <target> — Detailed look (lock state, pick wear, box info)
GLANCE GLA Quick view of your two hands
SORT <container> — Order a container's contents alphabetically
WEIGH [item] ENCUMBRANCE WEIGHT Show your carried load + encumbrance, or weigh one item
EAT <item> DEVOUR Eat a held food item (may restore HP)
DRINK <item> QUAFF SIP Drink a held drink item (may restore HP)
TIME WEATHER Hour, phase, and the weather as your land reads it
LISTEN [target] — Listen to the place you're in, or to something in particular
SMELL [target] SNIFF Smell the air, or something in particular
EVENTS SKY OMENS (HELP topic) storms, comets, and what they do — see The Living World
ASSESS <creature> — Compare a creature to your level and read known habitat, useful remains, local economy and witnesses
CONSULT <question> LORE ORACLE Ask the world's lore a question — see The Living World
FORAGE [herb / SENSE] GATHER Pull herbs (or meteor-shower sky-iron) from wild ground
SEARCH [corpse] — Look for hidden characters/ways; on a kill, turn out its pockets — loot drops, the remains decay (SKIN first)

Temporary full rebuild

At an inn, RESPEC explains the free offer and RESPEC CONFIRM starts a full rebuild. Choose race, calling, attributes, training, surname and appearance again. Level, XP, possessions, silver and quest progress are kept. Remaining Training and the current calling's cost of learned ranks become a budget to redistribute, under normal rank caps. Held songs end before rebuilding. CANCEL or disconnecting keeps the original sheet; the final YES commits only after a successful save. Staff may disable new rebuilds later.

Character information

Command Aliases Description
STAT STATS Stats + bonuses, HP, mana, afflictions
INFO — Level, exp + next threshold, TP, silver, posture, stance, RECOVERY
EXPERIENCE EXP Focused exp readout: progress into the level, exp to next
TITLE [text] — Show, set, or TITLE CLEAR your title (shown on INFO and WHO)
WHO — List the players currently in the realm
SKILL SKILLS Trained skills (SKILL ALL for all)
SET PREFS PREFERENCES Your display preferences (SET COMBATMATH BRIEF\|FULL)
EFFECTS AFFLICTIONS Active wounds/effects + durations
RECOVERY — Remaining committed recovery
HEALTH — Brief HP/wound status
SAGA SAGAS CAMPAIGN The campaign ledger; SAGA TRAVEL walks toward the next unfinished step — see The Saga
FEATS FEAT The permanent record of firsts and finishes
JOURNAL QUESTS Your quest log
TASKS — The newcomer checklist
LAW [WARRANT\|RECORD] WANTED WARRANT Read only the warrant, record, and duty marks of the jurisdiction where you stand
SETTLE <COIN\|TIME\|WORK> — Close an open local court docket by payment, cell time, or town duty
DUTY — Earn one mark on the current town's duty chit when its one-minute interval is ready
HELP — Topic list; HELP <topic> for detail

Combat: see Combat

Command Aliases Description
KILL <creature> ATTACK HIT SWING Attack a hostile creature (a wielded bow fires instead)
FIRE <creature> SHOOT Fire an arrow/bolt from a wielded bow or crossbow (needs ammunition; both hands free of shields)
THROW <creature> HURL Hurl your wielded weapon — it lands on the ground; walk over and GET it back
FLURRY [creature] — Crowd Fighting flurry: one blow per foe in reach, or extra swings on one named foe
DUEL <player> [STAKE <n>] CHALLENGE Offer or answer a consent-gated duel — to the yield, never the grave; a matched stake escrows and the winner takes the pot. DUEL alone shows status, DUEL DECLINE refuses — see Duels & PvP
YIELD CONCEDE Concede the duel — ends the bout (and settles any stake)
BET <silver> ON <fighter> WAGER Back somebody else's bout, at the Ring only — winners split the losers' pool less the ring's tenth. BET alone shows what you have riding; the book closes on the first landed blow
AMBUSH <creature> [location] — Strike from hiding: compromise the defender's stance and active defenses, with a harsher critical on a landed blow
STANCE <setting> — assault / press / ready / brace / guard
POSTURE <setting> — stand/kneel/sit/prone
TECHNIQUE [name] [target] MANEUVER List or perform a trained combat technique
STRIP <target> — Try to knock a wielded weapon away
TEND [target] BANDAGE FIRSTAID Bind the worst active bleed
DIAGNOSE [target] — Read wounds and scars in detail
BEAR <target> <part\|ANY> — Empath only: remove an injury as borrowed burden
SKIN <corpse> — Skin a kill for a saleable trophy (before SEARCHing it)
BLESS — Have a temple cleric consecrate your weapon against the ethereal (a paid service)
DEPART [CONFIRM] — Leave your body after death — see Death & Respawn

Magic: see Magic System

Ten professions cast from catalogued spell circles; the Savant alone speaks the compositional word grammar. Item magic is available through the appropriate disciplines except where the Savant's mutually exclusive tradition refuses it.

