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Inventory

Everything a character carries, wears, or stows is tracked per item and saved with the character. The defining constraint is that you have only two hands.


The two-hand rule

To use anything — a weapon, shield, lockpick, scroll, or item you want to GET/DROP — it must be in one of your two hands. Containers expand how much you can carry, but you must take an item out into a hand to use it.

GLANCE   (GLA)              brief look at your two hands
INVENTORY   (INV / I)       full inventory: hands, worn gear, and silver

Getting and dropping

GET <item>                  pick up from the ground (TAKE / PICKUP / GRAB)
GET <item> FROM <container> take from a container
DROP <item>                 set a held item down
PUT <item> IN <container>   stow into a container
PUT <item> ON <surface>     place on something

When several items share a name, disambiguate by index: GET 2.gem, GET 1.dagger.


Containers

A container (pack, pouch, sack, box, coffer) holds items. A worn pack expands carry capacity without occupying a hand — PUT into and GET from it freely while it is worn.

OPEN <container>            open it (must be unlocked)
CLOSE <container>  (SHUT)   close it
LOCK / UNLOCK <container>   with a matching key in hand
LOOT <container>  (EMPTY)   tip all contents onto the ground at once

A closed or locked container hides its contents — you cannot see, GET, or PUT through it until it is open. This is the same container model used by treasure boxes.

The stash container

STASH is the one-word "put this away": pick a default container once, then tuck held items into it without any PUT phrasing. The pick is saved with your character and survives logins for as long as you keep the container.

STASH SET <container>       pick a container you're wearing or holding as your stash
STASH <item>                tuck a held item into it
STASH LEFT / RIGHT / ALL    stash by hand, or both hands at once
STASH                       show the current pick
STASH CLEAR                 forget it

The same rules as PUT apply — the container must be open and have room, and a carried pet still insists on its own ride. (Your town locker is a different pocket: that one is STOW, at a town hall booth.)


Persistence and decay

Location Saved?
Held in hand Yes — with your character
Worn (armor, pack) Yes — with your character
Inside a worn container Yes — nested with your character
On the ground In the world snapshot only — decays over time

Log out holding a sword and wearing a full pack and they are exactly where you left them on return. Items dropped and abandoned on the ground are subject to a cleanup pass: low-value clutter disappears relatively quickly, while treasure lingers far longer. Do not leave anything you intend to keep lying on the ground.


Public lockers

For everything you want kept but not carried, every town hall keeps public lockers behind a curtain. GO HALL in town, then GO CURTAIN — your own locker is waiting on the counter in the booth.

LOCKER                     list this town's locker (at a hall); elsewhere, recall every town's
STOW <item>                in the booth: put something from your hands into your locker
RETRIEVE <item|number>     in the booth: take it back into a free hand
PUT <item> IN LOCKER       legacy phrasing works as well
GET <item> FROM LOCKER     ...and back out again
LOCKER UPGRADE             at the registrar's desk: buy an expansion contract (+5 slots)
LOCKER PAY                 settle any rent owing
  • Lockers are per town — what you stow in Coldhollow stays in Coldhollow. Away from a hall, LOCKER summarizes each town's contents.
  • Base capacity 30, and a stowed container counts as one slot — a packed trunk full of gear is a single entry, contents and all. The hall registrar sells locker expansion contracts (+5 slots each, escalating price, up to +70; the contract covers your lockers in every town).
  • Rent is weekly, per town: the first week is collected on the deposit that fills an empty locker, and further weeks settle automatically from your bank account first, pocket second whenever you visit. An empty locker owes nothing. Fall into arrears and that locker stays shut until you pay (LOCKER PAY, or just visit with funds).
  • Stored items are out of the world entirely: beyond decay, the janitor, death, fire, and dropped connections. A scripted or enchanted item comes back exactly as it went in, behavior and all.
Hall Where Registrar
Coldhollow Town Hall GO HALL at Market Row a dour registrar
Emberford Hall of Records GO HALL at the South Commons a brisk records clerk
Runmede Moot Hall GO HALL at the Market Green an unhurried moot-warden

Weight & encumbrance

Everything you carry has weight, and you can only carry so much before it slows you down.

WEIGH            your carried load, your capacity, and your encumbrance
WEIGH <item>     the weight of a single item (in hand, worn, or on the ground)
  • Carry capacity scales with Strength — a stronger character hauls far more before tiring.
  • Carried weight is the total of everything in your hands and worn, including the contents of any pack.
  • Carrying past half your capacity makes you progressively slower in combat — each band of load adds to your attack roundtime:
Load State Added roundtime
≤ 50% unencumbered none
≤ 75% lightly burdened +1.0s
≤ 90% burdened +2.0s
≤ 100% heavily burdened +3.0s
> 100% overloaded +5.0s

Heavy armor is the largest contributor — plate protects well but weighs you down, so it rewards high Strength. Bank your coins or stow loot in a container you leave behind to lighten the load. (Coins and promissory notes are effectively weightless — see Vendors & Economy.)

Silver

Silver is the currency. It is tracked numerically (not as an item) and shown on INFO and STAT; WEALTH (also MONEY) gives the full accounting — silver on hand, silver on account, and any promissory notes you carry. You earn it from kills directly, from selling loot, and from coin piles in treasure boxes, which pocket straight into your silver the moment you GET them. See Vendors & Economy.

See also