Commands (284)
A
List the martial abilities you know, by style, with website-level detail
abilities
Abilities are the combat techniques you draw on during a fight: strikes, stances, shields, and movement tricks. Each ability belongs to a cultivation style, and you gain access to it by raising that style's level.
How you gain abilities
- Every ability lists a minimum style level. Once your level in that style reaches it, the ability becomes available to you.
- If the style belongs to your own martial school, its abilities open up for free as you level the style.
- Abilities from a style outside your school require your family to have completed the matching family manual before you can use them.
Is there a skill-point pool to spend?
No. There are no separate "skill points" to save up and spend. What you advance is a martial style's level (also called its rank), which during the alpha climbs from rank 1 to rank 6 (mastery). Raising a style's level is what unlocks its higher abilities.
You raise a style's level in the cultivation interface (cultivate or meditate) by crafting a pill for it. Each pill is a recipe of ingredients bought in the cultivation shop with influence or gold dollars; that is the resource you spend to advance. Fighting and sparring with a style build up training progress on their own, and a higher-ranked sparring partner or a teach lesson builds it faster; this progress is not spent like points, it is applied automatically to make your next rank's pill cheaper. See help cultivate.
Using abilities in combat
- In a fight, the combat menu lists the abilities you can use right now; pick one to perform it on your turn.
invoke <ability>queues a style ability so it applies to your next roll.- Each ability resolves at a named speed within the round. See
help ability speed.
Learning more
scoreshows your styles and the abilities you have learned.help <ability name>describes a specific technique, for examplehelp stone fist.help <style name>describes a whole style and the abilities it teaches.
Collect all your finished commissions into your inventory from anywhere
accept deliveries
Collect every finished commission you have waiting straight into your inventory, wherever you are. This is how you actually receive an item you ordered with commission: you never have to walk back to the workshop that made it.
When a commission finishes you are told it is ready and pointed at this command. Type accept deliveries (or just deliveries) and all of your ready commissions are handed over at once. If nothing is ready yet, you are simply told there is nothing to collect. A ready order waits patiently for you, so there is no deadline.
Use orders (or commissions) at any time to see what is still being crafted and what is ready to collect. Home-delivery orders are handled separately: those are dropped at your home automatically and do not need this command.
Examples
accept deliveries: collect every finished commission into your inventory.deliveries: the short form, exactly the same thing.
Screen reader, visual aid and TTS settings. For a screen reader, use: accessibility mode on. Settings: mode/reader/contrast/effects/typing/resume/spacing on|off, speed 0.25-4.0; also keys, status, help. With no setting it opens a form.
accessibility [mode|reader|contrast|effects|typing|resume|spacing] [on|off] | accessibility speed [0.25-4.0] | accessibility [keys|status|help]
Configure screen reader, visual aid, and text-to-speech settings. Without arguments, it opens a form to adjust everything at once.
Looking for a screen reader mode? Yes. Type accessibility mode on to turn on full screen reader mode, which converts visual layouts into linear text and auto-queues TTS narration. If you only want the output simplified without auto-queuing, use accessibility reader on. There is no separate screenreader keyword; these two settings are it.
Settings (each takes on or off):
accessibility mode on/off— Full screen reader mode, with linear output and TTS auto-queuing.accessibility reader on/off— Optimize output for screen readers without auto-queuing TTS.accessibility contrast on/off— Toggle high contrast mode for better readability.accessibility effects on/off— Toggle visual effects (on is full, off is reduced motion).accessibility typing on/off— Pause TTS when you start typing.accessibility resume on/off— Auto-resume TTS after typing stops.
For an on/off setting you may also type yes/no, enable/disable, or 1/0. Type a setting with no value to see its current state.
Other options:
accessibility speed 1.5— Set TTS narration speed (any value from 0.25 to 4.0, default 1.0).accessibility keys— Show replay buffer key bindings.accessibility status— Show all current settings.accessibility help— Show the in-game command help.
Delves and puzzles
Mode on also adapts delves: the map and status render as plain text, and the carved stone puzzles that block exits no longer require arranging a visual grid. With mode on, solve rolls one of your stats against the puzzle's difficulty to find a way past the mechanism instead. See help delve for the delve commands.
Use the web form (by typing just accessibility) to configure multiple settings at once. Colorblind palettes, dyslexia-friendly fonts, and font sizes live in the webclient settings panel (gear icon).
Manage activities, missions, and tasks
activity <subcommand> [arguments]
Manage activities, missions, and tasks available in the game. This command lets you discover what activities exist in your area, start new ones, join ongoing activities, and interact with them through the activity system. Activities are time-limited challenges or cooperative experiences that you can run on your own or alongside other players.
How to take part
Each activity is tied to the specific room where it was placed, so there is no single kind of venue to look for. To take part, follow these steps:
- Type
activity listto see what is running or available in the room where you currently stand. It only shows activities placed in that exact room, so if nothing appears, try other rooms nearby. Each one is numbered. - To begin one yourself, type
activity start <name or number>. You become the first participant right away, so this works solo. If an activity is already running, typeactivity joininstead to take part in it. - Each round you choose what to do, then type
activity readyto lock in your turn. When everyone is ready, the round resolves and the next one begins. - Type
activity statusat any time to see the current round, your choices, and the other participants. - Type
activity leaveto step out before the activity finishes.
Subcommands
activity list— see available activities in your location.activity start <name>— begin an activity by name or list number (you can run one solo).activity join— join an activity already in progress in your room.activity leave— step out of the activity you are in.activity status— check the current round, your choices, and the participants.activity choose <action>— pick an action for the round by number or name.activity qi <0-2>— spend qi for extra dice on your roll.activity help <player>— assist another participant so they roll with advantage.activity recover— skip your roll this round and regain qi.activity ready— lock in your turn once you have chosen.
Round-specific subcommands
Some rounds call for a particular kind of turn. The status display tells you which to use:
activity vote <number>— cast your vote on a branch round.activity heal— recover HP on a rest round.activity continue— vote to move on from a rest round.activity assess <description>— scout the situation on a free-roll round.activity action <description>— describe what you do on a free-roll round.activity persuade— make your case on a persuade round.
How it works
Use activity list to see what is available in your current location. Some activities have limits on participants or are only available at certain times. Once you start or join an activity, you proceed through rounds where you take actions and see results. Activities can be solo or multiplayer.
Add more copies to your most recent commission at the same per-unit price
addamount <number>
Extend your most recent commission by ordering additional copies of the same item at the identical per-unit price. You'll see the cost before confirming, and you can choose your payment method.
Examples
addamount 3— add 3 more copies to your current order.addamount 5— add 5 copies.
How it works
The system finds your most recent active commission and offers to add copies at the same quoted price. This avoids renegotiation if you decide you want more items once production has begun.
commission to place a new order if you don't have one yet.
Toggle away from keyboard status
afk [minutes]
Mark yourself as away from keyboard. You can specify a duration in minutes, or omit it to indicate indefinite absence. Others in your room will see a status message. Typing afk again toggles the status off.
Examples
afk— toggle AFK on or off.afk 30— set AFK for 30 minutes.away— alias for AFK.
Your character's activity status is visible to other players in the room. AFK automatically clears if you send any other command.
Plan a follow-on afterparty from inside an event.
afterparty [create|status|go|cancel|join <host>|invite <name>]
Plan and manage afterparties that spawn from an active event. Afterparties are smaller, follow-on gatherings created by event attendees. As a creator, you invite people and set a destination room. As an invitee, you can accept, decline, or join once the afterparty is launched. Afterparties auto-launch after a minimum acceptance time or when the creator forces launch.
Examples
afterparty— open the afterparty creation form.afterparty status— see pending or launched afterparties you are hosting or invited to.afterparty go— launch a pending afterparty now (as creator).afterparty join Bob— join Bob's afterparty if you were invited.afterparty invite Alice— add Alice to your pending afterparty.
Tips
- Afterparties only work inside an active event.
- Invitees have a minimum time window before they can be moved (usually a few minutes).
- Once launched, the creator and ready invitees teleport to the destination room.
- Late acceptors can join using
afterparty join.
Create a shortcut that expands into a longer command, or list your aliases
alias | alias <keyword> | alias <keyword> <expansion> | alias "<multi word>" <expansion>
Arrange a private meeting scene between an NPC and a PC (staff only)
arrangescene <npc> for <pc> meeting <room1> rp <room2>
Create a private meeting between an NPC and a player character. You specify the NPC, the player, a meeting location (where the player is invited), and optionally a separate roleplay room where the actual scene takes place. If the roleplay room is omitted, the meeting room is used for both.
Once arranged, the player receives an invitation. Use sceneinstructions to set special instructions for how the NPC should behave during the scene.
Examples
arrangescene merchant for Alice meeting reception rp office— merchant meets Alice in reception, scene plays in office.arrangescene Bob for Carol at tavern— Bob meets Carol in the tavern (same room for both).
Assert narrative facts about the world in an Auto-GM adventure (spends Destiny; see "help destiny")
assert [type] [@target] [description]
During an Auto-GM adventure, you can spend destiny to assert narrative facts about the world. You can introduce NPCs, change the environment, create complications, give gifts to other participants, reveal secrets, or propose story convergences. The GM may adapt your assertion for tone, accept it as-is, or reject it if it conflicts with established facts.
Examples
assert environment A thick fog rolls in from the sea— change the scene.assert npc A merchant arrives with unusual wares— introduce a character.assert connection @Alice You and Alice have a shared secret— establish a link.assert complication @Bob A rival blocks Bob's escape route— target another player.assert complication You are struck by doubt— create self-directed complication.assert gift @Alice You find a perfect tool for her— give an advantage.assert revelation The artifact is cursed— expose hidden truth.assert accept— accept a pending GM adaptation.assert reject— decline a pending adaptation or complication.
How it works
Assertions are processed asynchronously. If the GM adapts your assertion, you'll be notified and can accept or reject the revised version. Convergence assertions require multiple participants to agree before taking effect. The system tracks destiny spend separately, so assertions are a resource you manage alongside combat and other actions.
assert accept or assert reject only when you have pending adaptations waiting for your response.
Help another player with a roll the GM has opened to assists.
assist [name]
Attack another character or set your combat target
attack [target]
Start a fight with another character or set your target during ongoing combat. If you are already fighting, this command lets you switch targets or prepare to attack without opening a menu. If no target is in combat with you yet, attacking them initiates a new fight.
Examples
attack— confirm your attack on your current target.attack Bob— target Bob and prepare to attack.hit goblin— alias for attack.
How it works
Outside combat, attacking another character starts a new fight. Both fighters are drawn into a turn-based combat system and shown a quickmenu with options to attack, defend, move, or use abilities. Inside an ongoing fight, the attack command sets or changes your target and confirms your action for the current round. Switching targets reopens the quickmenu so you can change tactics before the round resolves.
Ending a fight
You do not end a fight with a separate command — there is no flee, stop, or disengage command to type. A fight ends on its own once one side is knocked out, surrenders, or escapes, and you leave combat automatically when that happens. To break off early, choose one of these options from the combat menu (the same menu where you pick Attack each round):
- Flee — run to an adjacent room and leave the fight. This option only appears when you are at the edge of the battlefield next to an exit, and the escape only succeeds if you take no damage that round, so move to an edge first and pick a calm moment.
- Surrender — give up the fight. You become helpless and stop fighting until the battle is over. (This is the menu option, not the surrender command, which is a separate roleplay action.)
Tips
- You can only attack targets in the same room (outside safe zones).
- Safe zones and some political areas may restrict PvP combat; use spar for friendly matches instead.
- NPCs must be combat-configured to be attacked; pure roleplay NPCs cannot be targets.
help big monsters for limb targeting, weak points, mounting, and trample.Propose an action that requires the target's permission
attempt <character> <action>
Propose an action that requires the other person's permission. The target receives a menu with Allow and Deny options. Their choice determines whether your action succeeds. Common uses: asking someone to hug, kiss, shake hands, or any interaction that needs consent.
Both you and the target must be alive and in the same room. You cannot attempt actions on yourself; just do them directly instead. Only one pending request per person at a time.
Examples
attempt Alice hugs warmly— ask Alice to accept a hug.propose Bob kisses on the cheek— ask Bob for a kiss.request Charlie gives a high five— ask Charlie for a high five.
B
Check your wallet and bank balance
balance
View your current wallet (cash on hand) and bank account balances across all currencies. This is a quick status check showing how much money you have accessible and how much is safely stored in a bank. Your total combines both wallet and bank funds.
Examples
balance— show your complete financial summary.bal— alias for balance.money— shows the same information.
Tips
- Wallet funds can be stolen or lost; keep important money in the bank.
- Different currencies are displayed separately (Gold Dollar, Silver Li, regional variants).
- Use
depositto move cash into a bank account, orwithdrawto bring it out.
Open the bank interface for deposits, withdrawals, exchanges, and transfers
bank
Access the bank interface to manage your accounts. This opens a web form where you can deposit cash, withdraw funds, exchange currencies between your wallets and accounts, and transfer money. Only available when you are physically at a bank location.
Examples
bank— open the banking interface (if you are at a bank).
How it works
The bank interface is a web form that appears as a modal. From there you can perform all banking operations. You must be at a physical bank building for the command to work.
Open the notice board in the current room. Lists postings, lets you read a specific notice by number, post a new notice, or remove your own.
bb [<n> | post ["<title>" <body>] | remove | info]
Alias for the notice command. View, post to, or remove from the notice board in your current room.
Blindfold a helpless character to block their vision
blindfold <character>
Cover someone's eyes to block their vision. The target must be helpless (either knocked unconscious or voluntarily helpless via the helpless command).
Examples
blindfold Bob— blindfold Bob.hood Jane— alias for blindfold.
How it works
Blindfolding a helpless character applies a restraint that blocks their vision. They can still move and act, but cannot see. Use the untie command to remove the blindfold. A character can be both tied and blindfolded at the same time.
Remove someone from your event (host/staff only)
bounce <character>
Remove someone from your event (host or staff only). Once bounced, that person cannot re-enter the event even if they try. If they are currently inside the event, they are ejected immediately. This is a moderation tool for hosts to manage disruptive attendees.
Examples
bounce Bob— remove Bob from your event.bounce troublemaker— bounce someone by partial name match.
Tips
- You must be the event host or a designated staff member to use this command.
- The target must be in the same room as you.
- Bounced players are notified and cannot return to that specific event.
Bow to someone with a specific degree of respect
(degrees)bow <target> [RP text] or (degrees)kbow <target> [RP text]
Express respect or reverence to another character through a physical gesture. You specify a degree of bow from 1 to 90 degrees, and can add optional roleplay text to accompany the motion. The higher the degree, the greater the respect conveyed. Kneeling bows (using kbow) show even deeper deference.
Examples
45bow Charles— bow 45 degrees to Charles.90kbow the magistrate, presenting your deepest respects— kneel and bow deeply.15bow stranger with a casual nod— slight bow with flavour text.
How it works
The system rounds what observers see to the nearest 15-degree increment, so exact degrees stay in roleplay logs but nearby players get a cleaner experience. The gesture is broadcast to the room and logged for records.
Send a broadcast message to all players
broadcast <message>
This staff command sends a message to all online players and queues it for offline players to see on login. Use it for announcements, server notices, or important staff communications.
Construct and edit structures. This is a builder tool: it only works if you have staff building permission or are in creator mode. Ordinary players do not build their own homes; see "Getting a home" below for the player path. Type "build" on its own to open the Build menu for the room you are standing in. The menu lists the actions available for that room (you must own a room to edit it). You can also run any action directly as a subcommand: Create: build city <name> Lay out a new city or town grid. build block <name> Add a building (block) within a city grid. build room <name> Add a room (also: build location <name>). build shop <name> Create a shop or store. Modify (you must own, or have staff rights to, the room): build edit Edit room properties (lighting, type, flags). build rename <name> Rename the current room. build resize <w> <d> <h> Resize the room to width x depth x height (in feet). build decorate <desc> Add or change the room's decoration/description. build redecorate <desc> Replace existing decoration. build delete Delete the current room. Appearance: build background <desc> Set the room's background art. build seasonal <desc> Set seasonal background variants. Getting a home: there is no player "buy a house" command yet. A home is any room you own. Once you own (or have been granted) a room, stand in it and run "make home" (also "sethome") to mark it as your home, then "home" to travel back to it anytime. To acquire a property, ask staff. Crafting facilities in a shop or rental: a building's type decides what can be crafted in it, and it is set when the building is created. A general storefront already works for clothing and jewelry crafting; specialized trades need the matching building type (a forge for weapons, a tattoo parlor for tattoos, a pet shop for pets). There is no player command to change a building's type, so to add a specialized workshop to a property you hold, ask staff.
build [subcommand] [args]
The unified entry point for every building and construction command in the game. Typing build alone opens a menu of everything you can create or modify from your current location. The options shown adapt to where you are and what you own, so you only see actions that actually make sense in context.
The menu groups choices into two columns. Create lists new structures you can put down (a city, a block, a room, a shop, an apartment). Modify lists changes you can make to structures you already own (rename, resize, redecorate, demolish).
Examples
build— open the build menu.build apartment— jump straight to apartment placement.build block brownstone— turn an intersection into a brownstone block.
How it works
Each menu option dispatches to the matching specialized command. You can also call those commands directly once you know their names (for instance build shop or build city). The hub menu mostly exists so newcomers can discover the building system without having to memorize the full command list.
Tips
- Some options only appear at intersections; stand at a cross-street to see the full set.
- Modify options only list structures you personally own.
Purchase items from a shop
buy <item> | buy <number> | buy <quantity> <item>
Purchase items from a shop. You can buy by item name, by number (if the shop shows a numbered list), or by quantity. If no shop is present or no item name is given, the shop listing is displayed. Shops at the Floating Market are also accessible via this command.
Examples
buy leather jacket— purchase a leather jacket.buy 3— buy item number 3 from the shop list.buy 2 potions— purchase 2 potions.buy— show the shop listing without buying.
How it works
The game checks for a shop in your current room. If an item is out of stock or you do not have enough money in your wallet, the purchase fails. Some shops allow credit (accumulate debt up to a limit). The game deducts payment from your wallet or adds to your credit balance depending on shop settings.
Purchase a vehicle (requires web interface)
buy vehicle
Initiate a vehicle purchase. This command redirects you to the web interface's vehicle dealership where you can configure vehicle options, view pricing, and complete your purchase. All vehicle transactions are finalized through the web, not in-game commands.
Examples
buy vehicle— open the vehicle purchase interface.
C
View the festival calendar for your kingdom
calendar [all|<festival name>]
View the festival calendar for your kingdom. By default shows ongoing and upcoming festivals within the next 30 days. Use calendar all to see every festival scheduled for the year. Use calendar <name> to read the full lore for a specific festival.
Examples
calendar— show upcoming festivals in your kingdom.calendar all— list all festivals for the year.calendar "Mid-Autumn Festival"— read details about a specific festival.
Festival calendar is kingdom-specific. Different regions observe different celebrations. Some festivals are empire-wide while others are local to your kingdom.
Cancel a pending arranged scene (staff only)
cancelscene <scene_id>
This staff command removes a pending arranged scene before it is triggered. Only scenes that are pending (not yet started) can be cancelled. If you need to end a scene that is already active, use endscene instead.
Examples
cancelscene 5— cancel scene ID 5.
Open the card game menu to play cards
cards
Open an interactive menu to play card games with other players in the room. Select from available games or invite other players to join you for a match.
Examples
cards— open the card game menu.card— open the card game menu (alias).
How it works
When you open the menu, you will see all available card games and options to start a new game or join an existing one. Other players in the room can see that you are playing and may join your table.