Command Aliases Description
INCANT <number> [target] — Prepare and cast a circle working in one breath (INCANT 3310 kobold)
PREPARE <number> PREP Hold a circle spell ready — thirty seconds, then it slips away
CAST [target] — Loose the prepared spell
RELEASE — Drop a prepared spell unharmed
SPELLS MAGIC Learned workings ready to cast, with type and mana price
SPELLS ALL — Every learned working, marking any current casting limit
SPELLS [ALL] <type> — Filter by BUFF, WARD (offensive), BOLT, SONG, HEAL, UTILITY, MANEUVER, or ATTACK; plurals work too
SPELLS CATALOG [circle] SPELLS CATALOGUE Circle purposes and ordinary spells, including workings you have yet to learn
SPELLS <catalogue code> — A spell's use, targets, mana, and your current ability to cast it
INVOKE <scroll> [target] — Read a circle scroll aloud (non-Savants, Sigilcraft, no mana); Savant word-scrolls use their own incantations
WAVE [wand] [at <target>] — Activate a charged wand (any profession, Relic Attunement, no mana)
SEND <amount> <player> — Pour mana into a companion; Attunement reduces the loss

Savant only — the word grammar:

Command Aliases Description
INCANT [form] <words> [target] CHANT Compose and cast from elemental words
SCRIBE <name> <words> — Save a composition; drops a scroll
MEMORIZE <name> <words> MEM Memorize into a mental slot
CAST <name> [target] — Cast a memorized composition (half RECOVERY)
FORGET <name> — Free a memorized slot
READ <scroll> STUDY Learn one tier toward a scroll's words
LEARN STUDYFROM Ask a mentor in the room to teach a word

Stealth: see Stealth

Command Aliases Description
HIDE — Conceal yourself
UNHIDE REVEAL Leave hiding
SNEAK <direction> — Move while hidden (leaves no sign for trackers)
SEARCH [corpse] — Detect hidden characters, or loot a kill (the remains decay; SKIN first)
TRACK [name] TRACKS Read the ground for who passed (Survival ranks), or follow the freshest trail out

Crafting & gathering

Command Aliases Description
FISH / REEL — Cast a line where the water gives — see Fishing
COOK <raw item> ROAST Turn raw food into a meal over a hearth or campfire — see Cooking
FLETCH <branch> [BOLTS] — Whittle arrows or bolts from a foraged branch — see Fletching
MINE <face> — Work a rock face for ore, pick in hand
SMELT <ore> — Feed a furnace ore and draw ingots
FORGE <ingot> — Shape ingots into arms at an anvil, hammer in hand
ENCHANT <item> — Work the enchanter's bench — see Materials & Enchantment
WORKORDER — Take a paying commission at a smith's counter

Inventory & items: see Inventory

Command Aliases Description
INVENTORY INV I Full inventory + silver
GET <item> [FROM <container>] TAKE PICKUP GRAB Pick up
GET ALL [<noun>] [FROM <source>] INTO <container> TAKE PICKUP GRAB Gather directly into storage; coins go into your purse
DROP <item> — Set down
PUT <item> IN/ON <container> — Stow or place
STASH <item\|LEFT\|RIGHT\|ALL> — Tuck held items into your preset container (STASH SET <container> once; STASH CLEAR forgets)
AUTOLOOT [ON\|OFF\|STATUS] — Automatically stow your new SEARCH finds and successful SKIN trophies; STATUS lists category destinations
AUTOLOOT <container> <categories> — Assign a worn or held container to those categories, preserve other assignments, and enable autoloot; e.g. AUTOLOOT POUCH GEMS, then AUTOLOOT BACKPACK PELTS BOXES
AUTOLOOT FILTER <categories> — Choose ALL, NONE, or COINS GEMS PELTS BOXES JEWELRY CURIOS OTHER; settings persist
DRAG <object> HAUL TOW Haul a ground object along as you move (DRAG STOP to let go)
WEAR <item> DON Put on armor/clothing
REMOVE <item> DOFF Take off

