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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).

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
NORTHOUT N S E W NE NW SE SW U D Move in a direction; OUT takes the default exit
GO <exit> Use a named exit (gate, hall, door)
TRAVEL <place> GOTO AUTOWALK Auto-walk to a place you name (TRAVEL TOWN SQUARE), one step at a time
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)

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 — 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 / shelter
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 Circle access plus each known working's code, rank requirement, and mana cost
INVOKE <scroll> [target] Read a circle scroll aloud (any profession, Sigilcraft, no mana)
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
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)
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> / BUY <item> Sell or buy (the Trading skill bends both prices your way)
SELL <container> Sell the whole haul: the merchant strips what they deal in and hands the container back
ORDER <#> Buy by the number SHOP printed
APPRAISE <item> A merchant quotes the exact offer SELL would pay (free)
APPRAISE <container> The same quote for a whole haul, and what they'd leave behind
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 Take, track, and turn in taskmaster work; routine cull/skin writs exclude explicitly intermittent creatures
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

Something broken, or a sign misspelled? 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

One report per half-minute, so make it count. For trouble with another player, or anything urgent, find a GM in person instead.


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