Pick up and carry a helpless character
carry <character>
Lift a helpless character onto your shoulders and carry them. The target must be in a helpless state.
Examples
carry Bob— pick up and carry Bob.pickup Jane— alias for carry.
How it works
Once someone is helpless, you can scoop them up and carry them. Carrying is faster than dragging and gives you more direct control, but the carried character cannot participate in activities or escape. You move together. Use the release command to put them down.
Population summary of characters who have entered the game, groupable by house, zodiac, school, or gender
census [house|zodiac|school|gender]
Change your character nickname, forename, or surname
change name <nickname|forename|surname> <new value>
Alter how others perceive your character's identity. You can change your nickname (no cooldown), your forename (with a 21-day cooldown after any name change), or your surname (same 21-day cooldown). Names must be unique, contain only letters, spaces, hyphens, and apostrophes, and be no longer than 50 characters.
Examples
change name nickname Bobby— update your nickname immediately.change name nickname clear— remove your nickname entirely (also acceptsnone).change name forename Robert— change your legal first name (21-day cooldown applies).change name surname Smith— change your last name (21-day cooldown applies).
Tips
- Nickname changes are instant and account-wide.
- To drop a nickname you no longer want, set it to
clear(ornone); you will go by your full name again. - Forename and surname changes trigger a 21-day waiting period before you can change either one again.
- The first letter of your new name is automatically capitalized.
Chat on a communication channel
channel <name> <message> OR + <message>
Send a message to everyone subscribed to a communication channel. If you are not already a member of a public channel, you are automatically added when you send a message. Private channels require you to join first.
Examples
channel general Hello everyone— send to the general channel.+ Hi there— quick shortcut for the OOC channel.channel ooc What's the best way to reach the north gate?— send to OOC.
How it works
Channels are communication lines that connect people across the world. You can join channels to stay in touch with friends, coordinate activities, or chat out of character. Messages sent to a channel are seen by all online members. Use the channels command to see what channels are available, and use join channel to subscribe to private ones.
Tips
- Use the
+shortcut for quick OOC messages. - Channel names can be abbreviated as long as they are unambiguous.
- You can unmute yourself in a channel by asking an admin if you have been muted.
List available communication channels
channels
View a list of all available communication channels, including which ones you have joined and how many people are online in each.
Examples
channels— show all channels.chanlist— alias for channels.
How it works
This command displays every channel in the game along with its type (public or private), membership status, online count, and description. Public channels can be joined immediately; private channels require an invitation. Use this output to find channels you want to join, then use the join channel command to subscribe.
Set your locatability (who can find you in the where list)
check in [yes|no|favorites]
Control your visibility in the where list that shows who is online. You can be visible to everyone, hidden entirely (except from players who have always-visibility permission), or visible only to players who marked you as a favourite. Use this to manage your locatability without logging out.
Examples
check in— open the locatability menu.check in yes— visible to anyone.check in no— hidden from where list.check in favorites— visible only to your favourites.
Activate abuse monitoring for ALL players, bypassing playtime exemption (staff only)
checkall [duration_hours] [reason]
This staff command activates abuse monitoring for all players, bypassing the usual 100-hour playtime exemption. Use this during suspected coordinated abuse or when you need global oversight for a limited time. Specify an optional duration (1-24 hours, default 1) and reason. All staff are notified when this is activated. Use checkalloff to cancel early.
Cancel the abuse monitoring override (staff only)
checkalloff
This staff command cancels the global abuse monitoring override activated with checkall. After this, players with 100+ hours playtime resume their normal exemption from monitoring. All staff are notified.
Remove all graffiti from a room you own
clean graffiti
Remove all graffiti from a room you own. Graffiti is tagged text written on walls by other players using the graffiti command.
Examples
clean graffiti— remove all graffiti from the current room.
How it works
Typing this command scrubs away every piece of graffiti in the room. The removal is instant and permanent. If there is no graffiti to clean, you get an error message.
Climb toward the weak point of a monster you are riding.
climb
Hold on tight to the monster you are riding (safe from shake-offs).
cling
Close the convertible roof of your vehicle
close roof
Close the convertible roof of your vehicle. This command only works when you are seated inside a vehicle that has a convertible roof. Once closed, the roof shields you from the elements.
Examples
close roof— close your vehicle's roof.
Get combat information (enemies, allies, status, recommendations)
combat [enemies|allies|recommend|status|actions|help]
Get detailed combat information in a screen-reader friendly format. Inside a fight, use this command to check your status, list enemies and allies with their distances, get a target recommendation, or review available actions. This is useful for accessible or text-only gameplay.
Examples
combat— show full combat status.combat enemies— list all enemies with HP and distance in hexes.combat recommend— get a target suggestion.combat status— show your HP and round number.combat actions— list your available actions.
How it works
Each subcommand returns structured text describing a different aspect of combat. All output is written for screen readers and includes distances measured in hexes, character names, and HP shown as current/maximum. Use this command repeatedly during a fight to stay aware of the battlefield without relying on the visual quickmenu.
How a round plays out (when movement happens)
Combat is fought in rounds. First everyone picks what they will do that round from the combat menu (attack, defend, move, use an ability), and nothing takes effect until the whole round resolves at once. Each round is then played out across a fine timeline: it is divided into a hundred small slices, and every chosen action is placed on that timeline and carried out in order, from the start of the round to the end.
- Movement is spread across the round, not saved for the end. Your steps are dealt out along the timeline, so you close in or back off gradually while everything else is also happening.
- When two things land at the same instant, movement resolves before a strike. If a step and an attack fall on the same slice, the step is taken first. In practice this means you can move into reach and then strike in the same round, and a fighter closing on you may reach you before your blow goes off.
- Backing away and holding distance go before closing in. When several fighters move at the same instant, those pulling back or keeping their distance (including a flee) move first, and those charging in move after.
- Faster actions happen earlier in the round. A quick ability can raise a shield or land a hit before a slow one goes off. See
help ability speedfor the speed tiers.
Ending a fight
To break off a fight, choose an exit option from the combat menu rather than typing a command. Surrender gives up and leaves you helpless until the fight is over. Flee runs you to an adjacent room, but the option only appears when you are at the edge of the battlefield next to an exit, and the escape only succeeds if you take no damage that round. A fight also ends on its own once one side is knocked out, and you leave combat automatically when it does.
help big monsters for limb targeting, weak points, mounting, and trample.List all available commands
commands [category]
List all available commands, grouped by category. Without arguments, shows category names. With a category name, displays all commands in that category and what they do.
Examples
commands— show all command categories.commands combat— list combat commands.commands navigation— list movement commands.
Available categories include: navigation, combat, communication, social, economy, crafting, entertainment, events, info, inventory, clothing, building, staff, and system.
Commission a shopkeeper to craft one of your designs
commission <design name>
Hire a shopkeeper to craft a design you have created. The shopkeeper examines your design, quotes a price (which may include a discount if they are impressed, or if you are carrying useful materials), and gives you a fabrication timeline. You then choose how to pay and the work begins.
Examples
commission silk dress: commission a design by name.commission my sword design: search by a name fragment.commission: with no name, pick from a menu of your designs.
Are designs reusable?
Yes. A design is a reusable blueprint, not a one-time order, so a commissioned item is not one of a kind. You can have the same design made again and again. There is only one limit: while a shopkeeper is still working on an order, that design is marked "in production" and you cannot start a second commission of it. If you try, you will be told the design is already in production. As soon as that order is finished, the design is free again and you can commission it once more. The shopkeeper quotes the price afresh each time you commission, so a later order may cost a little more or less than the first.
Getting several copies at once
If you want more than one copy without waiting for the first to finish, do not run commission twice. Place the order once, then use addamount <number> while it is still in production to add more copies to your most recent order. These extra copies are charged at the same per-unit price as the order you just placed, with no new quote. For example, addamount 3 adds three more to your current order. See help addamount.
How it works
At an ordinary shop the order takes time. When it is ready it waits at the shop for you to collect, and you can keep adding copies with addamount until it is done. At a credit shop (such as the newbie school outfitter) the item is made on the spot, charged to your credit tab, and the design becomes commissionable again straight away.
Take the permanent vows of the Starlight Order (only within the Star Order Monastery).
commit
Manage your animal companion
companion [summon|dismiss|release|info]
Manage an animal companion you've created. Summon it to your side, dismiss it temporarily, view its status, or permanently release it. Companions can help carry messages to other characters and add roleplay flavor to your adventures.
Examples
companion— view your companion's status.companion summon— call your companion to appear.companion dismiss— send your companion away temporarily.companion release— permanently release your companion.
How it works
When you create a companion, it arrives at your side. You can dismiss it to hide it from the room (useful for roleplay), summon it back, or release it entirely if you want a different animal. Some animals can carry messages; you configure this when you create them.
make companion. Releasing a companion is permanent and cannot be undone.
Force a worn item to stay hidden (use unexpose to undo)
cover <item> [, item2, item3...]
Conceal worn items so they are hidden from other players — the exact opposite of expose. Covered items drop out of your visible appearance and no longer show in your description. This is a subtle action; other players are not told when you cover something. You can cover multiple items at once by listing them separated by commas.
Use it to tuck an identifying pendant under your shirt, button a jacket over the garment beneath, or quietly slip a weapon out of sight. To make a covered item visible again, use expose. This command is also available as unexpose, conceal, and hide.
Examples
cover dagger— hide a worn dagger.unexpose pendant— tuck an identifying pendant out of sight.cover weapon, badge, insignia— hide multiple items at once.
Create a new event
create event [name]
Create a new event at your current location. You can quickly create an event with just a name (defaults to starting in 1 hour at your current room), or open a full form to set custom details. Once created, others can view the event with events and join when it starts.
Examples
create event— open the full event creation form.create event Birthday Party— quick create an event named "Birthday Party".
How it works
Quick create defaults to 1 hour from now and public visibility. The full form lets you set description, event type (party, meeting, concert, etc.), private/public status, start time, and capacity. Once created, you are automatically added as an attendee.
Open the cultivation interface to craft pills and level up your martial arts. Meditate is a synonym for cultivate: both let you settle in to refine qi and advance your styles.
cultivate
Open the cultivation interface where you train your martial arts: learn new styles, advance the ones you know, craft pills, and buy ingredients. The interface shows your known styles and their ranks, the styles you have not learned yet, and a shop where ingredients are bought with influence or gold dollars.
Examples
cultivate— open the cultivation interface.meditate— the same command (so iscult).
Do I need to unlock it, or find an instructor?
Neither. Cultivation is open to every character from the start. You do not have to reach a level, join a sect, finish a quest, or visit anyone to begin: just type cultivate (or meditate) and the interface opens. There is no cultivation instructor NPC, and no special place you must travel to. The system is self-directed and menu-driven; everything you need is inside the interface.
The one way another character can teach you is the teach command, and that is player to player, not an NPC service. A fellow player who is ranked higher than you in a style you BOTH already know can teach you that style while you are in the same room, which speeds your progress in it up to a weekly limit. See help teach. Sect leaders are political figures; they are not cultivation trainers.
How it works
You raise a style by crafting a pill for it in the interface. Each pill needs a recipe of ingredients, which you buy in the cultivation shop with gold dollars or influence (more potent ingredients cost more). When you have the ingredients, craft the pill to learn a new style at rank 1 or advance one you already know by a rank. During the alpha, styles can be advanced up to rank 6 (mastery).
Training progress builds up on its own as you play: using a style in real fights and sparring with it both earn it, and a higher-ranked sparring partner or teach lesson earns it faster. This progress is not spent to buy ranks directly. Instead it is applied automatically when you next advance the style, lowering the ingredient cost of that pill, so the more you practise a style the cheaper its next rank becomes.
There is no separate pool of "skill points". The only thing you spend to advance is ingredients, bought with influence or gold dollars; the only thing you grind is the training progress above, which makes your next pill cheaper rather than buying a rank outright. Raising a style's rank is also what unlocks that style's higher combat abilities. See help abilities.
cultivate and meditate are available immediately and the whole system runs from the interface. To learn a style faster, fight or spar with it, or have a higher-ranked player teach it to you.
D
List the taxi dancers available in this ballroom
dancers
List all taxi dancers available for hire in the current ballroom or social venue. Each dancer has a tier (beginner, intermediate, master) and charges a fee per hour. Dancers already in session appear marked so you know they're temporarily unavailable.
Examples
dancers— show tonight's available dancers.
hire to engage a dancer once you've found someone you want to dance with.
Add a decoration description to a room you own
decorate <description>
Add a single piece of decoration text to a room you own. Decorations are descriptive details that appear when a player looks at the room, layered on top of the base room description.
Examples
decorate A plush velvet couch sits by the window.— add furniture detail.decorate Vintage posters line the walls.— add wall decor.
How it works
Each use adds one new decoration to the room. You can add as many as you like; they all show when someone looks. Use redecorate if you want to replace all decorations at once with fresh text.
Tips
- Decorations stack; they all appear together in a player's room description.
- Use
redecorateto clear all and start fresh.
Delete various items (bulletin, place, etc.)
delete <type>
Delete various items you own. This is primarily used for managing rooms and places you have created. Use "delete bulletin" (replaced by notice boards) or "delete place" to remove a specific place from the current room. You must own the room to delete places in it. Run "delete place" with no place name to see a list of available places to delete.
Examples
delete place— list places in the current room.delete place couch— delete a place named "couch".
How it works
Places are furniture-like decorations you create in rooms you own. Deleting a place removes it from the room permanently. This is different from "trash" which destroys items in your inventory. The delete command is specifically for managing room furniture and decorations.
Explore procedural dungeons with time limits and fog of war
delve <subcommand> [args]
Explore procedural dungeons with time pressure, fog of war, and hazards. Each delve is a timed adventure into the ruins of southern Zhūwān. You can move through rooms, face monsters, solve puzzles, disarm traps, and collect treasure before time runs out. Delves test your wits, courage, and timing.
Key Subcommands
delve enter [name]— begin a new delve adventure.delve enter deep— begin a deep delve: free to enter, but cultivation supplies are offset two floors deeper.delve n/s/e/w— move in a direction (10 sec).delve down— descend to the next level.delve fight— engage a monster in combat.delve grab— collect treasure (free action).delve recover— rest and heal to full HP (5 min).delve flee— exit the dungeon.
How It Works
You can only enter a delve from within the ruins of southern Zhūwān. Each entry costs 50 energy. Once inside, you navigate a procedural dungeon floor by floor. Traps block movement until you time them correctly. Puzzles require solving or can be bypassed with effort. Monsters roam and may ambush you. You gain qi dice by meditating, which unlock special crossing abilities.
Puzzles
Some rooms hold a carved stone puzzle that blocks an exit until you read its pattern. There are three kinds: a glyph grid (set each glyph once per row and column), a pipe network (rotate the channels so a groove runs from spring to sink), and a pressure-tile matrix (press every tile into its setting). Work a puzzle entirely through text commands:
study puzzle— inspect the puzzle and read its layout (free action).solve [answer]— attempt the puzzle (15 sec). Typingsolvewith no answer just reopens the layout.delve help— spend time to reveal part of the solution as a hint (30 sec).
accessibility mode on. The map and status then render as plain text, and puzzles change too. Instead of arranging a visual grid, solve rolls one of your stats against the puzzle's difficulty to find a way past the mechanism, so a delve never depends on reading a visual layout. Traps are timing-based and already work through text.
Joining Another Delver's Run
Delves are private by default. While you are inside one, type delve findable to advertise it as joinable (this toggles the flag; delve findable on and delve findable off set it explicitly). A findable delver is listed on the who list, tagged standard or deep and marked findable.
To join someone, find a findable delver on who, then walk to them by name. Because they are underground, you are routed to the ruin they entered from rather than to their dungeon room. Once you are standing in that ruin, type delve join to join the only findable run there, or delve join <name> to pick a particular delver. Joining costs the normal 50 energy, or nothing for a deep delve, and drops you in at the entrance of the run already in progress. Every new arrival makes the enemy groups nobody has engaged yet tougher; a group already locked in combat is never reinforced mid-fight.
Who Can Find You
Two settings work together. The check in command sets your general locatability: whether you appear on the who and where lists at all. If you are hidden there, no one can reach your delve, because they cannot see you to walk to you. So check in is not the delve setting itself, but you must be at least visible for findable delving to work.
The delve setting proper is delve findable, described above. On top of that you can limit who may find and join your runs with the permissions command, under Findable Delve Access: choose Anyone can find/join, Favourites only, or No one. Set it as a default for everyone, or for a single named player. Favourites only means just the players you have favourited may join. So a delver shows up as joinable when their run is flagged findable, they are locatable on who, and the person looking is allowed by their delve-access setting.
activity list (which shows venue-hosted activities, missions, and tasks). You find and join a delve through who, by walking to a findable delver, and with delve join.
Deposit cash into your bank account
deposit <amount> | deposit all
Deposit cash from your wallet into a bank account. You must be at a bank or ATM location. Specify an amount or use all to deposit everything. The deposited funds are then safe in your bank account and cannot be stolen.
Examples
deposit 100— deposit 100 (in local currency).deposit all— deposit all your wallet cash into your bank.
Tips
- Deposits have a minimum transaction amount.
- You must have a bank account open in that currency (one is created automatically when you deposit for the first time).
- Use
balanceto see your wallet and bank balances before and after.
Open the description editor to manage your character appearance. To read the backstory you wrote at character creation, see the "background" topic: it is read and edited on the web profile page under Edit Details, in the Background sub-tab.
describe, customize
Open the character description editor where you customize your appearance. You can set your physical description (height, build, hair, clothing style, scars, etc.) and other personalization details that affect how other players see you in the game world.
Examples
describe— open the description editor.customize— same command with alias.desc— shorthand.
The editor opens in a web interface where you can compose your full character appearance in a single form, then save it. Other players see your description when they examine you.
Create and manage your custom item designs (blueprints)
design | design list | design edit <name> | design delete <name>
Create and manage your custom item designs (blueprints). You can start a new design, list your existing designs, edit a draft design, or delete one you don't want anymore. Commissioned designs become locked and cannot be edited until the order completes.
Examples
design— open the new design form.design list— show all your saved designs.design edit silk dress— edit a draft design by name.design delete old jacket— permanently delete a design.
How it works
Designs stay in draft status until you commission them. You can refine a draft as much as you like. Once a design is in production, you can't edit it, but you can still add more copies with addamount once that order completes.
commission to send a design to a shopkeeper for production. Use fabricate to create items you already own patterns for.
Designate a character as an allowed performer for a society event (host only)
designate performer <character-name> <event-name>
As a host, designate a specific character as an allowed performer for a running performance activity in your society event. Only designated performers can perform in the event.
Examples
designate performer Mei "Spring Gala"— allow Mei to perform at the Spring Gala.
How it works
You must be hosting the event and there must be a running performance activity for the event. The designated character can then use performevent to perform their saved performances at the event.
Roll custom dice
diceroll <count>d<sides> [+modifier]
Roll custom dice using standard notation. Specify the number of dice, the number of sides per die, and an optional modifier.
Examples
diceroll 2d6— roll two six-sided dice.dr 1d20— roll a single twenty-sided die.diceroll 3d8+5— roll three eight-sided dice and add 5.diceroll 4d10-2— roll four ten-sided dice and subtract 2.
How it works
The formula is NdN where the first number is the count of dice and the second is the number of sides. You can add or subtract a flat modifier. The roll result and individual die values are broadcast to the room so everyone can see the outcome.
Tips
- Roll results are public. Everyone in the room sees your total and individual rolls.
- Dice limits: 1-20 dice per roll, 2-100 sides per die.
Start walking in a direction (continuous on streets, single step elsewhere)
<direction>
Move toward an adjacent room in the named direction. On outdoor city streets, this begins continuous directional walking. In other areas, you step into the next room. Cardinal directions (north, south, east, west) and diagonals (northeast, northwest, southeast, southwest) are all available. You cannot use direction movement while in combat.