Containers & doors

Command Aliases Description
OPEN <thing> — Open (if unlocked)
CLOSE <thing> SHUT Close
LOCK / UNLOCK <thing> — With a matching key in hand
LOOT <container> EMPTY Dump all contents

Lockpicking & traps: see Lockpicking & Treasure

Command Aliases Description
SURVEY <box> — Search a box for a concealed trap
DEFUSE <box> — Neutralize a trap you have found (empty hands)
PICK <box> [with <pick>] LOCKPICK Pick a lock (needs a pick)
ANALYZE <box> — Study a lock through Awareness (no pick wear)
STEAL <person> PICKPOCKET PALM Lift coins from a townsperson (Sleight of Hand + Finesse; being caught makes the mark hostile)
STEAL <item> FROM <person> — Lift a pocket item instead — it comes out flagged stolen; only a fence buys hot goods
OPENBOX <box> — Pay the locksmith to open it
REPAIR <pick> — Pay the locksmith to fix a pick

Trade & social: see Vendors

Command Aliases Description
SHOP STORE See a vendor's terms and numbered stock (fresh, then the secondhand shelf)
SELL <item> [TO <merchant>] / BUY <item> — Sell or buy (the Trading skill bends both prices your way); TO selects the buyer for a sale
SELL <container> [GEMS / PELTS / COINS] [TO <merchant>] — Sell loose trade goods from a held or open worn container, optionally selecting categories; tools, supplies, jewelry, woven goods and nested containers stay inside
ORDER <#> — Buy by the number SHOP printed
APPRAISE <item> [TO <merchant>] — A merchant quotes the exact offer SELL would pay (free)
APPRAISE <container> [GEMS / PELTS / COINS] [TO <merchant>] — Quote the same selected batch without selling anything, including what stays inside
WEALTH MONEY WORTH BALANCE BANK ACCOUNT Your full worth: silver on hand, on account, and held notes (anywhere)
DEPOSIT <amount\|all> — Bank silver (at a banker)
WITHDRAW <amount\|all> — Take silver from your account (at a banker)
WITHDRAW NOTE <amount> — Draw a portable promissory note for the amount
REDEEM <note> CASH Redeem a held note back into your account (at a banker)
HOUSE PROPERTY DEED What property you hold, and who can work your door — see Housing
HOUSE LIST / HOUSE BUY <#> — Read the reeve's register of empty houses, and take one on
HOUSE SELL — Sign a house back (emptied) for part of what you paid
HOUSE GUEST <name> / HOUSE UNGUEST <name> — Let somebody else work your door, or take that back
PLACE <furniture> ARRANGE Set a piece down for good in a house you hold (one piece per slot)
SAY <words> ' Speak aloud in the room
WHISPER <person> <msg> WHIS Quietly, privately to one person here
YELL <msg> SHOUT Loud; carries to adjacent rooms
TALK <npc> [message] GREET Speak with an NPC
ASK <npc> about <topic> — Ask an NPC about a topic; a merchant answers a named ware's price, weight, make, wear, and more from the piece itself
ASK <npc> about <name> — Ask a town gossip about a person — they answer with what word of their deeds has reached this room (yourself included)
SHOW <item> to <npc> — Present a held item to someone
GIVE <item> to <person> HANDTO Hand an item to someone
FEED <npc> — Offer food (builds rapport)
PET <pet> STROKE PAT Social gesture to a pet
CONSIGN <item> CONSIGNMENT Sell to other adventurers through the consignment house
LOCKER VAULT Your public locker at a town hall (weekly rent)
MAIL LETTERS Letters between adventurers, held by the post
POST / READ <board> — Pin a note to a notice board, or read one
CHECK IN CHECKIN Check in at an inn to train, or check your balance
WRIT WRITS Preview suitable postings with WRIT LIST, choose with WRIT TAKE <number>, reread directions with WRIT WHERE, walk to the approach with WRIT TRAVEL, or return with WRIT RETURN; WRIT LIST CHALLENGE previews harder commissions
ESCORT <npc> GUIDE Walk a traveller safely to their destination
REGISTER <item> REG Put a prized item on the books, and keep its story

Socials & emotes

Expressive verbs with no recovery. Most take an optional target (BOW king, GRIN rex); a few are self-only.

