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.
| 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 |
| 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 |
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 |
| 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 |
| 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) |
| 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 |
| 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.