Examples
northorn— move north.southeastorse— move southeast.up— ascend to a room above (single step only).
List public buildings and shops in this town
directory [<query>]
List all public buildings in your current town. Optionally filter by building name or type. This shows shops, taverns, temples, and other facilities you can visit. You can click on a building name to walk there, or use the walk command to navigate.
Examples
directory— list all public buildings in town.directory temple— find temples in this town.directory grand— search for buildings with 'grand' in the name.
Configure Discord notifications for offline messages and mentions
discord [setting] [value]
Configure Discord notifications for offline messages, mentions, and updates. Set a webhook URL to have important game events sent to your Discord server. With no arguments, opens a settings form.
Options
discord webhook <url>— set your Discord webhook URL.discord webhook clear— remove webhook.discord offline on/off— notify when you are offline.discord online on/off— also notify when you are online.discord memos on/off— notify on new memos.discord pms on/off— notify on private messages.discord mentions on/off— notify on role-play mentions.discord test— send a test notification.
Get a webhook URL from Discord: Server Settings, then Integrations, then Webhooks. Create a new webhook and copy its URL.
Hide your identity behind an alias. Others will see you as the alias until they recognize you.
disguise [<alias>]
Hide your true identity behind an alias. Others will see you as the alias you chose until they recognize you (through sufficiently close roleplay or a system event). You can change your alias freely with a new disguise command, and you can drop it with undisguise. The disguise system is a narrative tool for mystery and intrigue.
Examples
disguise— adopt a random disguise.disguise a masked swordswoman— take on a specific alias.
Dismiss your current taxi dance partner (no refund)
dismiss
End your current taxi dance session with your partner and stop paying the hourly fee. The dancer departs and is available for hire by other patrons. There is no refund for early dismissal.
Examples
dismiss— release your dance partner.
Drop off the monster you are riding and land safely beside it.
dismount
Move down to a room below
down
Move downward to a room or level below your current location. This works in staircases, elevator shafts, and other vertical passages. It is a single-step move that does not trigger continuous walking.
Examples
down— descend to the room below.
Drag a helpless character
drag <character>
Pull a helpless character along the ground behind you. The target must be in a helpless state.
Examples
drag Bob— drag Bob along the ground.haul Jane— alias for drag.
How it works
Dragging is slower than carrying but is dramatic and visible to everyone. You move together as you pull them. If you drag someone to a location where player-versus-player combat is enabled, they may be automatically captured as a hostage. Use the release command to let them go.
Dress another character with clothing (requires their consent)
dress <character> with <item>
Put clothing from your inventory onto another character. This requires their consent unless you have explicit dress permission from them. If they grant permission, the item is transferred to their inventory and worn. If they have not granted permission, they see a request and must approve or decline before the action completes.
Examples
dress Bob with jacket— ask Bob if you can dress him in your jacket.dress Alice with hat— dress Alice (if she has given you permission).
How it works
The command checks your dress/style permission status with the target. If you have permission, the item is worn immediately. Otherwise, a quick menu is sent to the target asking for consent. Piercings are handled specially; if the target has exactly one piercing hole, the item goes in automatically; otherwise they must select the position.
Drink a beverage from your inventory
drink <item>
Drink a beverage from your inventory. Drinking is a progressive action that happens over a short time. You begin drinking when you start the command, and the beverage is consumed in stages. Aliases let you choose your preferred verb: "sip" for a careful taste, "gulp" for quick consumption, "quaff" for hearty drinking, or just "drink" for the default. Other players see you drinking and see a roleplay message when you finish.
Examples
drink water— drink water.sip wine— carefully taste wine.quaff ale— drink ale heartily.
Drive your vehicle to a destination
drive to <destination>
Drive your vehicle to a destination. You must own the vehicle, it must be parked in your current location, and you must not be in combat. Specify the destination by room name, intersection, or landmark. The vehicle carries you there over time.
Examples
drive to market— drive to the market.drive to 5th and oak— drive to an intersection.drive home— drive to your home location.
Drop items or money to the room. Drop a stacked item and the whole stack goes down at once; to drop only part of a stack put a number before the item name ("drop 2 cups of tea"). To place an item inside a container, use `put <item> in <container>`.
drop <item> | drop <number> <item> | drop <amount> | drop all
Drop items or money to the room. With no argument you see a menu of everything you are carrying. You can drop specific items by name, amounts of money, or use "drop all" to put down everything at once. When you drop an item, other players in the room can see it and pick it up. put down <item> also drops.
To place an item inside a container rather than on the floor, use put <item> in <container> instead (see help put).
Examples
drop sword— drop a sword to the ground.drop 50— drop 50 units of currency.drop all— drop everything you are carrying.
Dry yourself off using a towel
dry off [adverb]
Dry yourself off using a towel from your inventory. You must be wet and have a towel (or cloth or rag) to use this command. Optionally add an adverb to describe how you dry off.
Examples
dry off— dry off normally.dry off quickly— dry off fast.dry off thoroughly— take your time.
Drying yourself off clears the wet status and is visible to others in the room.
E
Move east to an adjacent room
east
Move east to an adjacent room. This is a cardinal direction and works the same as other directional movement. On city streets it may trigger continuous walking; elsewhere you move one room at a time.
Examples
eastore— move east.
Eat food from your inventory
eat <item>
Eat food from your inventory. Eating is a progressive action similar to drinking. You begin eating when you start the command, and the food is consumed in stages. Aliases let you choose how you consume it: "consume", "taste", "swallow", or just "eat". Other players in the room see you eating and observe when you finish your meal.
Examples
eat apple— eat an apple.taste bread— taste bread carefully.consume sandwich— eat a sandwich.
Edit room properties in a pop-out form
edit room
Open a form to edit a room's name, descriptions, type, and default background image. All fields are optional except the room name.
Examples
edit room— open the room editor form.room settings— same command, alternate phrasing.
How it works
A pop-out form appears with five fields. Room name is required (up to 100 chars). Short description shows in room lists (up to 500 chars). Long description shows when a player types look in your room (up to 5000 chars). Room type categorizes the space (standard, apartment, shop, etc.). Background image URL sets a visual backdrop (https:// only, max 2048 chars). Fill in what you need and submit.
Perform an action over a crowded room by spending energy
eemote <action>
Switch into an online NPC and play it as a full character (staff only)
embody <npc name>
Perform an action or express emotion
emote <action> (use @name or @"full name" to target someone in the room)
Perform a roleplay action or express emotion that everyone in the room sees. Lowercase emotes auto-prepend your character name; capital-letter emotes require you to include your name explicitly. You can use adverbs to flavour the action: emote waves happily. Staff can use emit to broadcast a line without self-reference.
Examples
emote waves hello— auto-formatted as 'Your name waves hello.':smiles warmly— short form of emote.pose stretches— synonym for emote.
Tips
- Use
emote John looks at the doorto include another character's name without mentioning them directly. - Staff can use
emitfor Game Master narration.
End the current running activity in a society event (host only)
end activity
As the host of a society event, stop a currently running activity such as a dance, performance, or art exhibition. This also triggers the activity's completion logic, such as awarding grants.
Examples
end activity— end the current activity.
How it works
You must be a host of the event and there must be a running activity. Once you end it, any grants or payouts computed by that activity are processed immediately and distributed to participants.
End your event (host only)
end event
Terminate an event (organizer only). All attendees are notified that the event has ended. If the event is not yet active or has already ended, this command returns an error. After ending, the event is marked as completed and no one can enter it.
Examples
end event— terminate the event you are hosting.
Tips
- You must be the organizer (host) of the event to end it.
- All attendees will be notified immediately.
- Once ended, the event cannot be restarted.
End your current arranged scene and return to the meeting location
endscene
End your current arranged scene and return to the meeting location. This only works if you are actively in a scene that was triggered with scene or meet. You will instantly teleport back to the meeting room once the scene closes.
Examples
endscene— exit the current scene.
Enter a location by name
enter <location>
Enter a location by name. Specify the building, shop, or room you want to step into. The game searches for a nearby entrance matching your description and moves you inside. This is faster than using cardinal directions when you know what you're looking for.
Examples
enter coffee shop— enter the coffee shop.enter lobby— enter the lobby.
Join an active event at your current location
enter event
Join an active event at your current location. If the event is scheduled but not yet started and you are the organizer, it will auto-start. Otherwise you enter the event and are listed as an attendee. If the event is full, this command fails.
Examples
enter event— join an active or upcoming event at this location.join event— alias for the same action.
How it works
The game looks for an active event at your current room, or a scheduled event at your location that is about to start (within the next hour). If found, you are moved into the event and other players are notified of your arrival.
Leave the tutorial and enter the game world
enter game
Leave the tutorial area and enter the real game world. This command is only available in the Exit Hall at the end of the tutorial sequence. Once you enter the game, you will arrive at Zhūwān Central Train Station or a fallback starting location. A guest room is automatically assigned to you in your kingdom's embassy, and you can return to it anytime with the home command.
Examples
enter game— leave the tutorial and begin the adventure.
View what you are wearing and holding
equipment
View what you are currently wearing and holding. This is separate from your inventory; it shows items that are actively equipped on your body (worn clothes, jewelry) or actively held in your hands (visible to other players). Items are grouped into two sections: "In Hand" for held items and "Wearing" for worn items.
Examples
equipment— see what you are wearing and holding.eq— shorthand alias.worn— alternative alias.
Speak up over a crowded room by spending energy
esay <message>
Check your estimated time of arrival during a journey
eta
Check your estimated time of arrival during a world journey. This only works when you are actively traveling between locations. The command shows your destination, remaining distance in hexes, current terrain, vehicle type, and how much longer the journey will take.
Examples
eta— show journey progress.arrival— check estimated time of arrival (alias).
View details about an event
event info [name]
View detailed information about an event. Shows the organizer, location, time, description, attendee count, and your options (join, leave, manage). If no name is given and you are in an event, details about your current event are shown.
Examples
event info— show details about the event you are in, or the nearest event at your location.event info Birthday Party— look up a specific event by name.
Tips
- Partial name matches work (e.g.,
event info Partyfinds "Birthday Party"). - Shows different actions based on whether you are the organizer, a staff member, or an attendee.
View upcoming events
events [my|here]
View upcoming events in the game. Filter by all public events, just your events, or events at your current location. This is your calendar of everything happening. You can quickly access event details, join active events, or create your own.
Examples
events— show the event selection menu.events my— list events you are hosting or attending.events here— show events at your current location.calendar— alias for events.
Tips
- Active events show a bullet indicator in the list.
- Use
event info <name>to get full details on an event. - Private events only appear if you are the organizer or an invited attendee.
Examine your surroundings in detail, or inspect an object, character, or feature
examine [target]
Examine your surroundings in detail, or inspect a specific object, character, or feature. Without an argument, you see the full description of your current room, including seasonal details. With an argument, you look closely at a person, item, or decoration to learn more about them.
Examples
examine— examine the room.examine door— examine a door or other feature.examine John— examine another character.
Exchange one currency for another at a bank or black market
exchange <amount> <currency> to <currency>
Exchange one currency for another at a bank or black market. Specify the amount, from-currency, and to-currency. The exchange rate varies by location and market type (bank rates are official; black market rates include a spread). Conversion is instant and funds move between your wallets.
Examples
exchange 100 silver li to gold dollars— convert Silver Li to Gold Dollars at bank rate.exchange 5 gold to silver li— exchange Gold Dollars for Silver Li (Zhūwān currency).
How it works
Black market exchanges show you the rate and ask for confirmation before completing. Bank exchanges are automatic at the official rate. You need enough of the source currency in your wallet. The destination currency wallet is created automatically if it does not exist.
Show all visible exits from this room (the full list `look` collapses)
exits
Display all visible exits from your current room. Shows spatial exits (moving to adjacent rooms) and contained rooms (stepping inside structures like buildings or shops). Each exit shows the direction, destination room name, and distance if available.
Examples
exits— list all available exits from this room.
Force a worn item to always show, even under other layers
expose <item> [, item2, item3...]
Reveal items you have previously concealed. Exposed items become visible to other players again and appear in your description. You can expose multiple items at once by listing them separated by commas. Other players see a broadcast when you expose something.
To hide an item again, use cover (also available as unexpose).
Examples
expose dagger— reveal a concealed dagger.expose weapon, badge— reveal multiple items.
F
Create items from patterns you own at a crafting facility for that item type; if fabricate refuses, design with make and commission it at the matching shop
fabricate <pattern> | fabricate deck | fabricate [orders] | fabricate pickup <id>
Have a craftsman make an item from a pattern you already carry. Across the Five Kingdoms the trade follows the same rule everywhere: you must be standing in the right workshop for the kind of thing you want made, and the work takes a few hours of an artisan's time rather than appearing in your hand at once. You can wait and collect the finished piece at the shop, have it sent to your home, or check on orders already underway.
Examples
fabricate silk robe— order an item made from a pattern you own (matched by name).fabricate— list your pending fabrication orders.fabricate orders— the same listing.fabricate pickup 1— collect order #1 once it is ready (you must be at the workshop that made it).fabricate deck— have a deck of playing cards made up from a deck pattern you own.
What you need
You must hold the pattern (the cutting or template for the item) and be inside a workshop suited to it. Each craft has its own shop:
- Garments and accessories — a tailor or fashion studio.
- Jewellery — a jeweller or crafting studio.
- Weapons — a forge, armoury, or blacksmith.
Take a sword pattern to a tailor and the cutter will turn you away; the same goes for any mismatch. A general shop counts as both a tailor and a jeweller, so clothing and jewellery can be made at one, but you will still need a forge for weapons.
How to tell where you can fabricate
There is no map marker or room note that labels a place a "crafting facility" for you, and not every shop is one. Whether a room works is decided by what kind of building it is — a tailor, a forge, a jeweller, a general store, and so on — which is fixed when the building is created. A shop that merely sells a craft is not automatically a workshop for it: a clothing boutique such as the Couture House sells garments but may not be set up as a tailor's workshop, in which case fabricate will turn you away there.
The quickest way to find out is to try: if the room cannot make your item, fabricate names the trade you need (for example, "You need a forge, armory, or blacksmith.") so you know what to look for. To find candidate shops, use businesses (alias shops) to list the trades around you and landmarks to find named buildings further afield, then walk in and ask the shopkeeper. Only staff can change a building into a particular kind of workshop, so if you own a property and want it to serve as one, ask them.
When in doubt, do not hunt for a facility: draw up the item with design (or make) and use commission at any shop whose trade matches it, and the shopkeeper will craft it to order.
How long it takes
An artisan needs roughly two hours for an ordinary garment. Finer or heavier pieces take longer: jewellery runs to about three hours, and a forged weapon to about four. When you place an order you are told the estimate and asked whether to collect it at the shop yourself or have it delivered to a home you own. Pickup orders wait at the workshop where they were made until you return for them.
fabricate makes items from patterns you already carry. To draw up a new design, use design; to pay a shopkeeper to produce one of your designs, use commission. A fabricate deck of cards is made on the spot and needs no workshop.
Favorite a player so they can still see you in favorites mode
favorite <character>, unfavorite <character>, favorites
Alias for attack
fight [target]
Alias for the attack command. Initiate combat or set your target during a fight.
Get detailed information about a character
finger <character>
Get detailed information about a character, including their name, level, status (online or offline), location, and when they were last active. Also shows how much you have in common with them time-wise, so you can find good moments to meet.
Examples
finger Alice— look up Alice.finger Bob— look up Bob.
If a character is online and in a public room, their location shows. Offline characters show last-seen time. Schedule overlap percentages help you plan when to meet.
Quickly flash a concealed item (reveal then hide again)
flash <item>
Briefly reveal a concealed item to everyone in the room, then hide it again instantly. This is theatrical and eye-catching, allowing you to show off something without permanently exposing it. Perfect for dramatic moments or quick displays.
Examples
flash badge— flash your hidden badge.flash weapon— briefly show a concealed weapon.
Follow another character as they move
follow <character>
Begin following another character as they move. You will trail behind them through the world. The target must grant you permission, either by typing lead (to allow followers) or by their own follow settings. You cannot follow someone who has revoked permission, and you cannot follow while in combat.
Examples
follow John— follow John as he moves.follow the tall man— follow someone by description.
G
Gag a helpless character to prevent speech
gag <character>
Silence someone by gagging them. The target must be helpless (either knocked unconscious or voluntarily helpless).
Examples
gag Bob— gag Bob.muzzle Jane— alias for gag.
How it works
A gagged character cannot speak or send messages to anyone. They can still move, act, and read. Use the untie command to remove the gag. A character can be simultaneously tied, gagged, and blindfolded.
Pick up items or money from the room. Some loose items sit in a stack (for example a platter of tea cups laid out at an event). Getting a stacked item picks up the whole stack at once, and the confirmation shows how many you took (for example "(x8) cup of tea"). To take only part of a stack, put a number before the item name ("get 2 cups of tea"). Use "get all" to grab everything on the ground. To take money say an amount ("get 100") or "get money" for all of it.
get <item> | get <number> <item> | get <amount> | get money | get all
Pick up items or money from the room. With no argument you see a menu of items on the ground. You can pick up specific items by name, amounts of money (e.g. "get 100"), or use "get all" to collect everything at once. The command accepts partial name matches and shows a disambiguation menu if multiple items match your input.
You can also take an item out of a container with get <item> from <container> — the container can be one you are carrying or wearing, or one resting on the ground here.
Examples
get sword— pick up a sword from the ground.get cigarette from pouch— take a cigarette out of a pouch you are carrying.get 100— pick up 100 units of currency.get all— collect every item in the room.
Give items or money to another character. Giving a stacked item hands over the whole stack; to give only part of a stack put a number before the item name ("give 2 cups of tea to Bob").
give <item> to <character> | give <number> <item> to <character> | give <amount> to <character>
Give items or money to another player in the room. Use the format "give
Examples
give sword to Bob— give Bob a sword.give 100 to Alice— transfer 100 units of currency to Alice.give potion to John— hand over a potion.
Teleport to a room by ID or to a character (staff only)
goto <room_id> | goto <character_name>
This staff command teleports you to a specific room or directly to another character. You can target by numeric room ID or by character name (either works). Nearby characters see you vanish from your current location and appear in the destination, with a brief magical shimmer.
Examples
goto 42— teleport to room ID 42.goto Bob Smith— teleport to wherever Bob is.tp Alice— short form, teleport to Alice.
Write graffiti on the walls
graffiti <text>
Write text graffiti on a wall in the current room. The text persists on the wall until the room owner cleans it off with clean graffiti.
Examples
graffiti Kilroy was here— write simple graffiti.tag Forever in your heart— tag (alternate command).
How it works
You scrawl text on the wall at your current position. The graffiti is recorded with your character's location and becomes part of the room's visual landscape. Other players see it when they look. Only the room owner can remove it.
Tips
- Graffiti has a maximum length; extremely long strings are rejected.
Grant access to a locked room within your property
grant room [access] <character>
Grant a specific character permanent access to the room you are currently standing in. You must own the room to grant access. Once granted, they can enter the room even if it is locked. This is useful for sharing private spaces with friends or allies.
Examples
grant room Bob— grant Bob access to this room.grant room access Alice— same thing with explicit 'access' keyword.
Set "got to go" status indicating imminent departure
gtg [minutes]
Set a getting-to-go status to indicate you are about to leave. Lets others know you have limited time. Optionally specify minutes. Typing gtg again clears the status.
Examples
gtg— set GTG status (defaults to 15 minutes).gtg 30— set GTG for 30 minutes.gtgagain — clear GTG status.