Command Description
<social> Perform a social, e.g. NOD, BOW, WAVE, GRIN, SMILE, LAUGH, SHRUG, SIGH, YAWN, GRUNT, LEAN, POINT, CLAP, CHEER, GLARE, SLEEP, FALL, …
<social> <target> Direct it at someone here (BOW king, WINK rasha)
EMOTE <text> Freeform emote — "Yourname <text>"
SOCIALS (EMOTES) List every available social

Grouping & following

Command Aliases Description
GROUP PARTY List your group
GROUP <player> — Bring a player here into your group
JOIN <player> — Join that player's group
LEAVE UNGROUP Leave your group (a leader leaving disbands it)
DISBAND — Leader: dissolve the group
FOLLOW <player> — Follow someone — you move when they do
UNFOLLOW STOPFOLLOW Stop following (also FOLLOW STOP)
GSAY <message> GROUPSAY GCHAT Speak to your whole group, wherever they are
RESONATE <message> — Speak across your region's shared resonance
ATTUNE [ON\|OFF] — Open or close yourself to regional resonance

Guilds: see the profession pages

Four halls so far — the Rogues' Guild (Emberford, behind a door nobody official finds), the Warriors' Guild (Lanternwatch), the Hearthwardens (behind Coldhollow's chapel), and the Verderers (a lodge outside Emberford's north gate). A guild trains its own trade, and a character swears to one guild for life.

Command Aliases Description
GUILD GLD Your standing: dues, ranks, points, the open lesson
GUILD JOIN — Take the oath with the hall's guildmaster (a fee, then weekly dues)
GUILD PAY — Settle arrears, or put a week's dues down early
GUILD ABANDON — Chalk the open lesson off unfinished
PELL — The warriors' post: counted stroke sets and the drill
CENSE — The Hearthwardens' fire: counted censing sets and the office
BLAZE — The Verderers' post: counted blaze sets and the sign
SWEEP / PICK / RUSE — Practice the Rogues' Lowwork, Wardcraft, and Misdirection lessons
GUILD SENSE / GUILD ANSWER — The lockwright's reading lesson at the bench

Pets: see Pets

Command Aliases Description
BUY <name> — Buy a live companion at a kennel (SHOP the pens first)
GET <pet> — Pick up your pet into your arms (owner only)
PERCH <pet> SHOULDER Settle a small pet hands-free on your shoulder; it keeps its ambient emotes
DROP <pet> RELEASE Set it down to roam
PUT <pet> IN <container> — Stow it
SUMMON <pet> [full\|short\|walkin] RECALL CALLPET Call a companion to your side; the optional variant forces a staged arrival cinematic
PET <pet> STROKE PAT Affectionate touch; deepens the bond
SPEAK / PLAY / TOSS / PEEK / TUNE <pet> BARK DANGLE JUGGLE … Mews party tricks — each companion answers its own act (see Pets)
FEED <pet> — Offer it food; lifts its mood
PET COMBAT/GUARD [ON\|OFF] — Battle mode / the guard reflex (guard is ON by default; see Pets)
PET ESCAPE [AUTO ON\|OFF] — Bare = the rescue flight now; AUTO governs its own-wing rescue (see Pets)

Mounts: see Mounts

Command Aliases Description
MOUNT <animal> — Get up on your mount (it will not climb, swim, or come indoors)
DISMOUNT — Get down
STABLE — Leave your mount in the hostler's care, where it stands
STABLE OUT — Collect it — from the yard you left it in, not whichever town you're in

Progression: see Skills & Training

Command Aliases Description
TRAIN [skill] [count] TRAINING Show the sheet, or spend points
REROLL / REROLL CONFIRM — Restart character creation (irreversible)

Reporting problems and suggestions

Something broken, a sign misspelled, or an idea for the game? Send it straight to the GameMasters from where you stand. Every report is stamped with your location and a snapshot of the last lines on your screen — what you typed included, so file it where it happened and the GMs can retrace your steps.

Command Aliases Description
BUG <what went wrong> — Report something broken; say what you expected to happen instead
TYPO <what and where> — Report a misspelling or clumsy wording
TODO <what to investigate> — Leave a note about something to look into later
SUGGEST <your idea> SUGGESTION Leave a quick suggestion for staff review

These commands share a limit of one report per half-minute. Keep suggestions to 1000 characters; longer text is shortened. A confirmation means the idea was saved for review. For trouble with another player, or anything urgent, find a GM in person instead.


For administrator commands (all prefixed with /), see the GM Guide.