Your GTG status is visible to other players in the room, so they know you are about to log off.
H
Get help on commands and topics
help [command or topic] | help system <name> | help systems
Get help on any command, topic, or system. With no argument, shows a welcome message. Use help <command> to learn how a command works. Use help systems to see major game systems, then help system <name> for details.
Examples
help— show welcome and common commands.help look— learn how look works.help systems— see available game systems.help system combat— read about combat.
The help system includes command documentation, game system overviews, and lore topics. If you ask a question (ending with ?), the AI helper may answer.
Toggle voluntary helpless state for roleplay
helpless [on/off]
Make yourself voluntarily helpless and vulnerable for roleplay purposes. While helpless, other characters can restrain, drag, carry, blindfold, and gag you.
Examples
helpless— toggle helpless state.helpless on— become helpless.helpless off— stand up and regain autonomy.surrender— alias for helpless.
How it works
Entering helpless state is a roleplay choice that makes you vulnerable to physical manipulation by other characters. You can be tied, blindfolded, gagged, carried, or dragged. You can still move and act independently while helpless unless someone applies a specific restraint. Exit helpless state at any time unless you are restrained.
Tips
- Use this for capture scenes, imprisonment roleplay, or consensual character vulnerability.
- Being helpless does not prevent you from leaving a restraint room (though it may break immersion).
Search help files for matching topics
helpsearch <query> [category]
Search the help database for topics matching your query. Returns up to 15 results with summaries. Optionally filter by category (e.g., helpsearch sword navigation).
Examples
helpsearch combat— find help about combat.helpsearch sword navigation— search 'sword navigation' in the navigation category.helpsearch look— search for look-related topics.
Use help <topic> on any result to read the full article. Categories: navigation, combat, communication, social, economy, crafting, system, info, inventory, events, clothing.
Hide the description of an item from other players
hidedesc <item>
Hide the description of an item from other players. Your item's custom description remains visible only to you. Other players will see a generic placeholder instead. This is useful if you want to keep an item's appearance private or mysterious. Use "showdesc" to reveal the description again.
Examples
hidedesc ring— hide a ring's description from others.hide description silver necklace— conceal details of a necklace.hideitem sword— make a sword's appearance private.
Hire a taxi dancer for an hour
hire <name>
Hire a taxi dancer for one hour of company and dancing. Dancers have different tiers (beginner, intermediate, master) and charge accordingly. Once hired, your dancer joins you on the floor and remains with you until you dismiss them or the hour expires.
Examples
hire Sūnniǔ— hire a specific dancer by name.hire Iaira— use first name if surname is ambiguous.
How it works
Use dancers to see who's available, then hire by their name. The dancer immediately joins you for the session. You'll be billed hourly until you dismiss them. Dancers provide companionship and social color for roleplay scenes.
dancers first to see available options and fees.
Hold an item from your inventory or draw from a holster (visible to others)
hold <item>
Take an item from your inventory and hold it in your hand, making it visible to others. When you hold an item, it appears in your equipment and other players can see it. Items can be held from your regular inventory or drawn from a holster if you have one. Holding and pocketing items affects how they appear in your equipment display.
Examples
hold sword— hold a sword in your hand.draw dagger— draw a dagger from a holster.wield torch— hold a torch up so it illuminates.
Head home to your home location
home
Instantly teleport home to your home location, or walk there if you are not staff. You must have set a home location with the sethome command before you can use this. Non-staff characters will begin a walking journey; staff teleport instantly. You cannot use this while in combat.
Examples
home— go to your home location.
Host or manage a society event you are organizing
host society <event_name> | host kickoff | host help
Manage and control a society event you are organizing. Launch a pre-created event, kick off attendee grouping, or handle other host responsibilities during the event.
Examples
host society "Spring Gala"— launch a prepared event.host kickoff— group attendees into clusters.
How it works
First, prepare your event through the web interface with a name, theme, and activity types. Then use host society to launch it. Once launched, use host kickoff to organize attendees into mixed groups for socializing and activities.
Tips
- You must be in the room where the event is taking place.
- If you have a co-host, they must also be present to launch the event.
Manage active hostages. Target by name; relock moves them to your current room.
hostage <list|bind|unbind|relock|summon|release> [name]
Manage active hostages you're holding. You can list your hostages, bind or unbind them, relocate them to a different room, summon them to your side, or release them. Hostages are locked in a designated room until you take action.
Examples
hostage list— show all hostages you hold.hostage bind 12— bind hostage #12 (restricts movement).hostage unbind 12— remove binding from hostage #12.hostage relock 12 42— move hostage to room #42.hostage summon 12— bring hostage to your current room.hostage release 12— free the hostage.
How it works
Hostages are held in a locked room with a release date. You can bind them to prevent escape attempts, move them to new rooms within your building, or summon them for ransom negotiation. Releasing them voluntarily ends the situation.
Send a trusted member of your household to gather intelligence in a region (once per day).
houseintel
I
Move inside or inward to an adjacent interior room
in
Move inside or inward to a room adjacent to your current location. This works like a cardinal direction but moves you 'inward' to an interior or nested room. Use this when entering buildings or stepping into enclosed spaces.
Examples
in— move inside.
Manage your influence, estate, and financial affairs
influence
Manage your influence points, family estate value, and financial leveraging. This opens a form to spend influence on charity contributions (which return investment over time), convert offline work energy into money, or liquidate influence for quick cash. Your influence and returns are key to advancing economically.
What influence is for
Influence is a social-standing resource. There are two concrete things you can spend it on:
- Convert it to cash. Liquidate influence for quick money at 5 influence → $1. Only clean influence (not influence already derived from money, such as food or charity returns) can be cashed out. See the Exchange rates section below.
- Buy rare cultivation ingredients. Many of the rarest ingredients in the cultivation shop are priced in influence rather than money. Spending influence there draws on your total influence (both clean and money-derived). See the
cultivatehelp topic.
Influence is also a visible measure of your social standing: your current total appears on your score sheet. Beyond cashing out, buying rare ingredients, and that display, influence does not currently unlock ranks, titles, or special access.
What is estate influence?
Your family estate value (sometimes called estate influence, and the reason estate is an alias of this command) is your whole family's running lifetime total of influence. Every point of influence any family member earns — clean or money-derived — is added to the shared estate value at the same time. The difference from your personal influence is what each is for:
- Personal influence is a spendable balance: cashing it out or buying cultivation ingredients reduces it.
- Estate value only ever goes up. It is never spent or deducted, even when you cash out or spend your personal influence. It is a permanent prestige tally for your family line.
Estate value is a standing/bragging measure, not a wallet. It is shown in the influence form and on your score sheet, and it currently has no other gameplay effect — it does not pay out money, unlock anything, or get spent.
How to earn influence
You earn influence through several activities. Some are money-based (those grants are tainted and can be spent but never cashed back out); others are earned through play and count as clean influence you can later convert to cash.
- Donate to charity (money) — the main deliberate way to buy influence. Run
influence, choose the Charity action, and enter an amount in Silver Li (minimum 100 Li). See below for the exact rate. - Share food and drink in company (money) — finishing food or drink you bought earns influence automatically, but only when at least one other player is in the room with you. Both you and whoever bought it benefit.
- Dress and present well at graded society events (money) — the value of the outfit you wear to an event is assessed and converted into influence.
- Host or attend graded society events (clean) — the quality of your roleplay and presence as a host or attendee is graded and awarded as influence.
- Take part in society-event activities (clean) — performing, making art, fighting in exhibition bouts, and joining games at an event each award influence based on how well you do. Dancing does not pay out on its own; instead, dancing enough at an event boosts the influence you earn as an attendee.
- Go on adventures (clean) — adventures whose reward focus is influence pay it out to participants.
- Complete certain missions (clean) — some kingdom and stealth missions grant influence as part of their reward.
There is no separate one-word donate or earn command — charity donations go through the influence form's Charity action, and every other source above is granted automatically as you play.
Examples
influence— open the influence management form (then choose Charity and enter, say, 1000 Li to donate ~$1 worth and gain up to 5 influence).affairs— alias for influence.estate— another alias.
How it works
The form shows your current influence, family estate value, energy, wallet balance, your personal return rates, and the live exchange rates. Choose an action (charity, work, or spend influence), enter an amount, and submit.
Exchange rates
- Offline Work — 5 energy → $1. Energy accumulates over time whether you are online or not; this turns banked energy into cash. Amounts must be a multiple of 5.
- Spend Influence — 5 influence → $1, paid immediately. Only clean influence (not influence already derived from money, e.g. food/charity returns) can be cashed out. Amounts must be a multiple of 5.
- Charity — donate in Silver Li (minimum 100 Li) to gain influence: each 1000 Li ($1) yields up to 5 influence, scaled by your current Charity Return rate.
These rates are designed to balance: roughly 1 energy is worth about 1 influence whether you go energy → money → influence (via charity) or convert directly. Going money → influence → money is intentionally lossy.
Return rates & diminishing returns
Charity and food/drink influence returns start at 100% and fall the more you spend, recovering fully over 4 weeks. The modal shows your current rates and a worked example so you can see exactly what a donation will yield right now.
View your inventory and wallet balance
inventory
Display your inventory and wallet balance. This shows what you are carrying (divided into held items and carried items) and how much money you have in each currency. Quantities appear in parentheses for items you have multiple copies of.
Examples
inventory— view your full inventory.inv— shorthand alias.i— quickest shorthand.
Invite another character past the curtain of your booth.
invite <character name>
Invite another character to your Lotus Boat booth. Once invited, they can enter past the curtain to join private conversations and scenes. You must have an active booth rental to send invitations.
Examples
invite Jade— invite a character by name.invite "Jade Chen"— use full name if needed for clarity.
How it works
Standing invitations are added to a list. Invited characters can then enter your booth at will. You can revoke invitations with uninvite if you change your mind. Your booth remains active until you leave session.
Invoke a style ability for your next roll.
invoke <ability_key>
J
Join a society event in the current room
join society <event_name>
Join a society event happening in your current room. You can set your preferences for who you enjoy socializing with when you join.
Examples
join society "Spring Gala"— join the Spring Gala.join society Gathering— join a gathering (single-word name).
How it works
When you join, a preferences panel opens where you can mark characters you like and avoid. The host uses these preferences when grouping attendees for activities, so your input influences who you meet during the event.
Tips
- The event must be launched (status 'launched') to join.
- You can update your preferences anytime during the event using
society interactions.
sit, lie, stand, or kneel at the place instead (see help places).
Join a communication channel
join channel <name>
Subscribe to a communication channel so you can receive and send messages on it.
Examples
join channel general— join the general channel.joinchannel OOC— join OOC.
How it works
Public channels let anyone join instantly. Private channels require an invitation from an admin or the channel owner. Once joined, you receive all messages sent to that channel and can send messages yourself. Use leave channel to unsubscribe.
Plan and manage world travel journeys
journey [to <dest>|party|return|disembark|invite <name>|launch|cancel]
Plan and manage long-distance travel between cities and far-flung landmarks. With no arguments, journey opens the world travel map; give it a destination and it shows a menu of ways to get there — ordinary travel, three kinds of flashback travel, or assembling a party to ride together. Journeys play out over real time and cross terrain and weather along the way. Aliases: travel, voyage, world_travel.
Key Subcommands
journey— open the world travel map (or show status if you are already travelling).journey to <destination>— plan a trip; opens the travel-options menu.journey passengers— list everyone aboard your current journey.journey invite <name>— invite someone here to your travel party.journey launch— depart with your assembled party (leader only).journey party— review your party's members and who has accepted.journey cancel— disband a party you are still assembling.journey return— leave a flashback instance and travel back to where you started (alsojourney fr).journey disembark— step off a journey early, wherever you currently are.
Planning a Journey
Name any city, landmark, or region: journey to Tiě Yán Dù. You are shown an estimated travel time and a menu of choices. Standard Travel sends you by the fastest transport the route and era allow — horse, carriage, car, ferry or steamship, train, or airplane — and some long trips switch vehicles partway (for example train to a junction, then onward by road). Once under way, check progress with eta and see who is travelling with you with journey passengers.
Flashback Travel
Your character banks flashback time whenever you are not actively roleplaying — including while you are logged off — representing downtime your character spends "offscreen". It builds up to a cap of 12 hours and resets the moment you next act in character (say, emote, whisper, and so on). You can spend it to shorten or skip a journey. As long as you have any banked, the travel menu offers flashback options; which of the three forms below appear depends on how much you hold:
- Flashback (Basic) — spend flashback time to shorten the trip, arriving instantly if you have enough to cover the whole distance. You arrive in the normal world, exactly as if you had made the trip the slow way. This is the simplest and safest option.
- Flashback Return (Instanced) — arrive instantly, but in a private instance of the destination; half of your flashback time is held back so the trip home is instant too. It needs roughly twice the journey's worth of banked time, and only appears when you have that much. Leave with
journey return. - Backloaded (Instanced) — arrive instantly spending no flashback time at all, but owe a "debt": the return trip takes double the normal travel time. Useful when you hold some banked time but not enough to cover the trip outright or to reserve a Return. Leave with
journey return.
journey return (a bare return is not a command).
Travelling as a Party
To travel together, choose Assemble Party from the travel menu, then journey invite <name> for each companion standing with you. Each receives an invitation to accept or decline. Once at least one person has accepted, the leader uses journey launch and everyone rides in the same vehicle. Track the party with journey party while assembling, or journey passengers once you have set off.
Arriving, or Leaving Early
eta— destination, vehicle, current terrain, distance remaining, and arrival time.journey disembark— get off before you arrive; you are set down at your current point on the map (a wilderness waypoint, or the nearest street).
Each traveller may disembark independently: the journey carries on for whoever remains and only ends when the last person steps off.
walk, or by taxi, cab, or rickshaw. Reach for journey when crossing between cities and distant landmarks.
K
Kneel down, optionally before or on something
kneel [down] | kneel at/on/before <furniture>
Knock on a door to alert people in another room
knock <direction/exit>
Knock on a door to alert people in an adjacent room. Specify the direction or name of the exit you want to knock on. Characters in the target room hear the knock as a notification but do not see who knocked. You hear your own knock confirmed in the current room.
Examples
knock north— knock on the exit to the north.knock bedroom— knock on the exit called 'bedroom'.
L
List public buildings across the whole zone
landmarks [<query>]
List public buildings across the entire zone, not just your current town. This shows landmarks, temples, markets, and other significant locations that span multiple towns within the region. Filter by name or building type to find specific places. Use walk to navigate to any landmark listed.
Examples
landmarks— show all landmarks in the zone.landmarks temple— find temples across the zone.public— alias for landmarks.
Allow or revoke permission for someone to follow you, or ask an NPC to follow
lead <character>, lead stop <character>
Allow someone to follow you, or ask an NPC to join you. Grant a character permission to shadow your movements. If the target is an NPC, the game evaluates their decision asynchronously, and they may accept or decline. You can also revoke follow permission from someone with lead stop <name>. Typing lead alone shows your current followers.
Examples
lead John— allow John to follow you.lead allow Jane— same, with explicit 'allow' keyword.lead stop John— revoke John's permission to follow.lead Merchant— ask an NPC merchant to follow you.lead— show who is currently following you.
Leave the current dance at a society event (otherwise moves you out)
leave
Step away from a running dance at a society event. You will stop dancing and exit the dance activity.
Examples
leave dance— stop dancing and leave the floor.
How it works
You must be actively dancing in a running dance activity. When you leave, you are removed from the dance and are no longer paired with a partner.
Leave a communication channel
leave channel <name>
Unsubscribe from a communication channel so you no longer receive messages sent to it.
Examples
leave channel general— leave the general channel.leavechannel OOC— leave OOC.
How it works
When you leave a channel, you stop receiving messages from it and others can no longer see you as an active member. You can rejoin at any time if the channel is public. Other members are notified when you leave.
Leave the current event
leave event
Exit the current event and return to the normal room. You are removed from the event roster and other attendees are notified. You can rejoin later using enter event unless you have been bounced.
Examples
leave event— exit your current event.exit event— alias for the same action.
Tips
- Other attendees see a notification that you have left.
- You can rejoin the event later if it is still active and you have not been bounced.
End your current Lotus Boat booth rental early.
leave session
End your current Lotus Boat booth rental early and settle your tab. The hostesses depart with a bow, the curtain is drawn back, and any active invitations are cleared. You'll be charged for the time you've used.
Examples
leave session— end your booth rental.pay tab— alias for the same action.end session— another alias.
Once your session ends, the booth is available for other patrons to rent.
Toggle your "Looking for Roleplay" flag on the who list
lfr
Delete an item from your media library or saved locations
library delete <name>
Delete a saved item from your library. This removes a saved picture, video, gradient, or location bookmark. Once deleted, the item is permanently gone from your library, though this does not affect the original media in chat or the actual location in the world. Use this to clean up outdated or unwanted saved items.
Examples
library delete sunset— delete a saved picture.libdelete old gradient— remove an old color gradient.library del home— delete a saved location bookmark.
Lie down, optionally on furniture
lie [on <furniture>]
Lie down on the ground or on furniture. You can recline on any seating surface available in the room, or simply lie flat on the floor if no furniture interests you. Lying changes how you appear to others and may affect what actions you can take.
Examples
lie— lie down on the floor.lie on bed— recline on the bed.lay down— lie down (alternative phrasing).
How it works
Your stance changes to reflect your position. Other players see you lying down. If you specify furniture, the game verifies there is space available on that item before placing you there.
List all arranged scenes (staff only)
listscenes [all|pending|active|completed]
This staff command lists all arranged scenes, optionally filtered by status. Default filter is pending (not yet triggered). You can also filter by all (recent scenes), active (currently in progress), completed (finished), or cancelled. Each listing shows the NPC, player, meeting room, roleplay room, and current status.
Examples
listscenes— show pending scenes (ready to trigger).listscenes active— show scenes currently in progress.listscenes all— show the 50 most recent scenes.
Look at your surroundings, an object, or another character
look [target] or look [character] [item] or look [character]'s [item]
Examine your surroundings, a character, an item, or a piece of furniture. With no argument you see a full description of the room you are in, including exits, NPCs, and objects on the ground. With an argument the game searches the room and your inventory for a match and shows the long-form description of whatever you named.
Examples
look— show the current room.look Bob— examine Bob.look at painting— examine a piece of furniture or decoration.look Bob's sword— examine someone else's equipment.
Tips
- If you are blindfolded, you will hear voices and sense nearby presences instead of seeing details.
- If you are traveling between towns, the look command shows scenery along the route.
Recall what you know about a character — names, reputation, chemistry, history
lookup <character>
M
Read and send memos/mail (use `letter` or `telegram` to pick channel)
mail [subcommand] [arguments]
Read, send, and delete memos sent between characters. Memos can be delivered by slow courier (letters) or instant telegraph (telegrams). Both are stored in your inbox and can be read multiple times. A memo reaches its recipient whether they are online or offline: it waits in their mailbox until they read it, so you can write to someone who is not currently logged in and they will find your letter or telegram on their next visit.
Examples
mail— view your inbox.mail read 1— read memo number 1.mail send Bob— compose a memo to Bob.letter Alice— shortcut to send a letter to Alice.telegram Charlie— shortcut to send a telegram to Charlie.mail delete 2— delete memo 2.
How it works
Letters are delivered by courier and take time to arrive based on geography; telegrams are wired instantly. When you send a memo, you choose a recipient, write a subject line, and compose a body. The recipient is notified when it arrives. Letters and telegrams are rendered with period flavour, with telegrams rendered in uppercase. You can delete memos from your inbox anytime. Your inbox shows unread status, sender, subject, and how long ago each memo arrived.
Mail or msg?
Both mail and the msg command can reach a character who is offline, so neither one requires the other person to be logged in. The difference is the form. Mail is a stored letter or telegram with a subject line that sits in the recipient's mailbox until they choose to read it, and they can keep it, re-read it, reply to it, or delete it. The msg command sends a short direct message that appears in their message stream the moment they are online (or as soon as they next log in if they are away), with no subject and no mailbox to browse. Use mail for lasting correspondence; use msg for quick notes.
Tips
- Use letters for longer, narrative communication; telegrams for quick tactical updates.
- Subject lines are limited; keep them brief and clear.
- Deleting a memo from your inbox also deletes it from the sender's sent folder.
Design an item, or create a place, event, society event, letter, telegram, or companion
make [<item type>] | make place | make event | make society_event | make letter | make telegram | make companion
Create things that are not ordinary items: a place to sit or stand in a room, plus events, societies, memos, scenes, companions, letters, and more. The word after make decides what you create and which form opens.
Make a place
make place opens the place maker. You mark a spot on a small map of the room, give it a name and description, choose its size and whether people sit on it or stand at it, pick the word used (sit on a bench, stand at a bar), and add a photo or an emoji. Anyone in the room can then sit on or stand at what you made.
- A place you make lasts 3 days. Each time someone else uses it, its life grows (first by 6 more days, then 12, then 24, and so on), so well-loved spots stay and forgotten ones fade.
- A place you make in your own home is permanent and never fades, for as long as that room stays your home (set a home with
make home). If you move home, the old place starts its 3-day countdown again. - Remove a place you made at any time with
unmake place <name>.
Other things you can make
makeormake dress— design an item (clothing, jewelry, weapons, and more).make companion— create an animal companion.make eventormake society_event— open the event builder.make letterormake telegram— open the message composer.
Set your current location as your home
make home
Set your current room as your permanent home. You must own the room. You can return to your home anytime with the home command.
Examples
make home— set this room as your home.makehome— same command, no space.
How it works
The game records this room as your home. If you already had a home set, it is replaced. Typing home later brings you back here from anywhere in the game.
Tips
- You must own the room to set it as home.
Apply makeup to yourself or someone else using the description editor
makeup <target> [face area]
Apply cosmetic description to yourself or someone else using a description editor. You select which face area(s) to apply makeup to (forehead, eyes, nose, cheeks, chin, mouth) and write a detailed description of the cosmetics. Applying makeup to someone else requires their dress/style permission.
Examples
makeup me— apply makeup to yourself.makeup me eyes— open the editor with eyes preselected.makeup Alice lips— apply makeup to Alice (requires permission).
View various maps of your surroundings
map [room|area|city|mini|battle]
View various maps of your surroundings to understand layout and navigation. The game offers room floorplans, regional terrain maps, city street grids, and real-time battle maps showing hex-based combat positioning. Use map with no argument to see a menu of available types.
Examples
map— show the map menu.map room— view the interior layout of your current room.map area— view the surrounding terrain and regional hexes.map city— view the city street grid and major structures.map battle— view the active combat hex grid (only in combat).map mini— toggle a persistent minimap overlay.
Tips
- If you are blindfolded, most map types are unavailable to you.
- The minimap persists on screen until you toggle it off.
View the Floating Market stalls and their wares.
market
Open the Floating Market and see every stall trading today: its wares (materials, secondhand goods, or specialty stalls that buy or sell certain things), its stall code, and its vendor. From the list you walk to the stall you want, then use buy to purchase or sell to offload goods.
Where is the Floating Market?
The Floating Market is a real place you travel to, not a command you can run anywhere. There is one, in the port city of Zhūwān, set on Market Way where the stalls line both banks of the Jīnhé canal. To reach it, make your way to Zhūwān and follow Market Way toward the eastern side of the city, near the overland gate, until you come to the canal with stalls crowding both banks. Both banks are lined with stalls selling food, materials, and odds and ends, and you can also sell used goods into the city's resale pool at the secondhand stalls.
Once you are among the stalls, type market to see the whole market at a glance. The command only shows wares when you are at the market in Zhūwān; run it elsewhere and there is nothing to list. Each stall is its own spot along a bank walkway, so walk over to the one you want before you buy or sell there.
Examples
market— show every stall and what each vendor is selling today.
How it works
The market is "floating" because its line-up changes from day to day, not because it moves between towns. It stays in Zhūwān; only what the stalls carry rotates. Each stall has a short code (such as west_a or east_c) shown on the current list, a vendor, and a kind of stock. Material stalls sell by the unit at a price that moves with supply and demand, the secondhand stalls turn over as players sell goods in, and specialty stalls buy or sell particular item types. Because the codes and stock change, always read them off the current market list rather than memorising them.
buy to purchase at a stall, sell to sell goods back, materials to list the material stacks you carry, and exotic materials for the catalog of raw luxury goods sold here.
Propose marriage to another character
marry <character name>
Propose an in-fiction marriage to another character. The proposal is broadcast to the room, and your target receives a menu asking them to accept or decline. They can choose a marriage of true love (affects chemistry mechanics) or convenience (no chemistry effects). Both partners must be unmarried and of opposite legal gender to marry.
Examples
marry Li Wei— propose to Li Wei.propose Mei Ling— alternative phrasing for a proposal.
List your raw-material stacks (gold, silk, jade, etc).
materials
Display a list of all raw-material stacks in your inventory. Materials are special crafting resources with different kinds and values (gold, silk, jade, and more). This command groups and displays them with their material type and monetary worth. Use this to track what crafting materials you have before undertaking projects.
Examples
materials— see all your material stacks.
How it works
Materials are tracked as special items linked to the material system. This command filters your inventory to show only materials and displays their kind and worth. It is faster than browsing your full inventory when you want to focus on crafting supplies.
Control media playback, sharing, and playlists
media [play|pause|stop|seek <time>|share|playlist|status]
Control media playback, screen sharing, and music playlists in your room. Play YouTube videos synchronized across all viewers, start screen or tab shares, or manage music jukeboxes and their playlists.
Examples
media— open the media control panel.media play— resume playback of a paused video.media pause— pause the current video.media seek 1:30— jump to 1 minute 30 seconds.media share screen— share your screen or window.media share tab— share a browser tab (Chrome: includes audio).media player play— start a jukebox playing music.media playlist add https://example.com/song.mp3— add a track to a jukebox playlist.
How it works
Media control has several modes. YouTube watch parties sync all viewers to the host's playback. Screen or tab shares let viewers watch your display. Jukeboxes in rooms with a music player can play playlists of music tracks. Only the host can control playback or stop the session; other viewers can watch and listen.
Tips
- Only one media session can be active in a room at a time.
- Use time format MM:SS or plain seconds for seek commands.
- Playlists require edit permission (typically room owner or staff).
Enter a meditative state, optionally at a specific spot
meditate | meditate at/on <furniture>
Find the best times when multiple characters are likely online
meetup <character1> <character2> [character3] ...
Find the best times to meet other characters based on their activity schedules. Give it two or more character names to see when they are all likely online together. Use meetup me to see your own activity schedule.
Examples
meetup Alice Bob— when are Alice and Bob both online?meetup Alice Bob Carol— when are all three available together?meetup me— show your peak activity times.
The system tracks real-world play patterns and shows best overlap times with day-of-week recommendations. You need at least 20 activity samples before predictions are reliable.
Set how your messages are delivered, send a messenger to a distant notice board, or pay one to find out who a stranger is
messenger [person|companion|hidden|secret] | messenger identify <person> | messenger post notice <board> "<title>" <body> | messenger fetch notices [all|<board>]
Change how your messages are delivered, or send notice board messages via a messenger NPC who travels to deliver them.
Examples
messenger— show current messenger mode.messenger person— deliver messages normally (default).messenger companion— have your companion animal deliver messages.messenger hidden— send a message without anyone in your room noticing (once per 20 minutes).messenger secret— send a message so the recipient's room doesn't see them receive it (costs 250 silver li).messenger identify <person>— pay a street messenger 200 silver li to find out who a stranger is; about a minute later they whisper the name in your ear.
How it works
Messenger modes control whether bystanders see you sending a message. Normal mode is visible to everyone in the room. Hidden mode makes your next message invisible to your room but has a 20-minute cooldown. Secret mode costs currency but hides delivery from the recipient's room entirely. Companion mode requires a summoned animal companion that can carry messages. You can also use messenger to send notices to notice boards via an NPC messenger.
Identifying strangers
messenger identify <person> hires a human messenger to discreetly ask around about someone in your room whose name you don't know — refer to them by their description (for example messenger identify masked woman). It costs 200 silver li up front. About a minute later the messenger returns and whispers that person's name to you, and you'll know them by name from then on. You don't need to stay put or keep them in sight; the messenger finds you when they have the answer. Names you already know, and NPCs everyone recognises, can't be looked up this way.
Tips
- Hidden and secret modes are useful for covert communication during sensitive roleplay.
- Companion delivery looks more immersive than text messages and is often preferred for in-character communication.
- Secret mode costs apply per message.
- Use
messenger identifywhen you want to put a name to a stranger without approaching them directly.
Open the missions window to plan, join, launch, cancel, or leave a stealth mission.
mission
Plan, join, and execute stealth missions. You can start a new mission targeting a school (to steal a manual), embassy (to shift trade deals), or warehouse (to shift wealth). Other players can join your mission, and you launch it once your team is ready. Missions can be cancelled by the initiator before launch.
Examples
mission start school veiled_grace --goal "steal the stepping guide"— plan a school raid.mission start embassy lanaris --goal "shift trade to the south"— target an embassy.mission join 42— join mission #42.mission join 42 --invest— join and spend energy for extra influence.mission launch 42— start the mission (initiator only).mission cancel 42— cancel the mission (initiator only).
How it works
When you start a mission, the system spends time planning it (typically 1-6 hours). Participants can join and optionally invest energy for a larger share of the rewards. Once everyone is ready, the initiator launches it. Missions resolve automatically and distribute loot based on participation.
--invest costs energy but increases your reward share. Missions can fail if composition rules or team power are insufficient.
Climb onto a big monster you are standing beside.
mount [monster]
Send a direct message to someone, regardless of location
msg <name> <message>
Send a direct message to one or more characters, reaching them regardless of location. If you send a message with no recipient, you set MSG mode for quick follow-up messages.
Examples
msg Alice Hey, where are you?— send a message to Alice.msg Alice,Bob Meeting at 5— send to multiple people.msg Alice— set MSG mode for Alice (no message sent).text Charlie On my way!— alias for msg.
How it works
Direct messages are private and only visible to the sender and recipient(s). You can message anyone in the game by name, even if they are across the world or offline. If they are offline, the message is queued and delivered when they log in. Setting MSG mode without a message allows you to send follow-up messages to the same target quickly using the reply command.
Tips
- In modern settings where phones are visible, nearby characters see you glancing at your phone when you message someone.
- Separator: use commas with no spaces between multiple recipient names.
- Use the reply command to quickly respond to the last person who messaged you.
N
Choose how you see a particular person's name
namepref <name>, namepref <name> as <forename surname|nickname|full|auto>
Toggle or configure text-to-speech narration and playback control
narrate [on|off|status|config|pause|resume|skip|current|clear]
Control text-to-speech narration of game text. Toggle narration on or off, pause and resume playback, skip forward or backward, and configure what types of content are narrated (speech, actions, rooms, system messages).
Common options
narrate— toggle narration on or off.narrate pause— pause the current narration.narrate resume— resume from pause point.narrate current— skip to latest content.narrate config speech on/off— toggle narrating character speech.narrate status— show all TTS settings.
Narration is queued, so you can pause, skip backward/forward by time, and clear the queue. Keyboard shortcuts available with arrow keys.
View staff announcements and news
news [category|id]
Read staff announcements, in-character news, and out-of-character updates. Shows unread counts by category. Read individual articles by ID to mark them as read. Categories are: announcement (game updates), ic (in-character events), and ooc (out-of-character news).
Examples
news— show unread counts by category.news announcement— list announcements.news 5— read article #5.news ic— show in-character news.
New articles are marked with [NEW]. Staff uses news to communicate system changes, in-character lore events, and community announcements.
Move north to an adjacent room
north
Move north to an adjacent room. The cardinal directions connect rooms based on geographic adjacency, so movement is always available to neighboring spaces if no physical barrier blocks the way. You cannot move during combat.
Examples
north— move north.n— short alias for north.
Move northeast to an adjacent room
northeast
Move northeast to an adjacent room. Like other cardinal and diagonal directions, northeast movement follows geographic adjacency. This direction is useful for reaching corners and edges of an area when walking straight north or east would take a less direct path.
Examples
northeast— move northeast.ne— short alias for northeast.
Move northwest to an adjacent room
northwest
Move northwest to an adjacent room. Diagonal movement works identically to cardinal directions, connecting you to neighboring spaces based on room adjacency. You cannot move in any direction while in active combat.
Examples
northwest— move northwest.nw— short alias for northwest.
View, post to, or remove from the notice (bulletin) board in this room
notice [<n> | post ["<title>" <body>] | remove | info]
Read, post to, and remove notices from the notice board in your current room. Notice boards display announcements posted by characters and expire after a set time.
Examples
notice— view all notices on the board.notice 1— read notice number 1.notice post— open a dialog to compose a notice.notice post "Meeting tonight" Bring weapons and lanterns.— post with a title and body.notice remove— delete your notice from the board.notice info— see board rules and limits.
How it works
Notice boards are community message spaces. Anyone can read posted notices. To post, you either open a composer dialog or provide a quoted title and a body. Each board has a maximum number of posts and a policy (public, staff-only, etc.). Notices expire after a certain number of days and are automatically removed. You can only delete notices you posted yourself.
Tips
- Notices shown with an asterisk are fresh (less than a day old).
- Check notice info to see how long notices stay on the board before expiring.
- Some boards restrict who can post; check the posting policy.
List all unread notices waiting on your boards (home + sects/orders)
notices
Ask any question of an NPC and receive their response (staff only)
npcquery <npc name> <question>
This staff command asks any question of an NPC and receives their response based on their personality, knowledge, and current state. The NPC must be online. Useful for understanding NPC motivations, testing AI behaviour, or gathering lore information.
Examples
npcquery Bob What do you think of the mayor?— ask Bob a question.asknpc Guard What are you guarding?— ask a guard about their duties.
O
Observe a character, place, or room to receive continuous updates about their actions
observe [character|place|room|stop]
Set up continuous observation of a character, place, or room so you see real-time updates about what they are doing. Use observe stop to stop observing. Useful for keeping tabs on NPCs or monitoring a location.
Examples
observe Alice— watch Alice's actions.observe bar— watch a furniture piece or place.observe room— watch the current room.observe stop— stop observing.
Observed targets appear in a side panel. Your observation continues even if you move away. Useful for roleplay and tracking NPCs during events.
Send a private OOC message to one or more players
ooc <name(s)> <message>
Send a private out-of-character message to one or more players, bypassing the game's in-character communication systems.
Examples
ooc Alice Hello there!— send OOC to Alice.ooc Alice,Bob Hey everyone!— send to multiple players.ooc Bob— set OOC mode to Bob (no message sent).
How it works
OOC messages are private player-to-player communication outside the game narrative. Use them to discuss plots, clarify character motivations, or coordinate roleplay. Setting OOC mode without a message targets that player for follow-up messages using the reply command. Some players may require an OOC contact request instead of accepting direct messages.
Tips
- Use OOC to discuss creative intent and collaborate on memorable scenes.
- Some players may have restricted OOC permissions; use oocrequest if they do not accept messages directly.
- Recent OOC contacts are shown if you type ooc with no arguments.
Send an OOC contact request to someone who requires permission
oocrequest <character> <message>
Send an OOC contact request to a player who requires permission before accepting direct messages.
Examples
oocrequest Bob Hi, would you like to roleplay an assassination scene?— request contact from Bob.
How it works
If a player has restricted their OOC permissions, you cannot message them directly with the ooc command. Instead, you send a request via oocrequest. They receive a notification with your message and can accept or decline. If they accept, you can then use ooc to message them freely. There is a cooldown between requests to prevent spam.
Open the convertible roof of your vehicle
open roof
Open the convertible roof of your vehicle. You must be a passenger in a convertible vehicle to use this command. Opening the roof reveals the sky and can change the atmosphere and visibility inside the vehicle. Only vehicles with convertible roofs support this action.
Examples
open roof— open the convertible roof.roof open— alternative phrasing.
View your pending fabrication orders
orders
View your pending fabrication orders. Shows items you have commissioned from workshops, their current status (crafting, ready, completed), estimated time remaining, and the workshop or shop they are being made at.
Examples
orders— list all your pending orders.commissions— alias for orders.
Tips
- Orders show time remaining until ready if they are currently crafting.
- Once ready, pick them up at the workshop before the deadline or they may be cancelled.
Move outside or outward to an adjacent exterior room
out
Move outside or outward to an adjacent exterior room. Use this command to exit from an interior space (building, cave, shelter) to the outdoors. It is the opposite of the in command. You cannot move during active combat.
Examples
out— move outside.exit— alternative phrasing.leave— another way to express the same action.outside— move outside (another alias).
Manage your saved outfits. Outfits have a class that determines what gets removed when worn.
outfit [list|save|wear|stash|unstash|delete] [name] [class]
Save, load, and manage complete outfits. An outfit is a named set of worn items and has a class that determines what gets removed when you wear it (full removes everything; top, bottoms, overwear, etc. remove just that category; other preserves everything). Outfits are personal to your character and let you quickly change looks.
At a stash (your home or a storage facility) you can move a whole outfit's real items in one step: outfit stash <name> puts that outfit's items - whether worn or sitting in your inventory - into the stash, and outfit unstash <name> takes them back out and wears them. This differs from outfit wear, which creates fresh copies of the saved patterns; stash and unstash move the actual items you already own.
Examples
outfit list— see all your saved outfits.outfit save Formal top— save current outfit as 'Formal' (top class only).outfit wear Casual— change into the 'Casual' outfit (creates the items).outfit stash Formal— put the 'Formal' outfit's items into the stash here.outfit unstash Formal— take the 'Formal' outfit from the stash and wear it.outfit delete Old— delete an outfit.
P
Take no action this combat round (pass your turn)
pass
Pause the current dance (host only)
pause dance
As the host of a dance activity, pause it temporarily. Dancers will stop moving while remaining partnered, and can resume when you give the command.
Examples
pause dance— pause the dance.
How it works
You must be the host of the event. The dance activity must be running. Pausing stops the music and all dancers freeze in place. Use resume dance to restart.
Pay the Mineral Springs Tea House front desk for a soak.
pay admission
Buy a soak at the Mineral Springs Tea House (the Cuìquán Teahouse). Step up to the Front Desk and use pay admission (or just pay). For 2 Gold Dollars, Mistress Sūn stamps you a four-hour pass to the cellar baths and hands you a towel, a robe, and a swimsuit, then waves you down the stairs to the grotto. If you already hold a valid pass, this command just tells you when it expires.
What a soak does
The hot mineral pool is how you mend wounds in town without logging off for the night. Once you are past the gate and settled in the water, the spring water slowly heals you while you stay in the pool:
- It restores your current health (the HP you lose in fights and delves), a little at a time, back toward your maximum.
- It also claws back any degraded maximum health point by point, the lasting ceiling damage that heavy wounds leave behind.
The healing arrives in gentle steps, roughly one point every quarter hour, not all at once, so you will not see your health jump the moment you sit down. Linger a while and it adds up. A soak restores health only; it does not refill energy. For the full picture of every way to recover, see help healing.
Examples
pay admission: purchase a soak pass from Mistress Sūn.pay: alias for the same action.pay 2: another alias.
Tips
- You must be at the Front Desk of the Mineral Springs Tea House to pay.
- Your pass lasts four hours from purchase.
- To heal, you must go down to the hot mineral pool and stay in it. Standing at the desk or in a changing room does nothing.
- The healing is gradual, so settle in and give it time rather than expecting an instant refill.
Staff: Send a private emit to specific character(s)
pemit <target> <message>
Staff only. Send a private emit (narrative message) to one or more characters in the room, visible only to them.
Examples
pemit John A chill runs down your spine.— send a private emit to John.pemit Bob, Alice You both feel a strange presence.— send to multiple characters.
How it works
Private emits allow staff to send atmospheric or plot-relevant messages to specific players without the whole room seeing them. The message is formatted as a fieldset so it visually stands out. Only characters with staff permissions can use this command.
Make a puppeted NPC perform an emote (staff only)
pemote <emote text> OR pemote <npc name> <emote text>
This staff command makes a puppeted NPC perform an emote. If you are puppeting only one NPC, you can omit the NPC name. If puppeting multiple NPCs, specify which one should emote. The emote broadcasts to the NPC's room as if they performed it themselves.
Examples
pemote waves hello— (one puppet only) make them wave.pemote Bob smiles warmly— make Bob smile.pemote = smirks— old syntax, use space instead.
Activate one of your saved performances in this room
perform <name> | perform stop
Activate one of your saved performances in your current room, or stop an ongoing performance.
Examples
perform "My Show"— start performing your saved show.perform stop— stop your current performance.
How it works
Use performance to list and manage your saved performances. Once you have saved performances, perform starts one and broadcasts it to the room. Everyone can watch. Your performance continues until you stop it or leave the room.
Tips
- Create and edit performances with
performance edit. - Only one performance per character can be active at a time.
List, view, edit, or delete your saved performances
performance [name | edit <name> | delete <name>]
List, view, edit, or delete your saved performances. Performances are choreographed sequences of music and cues that you can activate in rooms or perform at society events.
Examples
performance— list all your saved performances.performance "My Show"— view details of a performance.performance edit "My Show"— open the performance editor in a web panel.performance delete "My Show"— delete a performance permanently.
How it works
Performances are created through the web interface and contain songs (music tracks) and cues (timed script markers). Use the editor to add songs and set cue timings. Once saved, you can perform them using perform or participate in event performances using performevent.
Tips
- Performances show total duration and number of songs and cues.
- Deleting a performance cannot be undone.
Kick off your performance within a running society event (must be designated)
performevent <performance-name>
Perform one of your saved performances as part of a running performance activity in a society event. You must be designated by the host as an allowed performer.
Examples
performevent "My Show"— perform at the event.
How it works
A performance activity must be running in the event, and the host must have designated you as a performer. You then choose one of your saved performances to perform. Attendees will watch your performance for its full duration.
Manage permissions and consent settings
permissions [character|general|consent]
Manage who can interact with you and control your content consent settings. You can set generic defaults or per-character rules for visibility, messaging, leading, dressing, channels, and group-finding preference. You can also block specific players, unfriend others, manage content consent (heavy and dark themes), and set per-player overrides for content types.
Examples
permissions— open the permissions menu.permissions general— set default permissions for everyone.permissions Bob— set custom permissions for Bob.permissions blocks Alice— block Alice from all interactions.permissions consent— manage content consent settings.
Tips
- Block types: dm, ooc, channels, interaction, perception, or all.
- Content consent applies only when all players in a room mutually opt in.
- Use
permissions consent overrideto allow specific content with individual players.
Set, replace, or clear the image on one of your items
picupdate <item> | picupdate <item> <https://image-url> | picupdate <item> clear
Pierce a body position using a piercing-type jewelry item from your inventory
pierce <position> with <piercing item>
Pierce a body position using piercing-type jewelry from your inventory, or insert jewelry into an existing piercing. The command identifies the position (e.g. 'left ear', 'right eyebrow') and the piercing item. If you create a new piercing, it broadcasts to the room; if you are placing jewelry in an existing hole, it is more subtle.
Examples
pierce my left ear with silver stud— pierce and wear a stud.pierce right eyebrow with gold ring— pierce and wear a ring.
Show all available places in this room. When several places share a name (a row of identical chairs), target a specific one by adding a number: "sit dining chair 2" takes the second, "sit dining chair 3" the third, counting in listed order.
places
Show a list of all notable places and furniture in your current room. This includes chairs, beds, tables, counters, stages, and any other seating or resting surfaces. Use this to discover what is available before you settle in. The list shows how many people are at each place, so you can tell whether a seat is taken or has room.
Taking a place
There is no "join" verb for furniture. You occupy a place by changing your posture at it with one of these commands:
sit on <place>— take a seat, for examplesit on couch,sit at bar, orsit in booth.lie on <place>— lie down on a bed or couch, for examplelie on bed.stand at <place>— stand at a spot, for examplestand at barordance on stage.kneel before <place>— kneel at a spot, for examplekneel at altar.
Each of these also works with no target to change your posture where you are (sit on the floor, stand up, lie down, kneel).
Picking one of several matching seats
When a room holds several places with the same name, such as a row of identical chairs, add a number to choose which one, counting in the order they are listed: sit dining chair 2 takes the second, sit dining chair 3 the third, and so on. The same number works with lie, stand, and kneel.
Leaving a place
To get up and free the seat, type stand (also stand up or get up). Walking away to another room frees it as well.
Examples
places— list every place in the room.sit on couch— sit on the couch.sit dining chair 2— take the second of a row of dining chairs.lie on bed— lie down on the bed.stand— get up and leave the place you are at.
join (see help join), which joins a society event or a dance, not a piece of furniture.
Play a YouTube video as a synchronized watch party in the current room.
play <youtube url>
Start a synchronized YouTube watch party in your room. All viewers sync to your playback, seeing the same video at the same timestamp. Only you (the host) can control playback.
Examples
play https://www.youtube.com/watch?v=dQw4w9WgXcQ— start a watch party.play https://youtu.be/dQw4w9WgXcQ— same, using shortened URL format.
How it works
Paste a YouTube link and the video will begin. Other players in the room can join using the media command. Everyone watches synchronized to your playback. Use media pause, media play, or media seek to control the video.
Pledge an item from your inventory as art for a society event
pledge art <item-name> <event-name>
Pledge an item from your inventory as artwork for a society event's art exhibition. You must be whitelisted by the host to pledge art.
Examples
pledge art scroll "Spring Gala"— pledge a scroll to the Spring Gala.pledge art vase Autumn Festival— pledge a vase to the Autumn Festival.
How it works
The art exhibition activity must be running. The host must have whitelisted you (using whitelist art) to pledge. Once whitelisted, choose an item from your inventory to pledge. It will be displayed in the exhibition and attendees can view it using wander.
Tips
- You must have the item in your inventory.
- The same item cannot be pledged twice to one exhibition.
- Ask the host to whitelist you if you are not yet allowed to pledge.
Run a scripted plot event: start/gather/assemble/disperse/announce/recall (staff only)
plotcast <start <preset>|gather|assemble|disperse|announce <text>|recall>
Put a held item away or sheathe in a holster
pocket <item>
Put away a held item or sheathe it in a holster. This removes the item from visible display in your equipment. If you have a compatible holster equipped, the item will be sheathed there automatically. You can pocket all held items at once with "pocket all". Pocketed items are still yours but are no longer visibly displayed to others in the room.
Examples
pocket sword— put away a held sword.sheathe dagger— sheathe a dagger in a holster.pocket all— put away everything you are holding.
Preview details of an item for sale in a shop
preview <item name>
Examine details of an item for sale in a shop before buying. Shows the item description, category, price, and stock status. This lets you verify an item is what you want without committing to the purchase.
Examples
preview leather jacket— examine a leather jacket in the shop.preview sword— look up a sword's details.
Tips
- Partial name matches work (e.g.,
preview jackfinds "leather jacket"). - Shows stock status: "In Stock", "N remaining", or "Out of stock".
- Use
buyto purchase the item after previewing.
Toggle private mode or perform a private emote visible only to you and your target
private, private <target> <emote>, private to <target> <emote>
Toggle private mode to restrict adult content visibility, or perform a private emote visible only to you and your target. In private mode, intimate descriptions become visible when both participants are in private mode. Private emotes allow one-on-one roleplay without room broadcast.
Examples
private— toggle private mode on or off.private Bob winks knowingly— perform a private emote with Bob.private to Alice makes a subtle gesture— alternative syntax for private emotes.
How it works
Private mode is a personal setting. Private emotes are one-on-one and sent only to the target, with no room broadcast. Both are logged for records.
Quietly nudge an NPC here to react, even if you did not name them. Respects whose turn it is; only you see that you prodded.
prod <npc>
View a character profile (name, identity, and status). To read the backstory you wrote at character creation, see the "background" topic: it is read and edited on the web profile page under Edit Details, in the Background sub-tab.
profile [character]
View a character's profile, including their name, race, class, level, online status, location, and short description. With no argument, shows your own profile. With a character name, shows theirs.
Examples
profile— view your own profile.profile Alice— view Alice's profile.
Profiles show identity (race, class, gender, age), physical traits, status, and current location. If the character is offline, it shows when they were last seen.
Editing Your Own Profile
To re-edit your profile, open your profile page on the web client and select the Edit Details tab (visible only on your own profile). From there you can change your appearance (nickname, short description, gender, height, ethnicity, body type, distinctive colour and profile picture), your background (personality, backstory, goals and point of view), and your voice settings at any time.
A few choices made during character creation — your age and zodiac, destiny, and martial school and styles — can only be changed during a short grace window shortly after your character is created. Once that window closes they are fixed. Your family ties cannot be changed here, and your stats are reallocated separately (see help stats).
To edit the descriptions of individual body parts and your overall appearance from inside the game, use the describe command (also customize), which opens the in-game description editor. See help describe.
Manage your properties, access permissions, and locks
property [list|access|lock|unlock|grant <name>|revoke <name>]
Manage your properties, access permissions, and door locks. View all properties you own, see who has access to what, grant or revoke access, and lock/unlock doors in your rooms.
Examples
property— open the property management menu.property list— view all your owned properties.property access— show who has access to your rooms and which rooms you can access.property lock— lock doors in the current room.property grant Alice— give Alice access to this room.
How it works
The command presents a menu of property actions. List shows all rooms you own, grouped by location. Access shows a two-part report: your properties and their access status, and any properties others have granted you access to. Lock/unlock toggles doors in the room you are standing in (requires ownership). Grant and revoke manage character-level access to rooms (permanent by default).
Make a puppeted NPC say something (staff only)
psay <message> OR psay <npc name> = <message>
Take control of an NPC to manually control their actions (staff only)
puppet <npc name>
This staff command takes direct control of an NPC so you can manually direct their actions. Once puppeting, use pemote to make them emote. You can puppet multiple NPCs at once. Use unpuppet to release control when done.
Examples
puppet Bob— take control of Bob.puppet the merchant— take control of an NPC named 'merchant'.
List all NPCs you are currently puppeting (staff only)
puppets
This staff command lists all NPCs you are currently puppeting, including their location, how long you have been controlling them, and whether there is a pending suggestion waiting to be applied.
Examples
puppets— show all NPCs under your control.
Put an item into a container, or set it down
put <item> in <container> | put <item>
Put an item into a container you can reach. The container can be one you are carrying or wearing (a pouch, bag, or pack) or one resting on the ground here. Use the form put <item> in <container> (the words into and onto work too).
With no container, put <item> simply drops the item to the room, the same as drop — so old habits still work. To take something back out of a container, use get <item> from <container>, and look <container> shows what is inside. A container can only hold so much, and you cannot put money inside one.
Examples
put cigarette in pouch— tuck a cigarette into a pouch.put dagger in backpack— stow a dagger in a worn pack.put sword— with no container, drops the sword (same as drop).
Q
Channel your qi to restore another player to full health. They must accept, and the healing strains their body: it counts one extra point toward max health loss.
qiheal <character name>
Toggle quiet mode to hide all channel messages (OOC, global, area, group)
quiet
Toggle quiet mode to hide all channel messages from OOC, global, area, and group channels. Useful when you want to focus on roleplay without distraction. When you exit quiet mode after messages were sent, you get the option to catch up on what you missed.
Examples
quiet— toggle quiet mode on or off.
While in quiet mode, you only see roleplay messages and actions in your room. All channel text is hidden until you exit quiet mode.
Leave the game and go to sleep
quit
Log out of the game and end your session. Your character will depart the room with a farewell message visible to others. Any active states (observing, following, status flags) are automatically cleared. You must not be in combat to use this command.
Examples
quit— log out.logout— alias for quit.sleep— alias for quit.
Quitting during combat will fail. Finish your fight first, or ask staff for help if stuck. Your playtime is recorded when you quit.
R
Replace all decorations in a room you own
redecorate <description>
Replace all decorations in a room you own with new text. Unlike decorate which adds layers, this clears the old decorations and sets everything fresh.
Examples
redecorate Minimalist furnishings create a zen atmosphere.— completely redecorate.
How it works
All old decorations are deleted and replaced with your new text in a single operation. Useful if you want a clean slate without building decorations piece by piece.
Tips
- Use
decorateif you want to add decorations gradually. - Use
redecoratefor a fresh, one-shot replacement.
Release a character you are dragging or carrying
release
Let go of a character you are dragging or carrying, setting them down in the current room.
Examples
release— put down whoever you are carrying or dragging.putdown— alias for release.
How it works
When you release someone you were transporting, they are placed in the current room and regain independence. If you captured them as a PvP hostage, releasing them also ends any hostage status tied to that capture.
Take off worn clothing or jewelry
remove <item> [, item2, item3...]
Take off clothing or jewelry you are wearing. You can remove multiple items at once by listing them separated by commas or 'and'. Removed items go back into your inventory.
Examples
remove shirt— take off your shirt.remove hat, scarf, gloves— remove multiple items.take off jacket— alternative phrasing.
Rename a room you own
rename <new name>
Change the name of a room you own. The name must be 100 characters or less.
Examples
rename Cozy Living Room— rename to Cozy Living Room.rename The Den— rename to The Den.
How it works
The game updates the room name and broadcasts the change to anyone else in the room.
Reply to whoever last OOC or MSG messaged you
reply [message]
Quickly respond to the last character who sent you an OOC message or direct message.
Examples
reply— set reply mode to the last sender (no message sent).reply Got your message!— send a reply immediately.
How it works
Instead of having to remember and retype the name of whoever messaged you last, reply automatically targets them. If you send no message, it sets the messaging mode so you can send follow-up messages. This works for both OOC messages and direct messages (msg).
View a PC's reputation tiers and linked world memories
reputation <character name>
This staff command displays a player's reputation tiers and the world memories most strongly linked to them. Reputation is divided into three tiers: public knowledge (tier 1), social circles (tier 2), and close associates (tier 3). The listing also shows the 10 most relevant memories by importance and recency.
Examples
reputation Alice— view Alice's reputation tiers and linked memories.rep bob smith— short form; search for Bob Smith.
Create a new character (only available when dead)
reroll
Create a new character to replace your current dead character. Only available when your character has died. The old character is permanently deleted and cannot be recovered.
Examples
reroll— create a new character.newchar— alias for reroll.
Change the dimensions of a room you own
resize room <width> <depth> <height>
Change the physical dimensions of a room you own. Specify width, depth, and height in feet. The room resizes around its center point, and nested rooms must fit within the parent's bounds.
Examples
resize room 10 10 3— make the room 10 feet wide, 10 feet deep, 3 feet tall.resize room 20 15 4— make a larger room, 20x15 floor, 4 feet high.
How it works
You provide three positive numbers: width (x-axis), depth (y-axis), and height (z-axis). The room is recalculated to fit within those bounds, centered at origin. If this room is nested inside a parent, it cannot exceed the parent's dimensions. The game rejects dimensions that are zero, negative, or exceed the configured maximum (typically 100+ feet).
Tips
- All dimensions must be positive numbers (integers or decimals).
- Nested rooms are constrained by their parent's size.
Resume a paused dance (host only)
resume dance
As the host of a dance activity, resume it after pausing. Dancers will resume moving with their partners.
Examples
resume dance— resume the dance.
How it works
You must be the host of the event and the dance must be paused (not stopped). Resuming restarts the music and dancers begin moving again with their current partners.
Roll dice based on your stats or dice notation
roll <approach>+<stat> | roll NdN[+/-mod]
Roll dice using your character's stats or custom dice notation. Stat rolls combine your approach and stat values, while dice rolls use standard notation. Results are broadcast to the room and visible to all players.
Examples
roll— open a menu to pick a stat to roll.roll QCK+POW— combine quickness approach with power stat.roll QCK+MTH+POW— combine multiple stats (approach + two stats).roll 2d6— roll two six-sided dice.roll 1d20+5— roll a d20 and add 5.
How it works
Stat rolls use 2d8 with exploding 8s (roll again and add extra). Your selected stats provide a modifier to the result. Dice rolls use straight notation: NdN with optional +/- modifier. All rolls show individual die values and total. Results are always public.
Tips
- Rolling with stats is good for narrative moments. Stat rolls can explode for big results.
- Dice notation rolls are simpler and have no explosion mechanic.
- Cannot combine the same stat twice in one roll.
Set or clear the status text displayed after your name in rooms
roomtitle <text> | roomtitle clear
Set a short status text that appears after your name when you are in a room. This is a descriptive phrase (like 'looking thoughtful' or 'leaning against the wall') that gives other players a quick sense of your character's posture or mood. The maximum length is defined by server configuration (typically 100 characters).
Examples
roomtitle looking thoughtful— set your room title.roomtitle leaning against the wall— update with a new pose.roomtitle clear— remove your room title.
S
Save media from chat to your library
save <type><number> as <name>
Save media (pictures or videos) from recent chat messages to your personal library. You specify the media type and number (e.g. "pic1" for the first picture, "vid2" for the second video), then give it a name. Once saved, you can retrieve it anytime. The game searches recent chat history for media content, so only media that appeared in the last 50 messages can be saved.
Examples
save pic1 as sunset— save the first picture as "sunset".save vid2 as funny— save the second video as "funny".save tpic1 as portrait— save the first text-picture as "portrait".
Save a color gradient to your library
save gradient <codes> as <name>
Save a color gradient to your library for later use. A gradient is a sequence of color codes separated by commas (e.g. "#ff0000,#00ff00,#0000ff"). Once saved, you can reference it by name in other commands or share it with others. Gradients are useful for customizing appearance or recording color schemes you like.
Examples
save gradient #ff0000,#00ff00 as christmas— save red-to-green gradient.savegrad #000000,#ffffff as monochrome— save black-to-white gradient.
Tips
- Use hex color codes (with or without the # prefix).
- You can save gradients with two or more colors.
- Named gradients can be reused across commands and shared with others.
Save your current location as a bookmark
save location as <name>
Save your current room as a bookmark so you can return to it easily later. Once saved, you can reference the location by name. This is useful for remembering favorite spots, storing addresses, or quickly navigating back to frequently-visited places. You can have multiple saved locations and delete them with "library delete".
Examples
save location as home— bookmark your current location as "home".saveloc as work— save current spot as "work".bookmark as secret— save a hidden location.
How it works
Saved locations remember both the room and the zone. When you later retrieve the location, the game knows exactly where it is. This is different from the wardrobe system, which is for storing items; save location is purely for bookmarking places.
Speak to everyone present
say [adverb] <message> | say to <target> <message> | say through <exit>, <message>
Speak to everyone in the room. You can use adverbs to describe how you speak (say quietly I have a secret). Alternatively, use say to <target> for directed speech, or say through <exit> to speak through a door or window. Quick syntax: use "message or 'message as a shorthand for say.
Examples
say Hello everyone!— speak to the room."How are you?— quick syntax for say.say quietly I have a secret— speak with an adverb.say to John Hello there!— speak directly to John.say through north, Hello in there!— speak through the north exit.
Trigger an arranged scene meeting with an NPC
scene
Trigger an arranged scene meeting with an NPC. You must be in the designated meeting location and have an active invitation. If you have multiple pending invitations, a menu appears so you can choose which scene to trigger. The scene then moves you to the roleplay room where you interact with the NPC.
Examples
scene— trigger your pending scene (or select from multiple).meet— synonym for scene.
Set NPC instructions for an arranged scene (staff only)
sceneinstructions <scene_id> <instructions>
This staff command sets special instructions for how an NPC should behave during an arranged scene. You can set instructions before the scene triggers (affecting the NPC's behavior when it starts) or during an active scene (seeding the NPC immediately). Instructions influence the NPC's next LLM-generated action.
Examples
sceneinstructions 5 mention the weather and offer a discount— set NPC instructions for scene 5.
View your character record: identity, vitals (including Qi Level), holdings, and stat blocks
score
Show your character record: a one-page sheet of who your character is and how they stand right now. It takes no arguments; just type score (also stats or status) to see the whole record at once.
What the record shows
- Identity — your age, gender, birthday, zodiac sign, destiny, and martial school.
- Vitals — Health (current over maximum, colour-coded), Energy (with its refill rate), Qi Level, Influence, and your Destiny and Fate points when you are on an adventure.
- Holdings — your wealth by currency, your family estate, and the martial style you are currently wielding with its level.
- Stat blocks — your trained stats grouped by block, with any temporary modifiers shown in parentheses (e.g., +2 from a buff).
- If someone is holding you hostage, a warning band shows the captor and the time until release.
Health colour shows at a glance how hurt you are: green is healthy, yellow is wounded, red is critical.
What is my Qi Level?
Qi Level is the size of the qi dice your character rolls in a fight, shown as a word from Four up to Twenty. The larger the die, the harder your qi swings when it powers an attack, a defence, an ability, or a burst of movement. It is not the same as the qi you spend in cultivate to level up a style; that qi is a separate resource.
Your Qi Level rises and falls with passion, not with training. It deepens through romantic chemistry with other characters, and most fiercely between rivals whose feelings are sharpened by conflict. Being near that person, or crossing blades with them, stokes it; long absence lets it cool. Once your qi burns bright enough you take on a visible radiant glow. For the in-world account, read help qi; for relationship commands, see help relationship.
help cultivate. To understand qi as a force of the world, see help qi.Search the room for hidden characters. Reveals anyone in hiding here.
search
Search the current room for characters who are hidden via style abilities (specifically the Silken Viper style's hide mechanic). When you search, any hidden character in this room is revealed and loses their hidden status. This is an active action broadcast to the room.
Examples
search— search the current room for hidden characters.
Search world memories using semantic similarity
searchmemory <query>
This staff command searches world memories using semantic similarity. The system embeds your query and finds the 10 most similar memories, ranked by similarity score. This is useful for discovering which world memories are linked to specific themes or events. Memories must have embeddings to be searchable.
Examples
searchmemory bandits attacking— find memories about bandit attacks.memsearch guild meeting— find memories about guild meetings.
viewmemory with the memory ID to see full details and raw logs.Manage your sect membership and activities
sect <subcommand> [arguments]
Manage your membership in the realm's sects, the established martial and scholarly orders of the five kingdoms. Sects are not founded by players; they already exist in the world, and you join one simply by naming it. Use this command to join a sect, leave it, view its details and roster, send a memo to fellow members, set your personal handle, and grant sect mates access to rooms you own. The clan, guild, and faction names all run this same command.
Joining a sect
To join, type sect join followed by the sect's full name, for example sect join The Ninth Pouch. There is no application, sponsor, or invitation required; if you know a sect's name, you may swear yourself to it directly. You may belong to up to three sects at once. To find which sects exist, use sect list or browse the world lore pages, where every sect is described.
A note on the secret sects
A few sects are marked secret and shown with a (Secret) tag in sect list. Their secrecy does not hide the sect itself; it conceals who belongs to it. Members of a secret sect are known to one another only by a chosen handle rather than their true name. You join a secret sect exactly as you would any other, by typing sect join and its name, and you may set your handle afterward with sect handle.
Examples
sect list— see the sects you can find and any you have joined.sect join The Ninth Pouch— swear yourself to a sect by name.sect info The Ninth Pouch— read a sect's details.sect roster— view the members of your sect.sect memo— send a message to all members.sect leave— leave a sect you have joined.
Tips
- You can belong to up to three sects at once.
- Secret sects still show in
sect listwith a(Secret)tag; what stays hidden is who belongs to them. - Set a handle with
sect handleto be known by an alias within a secret sect. - Use
channel <sect name> <message>to chat with sect members in real time.
Seed an instruction into an NPC for their next action (staff only)
seed <npc name> <instruction>
This staff command plants an instruction into an NPC that will influence their next LLM-generated action. The NPC does not have to be in your room, but must be online. Useful for steering NPC behavior without taking full puppet control. If the NPC is already fully puppeted by someone else, you cannot seed them.
Examples
seed Bob mention the weather— plant an instruction for Bob.seed merchant offer a discount on potions— guide the merchant's behavior.
Sell or return an item. In the Newbie School, return credit purchases for a full refund; elsewhere, items bought or commissioned in the last hour refund in full. At a Floating Market stall, sell into the secondhand pool or to a material buyer.
sell <item> [to <stall_code>]
Sell an item from your inventory to the secondhand market or to a material-buyer stall. Sold items are valued and you receive currency instantly. You can sell to the general market or to a specific buyer stall by code. Material-buyer stalls only accept specific material types.
Examples
sell silk dress— sell to the secondhand market.sell iron ore to east_b— sell to a specific buyer stall.sell broken sword— unload a damaged item.
How it works
Items sold to the general market are added to the secondhand pool for others to browse at resale stalls. Items sold to buyer stalls must match what that stall buys (e.g., "iron ore", "leather"). You receive payment immediately in the local currency. Prices are typically 30-60% of retail.
Toggle semi-away status (partially present but distracted)
semiafk [minutes]
Mark yourself as semi-away, meaning you are partially present but distracted or multitasking. Less urgent than full AFK. Specify duration in minutes or omit for indefinite. Typing semiafk again toggles it off.
Examples
semiafk— toggle semi-AFK status.semiafk 30— set semi-AFK for 30 minutes.semi— alias for semiafk.
Semi-AFK signals you are still at the keyboard but have reduced attention. Useful when you are doing something else while playing. Others see your status in the room.
Perform an action with automatic game command extraction
semote <action>
Perform an action with automatic game command extraction. Describe what you are doing in natural language, and the system attempts to parse and execute any embedded game commands. For example: semote stands up and walks to the door may extract a stand action and move command. The emote always broadcasts; command execution is async and background.
Examples
semote stands up and walks to the door— emote with extracted movement.semote sits on the couch— sit and emote together.
Set the background image for a room you own
set background <url>
Set a background image URL for a room you own. This is a visual backdrop displayed when players look at the room. Pass no argument to remove the background.
Examples
set background https://example.com/room.jpg— set a background image.setbg https://i.imgur.com/abc123.png— alternate short form.set background— with no URL, remove any background.
How it works
You provide an https:// URL pointing to an image (max 2048 characters). The game stores the URL and displays the image as a backdrop. If you provide no URL and a background is set, it is removed. The URL must be fully qualified and reachable from the web.
Set seasonal descriptions or backgrounds for a room you own
set seasonal <desc|bg> <time> <season> <text|url>
Set seasonal variations for room descriptions or background images. Specify a type (desc or bg), a time (morning, afternoon, evening, night, dawn, day, dusk, or dash for any), a season (spring, summer, fall, winter, or dash for any), and the text or URL. Use set seasonal list to view all seasonal settings and set seasonal clear to remove one.
Examples
set seasonal desc morning spring The spring morning light filters through the windows...set seasonal desc - winter Snow blankets the view outside...set seasonal bg night - https://example.com/night.jpgset seasonal list— show all seasonal settings for this room.set seasonal clear desc winter -— remove the winter (any-time) description.
How it works
The game stores multiple descriptions and backgrounds keyed by time and season. When a player looks at the room, the client picks the most specific match (exact time and season), then falls back to just time, then just season, then the default. Use dash (-) as a wildcard for any time or season. Desc sets a text description; bg sets a background image URL.
Tips
- Use
set seasonal listto see all your current seasonal settings. - Dash (-) acts as a wildcard;
set seasonal desc - winter ...applies to any time in winter.
Open shop interface to browse, buy, and manage inventory
shop [buy <item>|stock|add <price> <item>|remove <item>]
Manage and browse shops. Displays the shop menu where you can browse items, buy goods, or manage inventory (if you own the shop). Entering commands here lets you add items to your shop, adjust prices, or remove stock. Use shop buy to purchase or shop stock to manage.
Examples
shop— open the shop menu.shop buy leather jacket— quick purchase an item.shop stock— open stock management (owner only).shop add 50 sword— add a sword from your inventory at 50 li price (owner only).shop remove jacket— remove an item from your shop (owner only).
Tips
- Owner commands (add, remove, stock) only work if you own the shop's location.
- Adding stock requires the item to be in your inventory.
- Prices are per unit and should be in the shop's local currency.
Show an item to another character
show <item> to <character>
Show an item to another player. Use the format "show
Examples
show ring to Bob— let Bob inspect your ring.display sword to Alice— show Alice your sword.present necklace to John— display a necklace.
Show the description of an item to other players
showdesc <item>
Reveal the description of an item to other players. If you previously hid an item's description, this command makes it visible again. Other players can then see the full custom description when they examine the item. Combined with "hidedesc", these commands let you control who sees what about your possessions.
Examples
showdesc ring— reveal a ring's description to others.show description silver necklace— make a necklace visible again.showitem sword— display a sword's details.
Shuffle dance partners (host only)
shuffle
As the host of a dance activity, randomly reassign dance partners. All dancers are regrouped with new partners.
Examples
shuffle— shuffle dance partners.
How it works
You must be the host and the dance must be running. Shuffling randomly pairs dancers with new partners. This keeps the dance fresh and helps attendees meet different people.
Sit down, optionally on furniture. When several seats share a name (a row of identical chairs), add a number to pick which one: "sit dining chair 2" takes the second one, "sit dining chair 3" the third, and so on.
sit [on/at/in <furniture> [number]]
Sit down on the ground or on furniture. You can sit alone on the floor, or choose a specific chair, bench, couch, or other seating surface available in the room. Sitting changes your stance and may affect what other commands are available to you.
Examples
sit— sit down on the ground.sit down— alternative phrasing for ground seating.sit on couch— sit on a specific piece of furniture.sit at bar— sit at the counter.sit in booth— sit in an enclosed seating area.
Tips
- Use the places command to see all available furniture before sitting.
- Furniture has limited capacity; if a seat is full, try another option.
Smoke something from your inventory
smoke <item>
Smoke something from your inventory. Like eating and drinking, smoking is a progressive action. You light up and smoke for a period of time, and other players see the smoke. Aliases let you vary the verb: "puff" for shorter actions, "light up" for the full phrase, or just "smoke" for neutral. Smoking items produce visual effects and roleplay messages visible to everyone nearby.
Examples
smoke cigarette— light a cigarette.puff pipe— take a puff from a pipe.light up cigar— smoke a cigar.
Manage your society event preferences (likes and avoids)
society interactions
Open your society event preferences panel to manage who you like and avoid socializing with. These preferences influence how the host groups you with other attendees during activities.
Examples
society interactions— open your preference panel.
How it works
The preference panel lists all characters you can mark as liked or avoided. The host uses these preferences when grouping attendees for dances, performances, and other activities. Mark characters you enjoy so you are grouped together; mark those you prefer to avoid so you are separated.
Tips
- You can update your preferences at any time during an event.
- You can also set preferences when you first join an event.
Move south to an adjacent room
south
Move south to an adjacent room. Like all cardinal directions, southbound movement follows geographic adjacency within the game world. You cannot move during combat.
Examples
south— move south.s— short alias for south.
Move southeast to an adjacent room
southeast
Move southeast to an adjacent room. Diagonal movement combines two cardinal directions and reaches corner spaces. Navigation is based on room adjacency, so southeast is available only if a neighboring room exists in that direction.
Examples
southeast— move southeast.se— short alias for southeast.
Move southwest to an adjacent room
southwest
Move southwest to an adjacent room. This diagonal direction reaches corner spaces in the southwest direction. Movement is possible only if a room exists in that direction with no impassable barriers blocking the way.
Examples
southwest— move southwest.sw— short alias for southwest.
Challenge someone to a friendly sparring match
spar <target>
Challenge another player to a friendly, non-lethal sparring match. Sparring follows the same turn-based combat rules as real combat but without risk of permanent injury or hostage capture.
Examples
spar Bob— challenge Bob to spar.spar— open a menu to select an opponent.sparring guard— alias for spar.
How it works
Sparring initiates a friendly combat session where both fighters can use all their combat abilities and styles. Damage is tracked and characters can fall, but sparring ends in a draw rather than knockout or death. Sparring matches are allowed in safe zones where lethal combat is not. After sparring, both fighters recover from wounds normally.
Tips
- Use sparring to practice combat without consequences, train new abilities, or roleplay training scenes.
- Sparring is available even in safe zones where attack is blocked.
- You cannot spar if you are already in an active fight.
Toggle spotlight on a character during an event (host/staff only)
spotlight <character> [count]
Toggle spotlight on a character during an event (host or staff only). Use this to focus attention on a specific player for roleplay purposes. You can set a spotlight for unlimited duration or for a fixed number of emotes.
Examples
spotlight Alice— spotlight Alice for unlimited duration.spotlight Bob 3— focus on Bob for 3 emotes.spotlight Aliceagain — toggle the spotlight off.
Tips
- You must be the host or staff of the event to use this command.
- If you specify a count (e.g., 5), the spotlight lasts for that many emote rounds.
- Using the command again on a spotlighted character toggles it off.
Show or change your active combat style outside combat.
stance | stance <style>
View or change your active combat style outside of combat. Your stance determines which abilities you can use and shapes your combat strategy. Inside a fight, use the quickmenu to change stance.
Examples
stance— show your known styles and active stance.stance iron_claw— switch to iron claw stance.stance Stormbreaker— switch to stormbreaker (name matching).
How it works
Each style you learn can be your active stance. Your active stance is persistent across fights and determines your default combat posture. Changing stance outside combat swaps your style immediately. Inside a fight, use the quickmenu to queue a style change for the next round. You can only use abilities tied to your currently active style.
Tips
- Different styles have different strengths; change stance between fights to adapt to opponents or scenarios.
- Your stance is shown in your character status.
- You cannot change stance during combat outside the quickmenu.
Stand up from sitting or lying position, optionally at furniture
stand [up] | stand at/by <furniture> | dance on <furniture>
Stand up from sitting or lying position, optionally while at or near a piece of furniture. You can stand up alone in an open space, or position yourself at a specific location like a bar, window, or stage. Standing may enable actions that sitting or lying prevent.
Examples
stand— stand up from your current position.stand up— alternative phrasing for standing alone.get up— rise to standing position.stand at bar— stand beside or at a bar counter.dance on stage— stand on a stage and dance.
How it works
Standing at furniture places you visibly at that location. Use the places command to see available furniture before attempting to stand at a specific spot.
Start an activity within the current society event (host only)
start activity <type> [args]
As the host of a society event, launch a new activity such as a dance, art exhibition, performance opportunity, or exhibition fight. Activities can be run one at a time within the same event.
Examples
start activity art_exhibition— start an art exhibition.start activity dance— start a dance with no music specified.start activity dance Morning Rain— start a dance with a specific track.start activity performance— start a performance activity.start activity game Mahjong— start a mahjong game.start activity exhibition_fight solo Bob— start a solo fight with Bob.start activity exhibition_fight pairs A B C D— start a pairs fight with four fighters.
How it works
Activities form the main program of your event. Each activity has its own rules: dances pair attendees, art exhibitions display pledged items, performances spotlight designated performers, and fights are matches between combatants. Only one activity can run at a time; use end activity to finish one before starting another.
Start a scheduled event (organizer only)
start event [name]
Begin a scheduled event immediately (organizer only). The event transitions from scheduled to active. All players at that location are notified that the event is starting. As the organizer, you are automatically moved into the event. Others use enter event to join.
Examples
start event— start a scheduled event you created at your location.start event Birthday Party— start a specific event by name.
Tips
- You must be the organizer (creator) of the event to start it.
- The event must be in scheduled status, not already active or completed.
- Starting the event broadcasts a notification to the location.
Stop moving, following, observing, eating/drinking/smoking, or cancel a journey
stop [following|observing|eating|drinking|smoking|journey]
Stop moving, following, observing, or cancel a world journey. This command halts whatever action you are currently performing. If you are walking between rooms, following a character, watching someone or something, or traveling on a long-distance journey, this command ends that activity.
Examples
stop— stop the current action automatically.stop following— stop following a character.stop observing— stop watching someone or a place.stop journey— cancel a long-distance travel journey.halt— alternative command for stopping.
Tips
- Stopping movement on a city street cancels directional walking.
- You can stop following someone without ending your own movement.
Stop the current dance and compute grants (host only)
stopdance
As the host of a dance activity, end it and compute any grants or awards earned by participants. The dance stops and attendees are ungrouped.
Examples
stopdance— stop the dance and finalize results.
How it works
You must be the host and the dance must be running. Stopping the dance finalizes it and computes any grants earned by dancers based on their performance. The grants are awarded immediately to participants.
Remove all worn clothing (optionally straight into your stash)
strip all | strip naked | strip stash
Remove all worn clothing at once. You must explicitly type 'all' or 'naked' to prevent accidental nudity. All items are removed and go into your inventory. The action is broadcast to other players in the room.
If you are at a stash (your home or a storage facility), strip stash removes everything you are wearing and puts it straight into the stash in one step, saving you from removing then storing each piece.
Examples
strip all— remove all clothing.strip naked— alternative phrasing.strip stash— remove everything worn straight into your stash.undress all— alias form.
Rescue yourself when movement is broken: teleports you home and files a diagnostic report for staff.
stuck
Quietly observe another character to learn their combat styles.
study <character> | study stop
Observe another character quietly to learn their combat styles. As they move and act, you gain glimpses of their combat abilities, though they may notice they are being studied.
Examples
study Liang Wei— start studying Liang Wei's styles.study stop— stop studying anyone.
How it works
When you study someone, each time they perform an action, there is a chance you catch a glimpse of one of their two most visible combat styles. Simultaneously, there is an independent chance they notice you watching them. Studying is a passive activity that continues until you stop or you enter combat. Study generates roleplay and allows you to learn an opponent's style before fighting them.
Tips
- Use study to scout opponents and plan combat strategy.
- The target may notice and confront you, so study is not risk-free.
- You can study someone in the same room but not at a distance.
Style your own or someone else's hair using the description editor
style <target>
Apply a hairstyle description to yourself or someone else using the description editor. The editor is set to the scalp position. Applying hairstyle to someone else requires their dress/style permission. You write a full description of the hairstyle and can optionally add an image URL.
Examples
style me— open the editor to style your own hair.style Alice— style Alice's hair (requires permission).
Perform a subtle action visible only to those nearby
subtle <action>
Perform a subtle action visible only to those nearby. Your action broadcasts to characters in your immediate vicinity (within the subtle bubble); distant characters see nothing. Useful for quiet conversations, passing notes, or private actions. Dance partners always see your subtle actions even if outside normal range.
Examples
subtle slides a note across the table— only nearby characters see it.subtle winks conspiratorially— a quiet gesture.
Send a message summoning an NPC to your location
summon <npc name> <message>
Send a message summoning an NPC to your location. You can reach out to any NPC you have established a connection with by name and send them a message requesting they come to where you are. The NPC will evaluate your summons and decide whether to accept.
Examples
summon Merchant I need to buy supplies— summon a named NPC with a message.call Guard There is trouble here— alternative verb for summoning.summon Guard=Please help!— use equals sign as a separator.
How it works
The game processes your summons asynchronously. NPCs may refuse if they are unable to travel, recently declined your calls, or are unavailable. A cooldown prevents spamming the same NPC with repeated summons.
T
Give yourself or someone else a tattoo using the description editor
tattoo <target> [body region]
Give yourself or someone else a permanent tattoo using the description editor. You can select one or more body positions (head, torso, arms, hands, legs, feet) and write a detailed description of the design, colors, and style. Tattooing someone else requires their dress/style permission. You can mark the tattoo as normally concealed by clothing.
Examples
tattoo me— give yourself a tattoo.tattoo me back— open the editor with back region preselected.tattoo Alice arm— tattoo Alice's arm (requires permission).
Set your default transport, or hail one to a destination.
taxi | taxi to <destination> | cab to <destination> | rickshaw to <destination>
Set your default transport preference or hail a taxi to a destination. Use taxi alone to view and change your preferred method of getting around the city. Use taxi with a destination to immediately book a ride there. Transport options vary by era and location.
Examples
taxi— open the transport preference menu.taxi to Grand Temple— hail a taxi to a location.cab to Market Square— book a black cab.rickshaw— hail a rickshaw to the current location.
How it works
Setting a default preference auto-books transport for long journeys. Direct hails with a destination override your preference for that ride. Availability and cost depend on the current era and location.
Getting out of the ride
Once you climb aboard, the ride carries you to the destination you named and drops you there. There is no way to get out partway: while you are riding, the stop command and the movement commands have nothing to act on, so a rickshaw or cab cannot be cut short once it has set off. If you find you are headed the wrong way, ride it out to the stop you named, then hail a fresh ride back.
Start or stop teaching a martial arts style to another character
teach <student> <style> | teach stop
Start or stop teaching a martial arts style to another character in the same room. The student must already know the style you're teaching, and you must be a higher rank than them. Teaching sessions earn experience for both teacher and student and contribute to cultivation progression.
Examples
teach "Zhang Wei" iron_claw— teach iron claw to Zhang Wei.teach Zhang flowing_palm— partial names work if unambiguous.teach stop— end your current teaching session.
How it works
Both teacher and student must be in the same room and alive. You must have mastered the style (rank 6+) to teach it. The student must have at least one level in the style already. Teaching sessions end when you use teach stop or when the student leaves the room.
Spawn a random chimera boss fight (balanced to you) for testing; "testchimera endfight" ends your current one
testchimera [type | endfight]
Express internal thoughts (visible to telepaths)
think <thought>
Express internal thoughts that are visible only to you and anyone with telepathy. The message is formatted as an internal monologue. You can use aliases like ponder, wonder, worry, or remember to flavour your thoughts with different verbs.
Examples
think I wonder what she meant by that— express a thought.ponder the mysteries of the universe— use a different verb.worry about the future— express concern.
Manage tickets - view, submit, cancel, and track bug reports, suggestions, and requests
tickets [list|new|view <id>|cancel <id>|all]
Submit bug reports, typos, feature requests, and general suggestions. View your open and closed tickets, and read staff responses. Use shortcut aliases (bug, typo, request, suggest) for quick submission.
Examples
tickets— show ticket menu.tickets new— submit a new ticket.tickets view 42— read ticket #42.tickets cancel 42— cancel your own open ticket #42 (alsotickets close 42).bug— quick bug report submission.typo— quick typo report.
Include room ID and character context automatically when submitting. Staff reviews and responds to all tickets. Resolved tickets show staff notes with the resolution. If you filed a ticket you no longer need, cancel it with tickets cancel <id>; you can only cancel your own ticket while it is still open, and a cancelled ticket is closed and dropped from the staff queue.
Bind a helpless character
tie <character> [hands/feet]
Bind a helpless character's hands, feet, or both. The target must be helpless before you can restrain them.
Examples
tie Bob— bind Bob's hands (default).tie Jane hands— bind Jane's hands.tie Bob feet— bind Bob's feet.bind Bob— alias for tie.
How it works
Binding prevents a helpless character from moving or using their hands. A bound character can still speak and be gagged or blindfolded separately. In PvP zones, binding an opponent automatically creates a hostage record, representing their capture. Use untie to remove the restraint.
Tips
- Binding hands alone leaves feet free; bind feet to restrict movement instead.
- Binding someone in a PvP zone marks them as a hostage for ransom or negotiation.
- A character can be bound, gagged, blindfolded, and carried all at the same time.
Check the current time and date
time
Check the current in-game date and time. Shows the full date, time of day, and information about the moon and weather. Useful for planning activities and understanding seasonal changes.
Examples
time— show current date and time.clock— alias for time.date— alias for time.
The game clock runs independently of real time. Celestial information (moon phase, weather) is shown. Time is synchronized across all players in your location.
Open the timeline menu to enter a past year and place or a saved snapshot, or quick-enter a snapshot by name
timeline | timeline "<snapshot-name>"
Step into the past to play out flashback scenes without affecting your present character. There are two kinds of past timeline: a snapshot (a moment you saved earlier) and a historical timeline (a shared year and place). Every past timeline applies the same protections: no death, no prisoner mechanics, no XP gain, and rooms are read-only.
Examples
timeline— open timeline menu.timeline "Before the battle"— enter a snapshot by name.snapshot— alias for timeline.
How do I flashback to a past year or a different place?
You do not type a year or a place on the command line. There is no year or location argument: typing timeline followed by a year does not work. Instead you open the menu and pick where to go. Type timeline, choose Enter Timeline, and then either pick one of your saved snapshots from the list or choose Historical Timeline.
Choosing Historical Timeline opens a short form with two fields: a Year (for example 1892) and a Zone Name (a place in your current world, for example Downtown). Fill in both and submit, and you arrive in that year and zone. Historical timelines are shared, so anyone who enters the same year and zone lands in the same scene and can interact with you. Your present character state and a copy of your inventory come with you.
What about snapshots?
A snapshot already has its moment baked in: the date, the place, and who was present are captured when you save it, so you do not pick a year for a snapshot. You enter one by name with timeline "Before the battle", or by choosing it from the Enter Timeline list. You can only enter a snapshot where you were actually present when it was created. To save the current moment, type timeline and choose Create Snapshot.
To return to the present, type timeline and choose Leave Timeline. You can keep your main character active in one browser tab while you play a past timeline in another.
timeline, pick Enter Timeline, then Historical Timeline, and type the year and zone into the form. For a saved moment, pick a snapshot by name.
Permanently destroy an item from your inventory
trash <item>
Permanently destroy an item from your inventory. The item is gone forever and cannot be recovered. Trashing is useful for getting rid of unwanted items; you cannot trash money (use "drop" instead). The game will confirm the item name before destroying it.
Examples
trash broken shield— destroy a broken shield.destroy old map— get rid of an old map.junk unwanted ring— trash an unwanted ring.
U
Remove one of your command aliases
unalias <keyword>
Drop your disguise. Anyone who already knows you, of course, already knows.
undisguise
Drop your current disguise and reveal your true identity. Anyone who already knew you will continue to recognize you regardless of your disguise status. Use this when you are ready to abandon your cover.
Examples
undisguise— drop your disguise.
Delete your last message
undo
Delete your last sent message from the game. Works for roleplay narration, channel messages, direct messages, and OOC messages. The message is removed from your screen and everyone else's immediately.
Examples
undo— delete your last message.
How it works
Undo is a safety valve for typos or mistakes. It removes your message from the database and sends a deletion event to all viewers, clearing it from their screens immediately. Each panel (roleplay feed and communication feed) maintains its own undo history, so undo always affects the most recent message in the panel you are using. Undo expires after 60 seconds.
Stop embodying an NPC and return to your own character (staff only)
unembody
Return a worn item to automatic visibility (undo expose/cover)
unexpose <item> [, item2, item3...]
Withdraw a standing invitation to your booth.
uninvite <character name>
Withdraw a standing invitation to your Lotus Boat booth. The target character loses access and can no longer enter past the curtain. Their previous invitations are invalidated.
Examples
uninvite Jade— revoke Jade's invitation.uninvite "Jade Chen"— use full name if needed.
How it works
Once you uninvite someone, their access to your booth ends immediately. They cannot re-enter even if they previously accepted your invitation. You can reinvite them later if you change your mind.
Remove a place you made with `make place`
unmake place <name>
Remove a place you made with make place. Only the person who made the place can unmake it, and only places that players make can be unmade (you cannot unmake the room's built-in furniture).
Examples
unmake place stone bench— remove a place you made called the stone bench.unmake reading nook— the word "place" is optional.dismantle place my booth—dismantledoes the same thing.
How it works
The place is removed at once and anyone sitting on or standing at it is moved off. This is the same end a place reaches when its time runs out, just on demand. A place built in your home does not expire on its own, so unmake is how you take one down.
make place.
Release control of a puppeted NPC (staff only)
unpuppet [npc name]
This staff command releases control of a puppeted NPC. If you puppet multiple NPCs and give no argument (or use all), all puppets are released at once. Otherwise, specify which NPC to release by name.
Examples
unpuppet— release all puppets.unpuppet Bob— release just Bob.
Remove restraints from a character
untie <character> [hands/feet/gag/blindfold/all]
Remove restraints (bindings, gags, or blindfolds) from a character. You can remove specific restraint types or all of them at once.
Examples
untie Bob— remove all restraints.untie Jane hands— remove hand bindings only.untie Bob feet— remove foot bindings.untie Charlie gag— remove the gag.untie Alice blindfold— remove the blindfold.free Bob all— alias to remove all restraints.
How it works
Untie removes specific or all restraints from a restrained character. You must be in the same room. Removing restraints frees the character to move, speak, or see as appropriate. If you remove all restraints from a PvP hostage, the hostage record remains (use proper hostage release procedures if needed).
Unzip or unbutton worn clothing
unzip <item> [, item2, item3...]
Unzip or unbutton worn clothing to partially open it. The item stays on your body but is unfastened, allowing for partial reveals. You can unzip multiple items at once. Other players see a broadcast when you unzip something.
Examples
unzip jacket— unzip a worn jacket.unbutton shirt— unbutton a worn shirt.unzip jacket, hoodie— unzip multiple items.
Move up to a room above
up
Move up to a room above you. Use this to ascend stairs, climb a ladder, or move to an upper floor or level. Unlike horizontal movement, vertical transitions always complete in a single step. You cannot move during combat.
Examples
up— move up one level.u— short alias for up.
Use or interact with an item in your inventory, or play a game
use <item> [branch]
Use or interact with an item in your inventory, or play a game in the current room. This is a flexible command that adapts to what you are using. With no argument, you see a menu of usable items. Some items open additional options for how to use them (e.g. board games with different difficulty levels). Games track your score and you can reset your score anytime.
Examples
use— see a menu of usable items.use dartboard— play a game.use dartboard aggressive— play on a specific difficulty.
How it works
Items can be consumable (you eat, drink, or smoke them) or interactive (you play games on them or activate them). The command detects which type you are using and shows appropriate options. Game scores are saved per item and per character, and you can reset a game's score if you want to start fresh.
V
View full details of a world memory including raw log
viewmemory <memory_id>
This staff command displays full details of a world memory by ID, including its summary, importance, publicity level, characters involved, locations, and raw log of messages. The raw log expires after a set time and is purged to save space.
Examples
viewmemory 142— view memory 142.memview 98— short form; view memory 98.
Step up to attempt an open roll the GM has offered to the group.
volunteer [label]
W
Place a wager on the current society event activity
wager <amount> dollar on <count|winner-name>
Place a wager on an activity within a running society event. Wager on a specific outcome (like a fight count or fighter name) using currency.
Examples
wager 50 dollar on 7— bet 50 Gold Dollars that the outcome will be 7.wager 25 dollar on Bob— bet 25 Gold Dollars that Bob will win.
How it works
An open wager pool must exist for the event activity. You choose an outcome (a number or a specific participant's name) and wager currency on it. If the outcome matches your prediction when the activity ends, you win and receive payout based on the pool odds.
Tips
- Wagers must be placed while the pool is open (activity is running).
- You must have sufficient currency in your wallet.
- Payouts depend on the total pool size and odds.
View open wager pools and your wagers for the current society event
wagers
View all open wager pools for the current society event and see a summary of your personal wagers.
Examples
wagers— view pools and your wagers.
How it works
This command shows all active wager pools in the event, including the pool outcome type and total currency wagered. It also lists all your personal wagers, how much you wagered, and what outcome you predicted. Use this to track your bets during the event.
Wake an unconscious character
wake <character>
Rouse an unconscious character, bringing them back to consciousness. The target must be present in the room and currently unconscious. You cannot wake yourself; this command is for helping someone else who has been knocked out.
Examples
wake Bao— wake Bao from unconsciousness.rouse Jian— alias for wake.awaken Chen— alias for wake.
How long a knockout lasts
When a fighter is beaten senseless their health falls and they drop unconscious. A knocked-out fighter cannot be woken while the fight is still going. Once the fight ends, the wake clock starts:
- They come round on their own after about ten minutes. No outside help is needed. Left alone, an unconscious character stirs and regains consciousness roughly ten minutes after the fight ends, with no action required.
- A friend can rouse them sooner, but not instantly. For the first minute after the fight ends, a knocked-out character is too dazed to be shaken awake. After that one-minute mark passes, anyone in the room can use
waketo bring them round at once instead of waiting out the full ten minutes.
How it works
When you wake someone, they regain consciousness and awareness. Everyone in the room sees you shake the character awake. The woken character is now alert and can act normally. If their hands were bound while they were out, they stay restrained until untied (see help untie).
Walk toward a target (direction, room, character, or place)
walk <target>, move <target>, go <direction>, run <target>
Walk toward a target: a direction, room, character, place, or location name. This is the primary command for goal-directed movement. You can walk using various verbs (move, go, run, crawl, etc.) to set the tone. On outdoor city streets, walk initiates continuous directional movement until you stop or change direction.
Examples
walk north— walk toward the north.move east— walk east (alternative verb).go south— walk south.run to tavern— head toward the tavern.crawl to John— approach John while crawling.
How it works
Walk accepts many movement verbs and optional adverbs to flavor your motion (angrily, slowly, boldly, etc.). If the target is ambiguous, you will be prompted to choose. Home is a special target that takes you to your assigned home room.
Tips
- Use cardinal directions (north, south, east, west) for simple movement or directional shortcuts.
- Use character or room names for goal-directed walking.
- Type stop to halt movement mid-journey.
Drift to the next art piece in a running art exhibition
wander
Drift to the next piece of art in a running art exhibition. Walk slowly through the exhibition to view and appreciate each pledged artwork.
Examples
wander— move to the next artwork.
How it works
An art exhibition activity must be running. When you wander, you move to the next artwork in the exhibition sequence. Each artwork shows the pledged item and details. Continue wandering to view all pieces on display.
Tips
- You must be in the same room as the exhibition.
- Wandering is a leisurely activity suitable for social gatherings.
Manage your wardrobe - store, retrieve, and transfer items between locations
wardrobe [store <item>|retrieve <item>|transfer [from <location>]]
Manage your wardrobe - store, retrieve, and transfer items between different locations. Your wardrobe is a personal storage system accessible only to you. Store items you want to keep but not carry, retrieve them when needed, and transfer items between your homes with a 12-hour delivery delay. Run "wardrobe" with no arguments to open the management menu.
Examples
wardrobe— open the wardrobe menu.wardrobe store sword— store a sword.wardrobe retrieve jacket— get a jacket back.wardrobe transfer from apartment— move items from another location.
How it works
Wardrobe access is only available in your home or at storage facilities. You can store unlimited items but they occupy space. Transfers between locations take 12 hours (in real time) to arrive. Check transfer status with "wardrobe transfer status" to see what is in transit and when it will arrive.
Put on clothing or jewelry from your inventory. Wear several at once by separating them with commas: "wear hat, scarf, gloves". Layering: there is no limit on how many garments you can wear over the same part of your body. Wearing a second item does not push off or replace the first one - both stay on, stacked. How they stack visually is decided by each garment's natural layer (e.g. underwear sits below a shirt, a shirt below a jacket), not by the order you put them on, so a jacket always shows over a shirt no matter which you donned first. An outer garment hides whatever it fully covers beneath it (see "look" and "expose"). Two garments of the same type share one layer, so neither hides the other and both stay visible. To stack a covering layer over an inner one, pick a higher-layer type for the outer piece (e.g. a robe or jacket over a shirt) rather than a second garment of the same type. When designing a piece you can also raise its layer with the "Layer placement" setting so it covers the pieces beneath it (see "help design"). Clothing "class": every garment has a class derived from its type - underwear, top, bottoms, overwear, jewelry, accessories, or other. Plain "wear" ignores class and never removes anything; class only matters when you change into a saved outfit, which can strip the matching class first (see "help outfit"). Piercings need a body position and one piercing hole only holds one item: "wear gold ring on left ear". Pierce a spot first with "pierce".
wear <item> [on <position>] [, item2, item3...]
Put on clothing or jewelry from your inventory. For regular clothing, simply use wear <item>. For piercings, you can specify a position with wear <piercing> on <position>. If you have multiple piercing holes, you are prompted to select which one. You can wear multiple non-piercing items at once by listing them separated by commas.
Examples
wear shirt— put on your shirt.wear gold ring on left ear— wear a piercing at a specific position.don jacket— alternative alias.wear hat, scarf, gloves— wear multiple items.
Tips
- You must have piercing holes (created via the
piercecommand) before wearing piercing jewelry. - If you have only one piercing hole, the system places the jewelry there automatically.
Check the current weather conditions
weather [forecast]
Check current weather conditions including temperature, wind speed, humidity, cloud cover, and visibility. Optionally use weather forecast to see advanced weather data with storm warnings (if available in your region).
Examples
weather— show current conditions.forecast— show detailed forecast.weather forecast— same as forecast alias.conditions— alias for weather.
Weather is location-specific. Different regions have different climates and storm patterns. Cannot check weather from indoors. Some locations provide atmospheric prose alongside weather data.
Move west to an adjacent room
west
Move west to an adjacent room. Westbound movement follows geographic adjacency like all cardinal directions. You cannot move during active combat.
Examples
west— move west.w— short alias for west.
Whisper privately to someone in the room
whisper <target> <message>
Whisper privately to someone in the room. The target hears the full message; other characters in the room see an obscured version (they know you whispered to someone but not what you said). You can use adverbs: whisper quietly. If you give no target, a menu appears listing characters you can whisper to. Whisper without a target name is heard only by those very close to you.
Examples
whisper John Hello there!— whisper privately to John.whi Bob quietly How are you?— whisper to Bob with an adverb.whisper— show a menu of characters to whisper to.
Whitelist a character to pledge art for your society event
whitelist art <character-name> <event-name>
As the host of an art exhibition, whitelist a character to pledge artwork for the exhibition. Whitelisted characters can use pledge art to contribute.
Examples
whitelist art Mei "Spring Gala"— allow Mei to pledge art.whitelist art "Lin Feng" Autumn Festival— whitelist a multi-word name.
How it works
You must be the host of the event and an art exhibition activity must be running. Once a character is whitelisted, they can pledge items from their inventory to your exhibition using pledge art. You can whitelist as many contributors as you wish.
List online characters and what they are doing (global by default)
who [here|zone|all]
List online characters. By default shows everyone online in your current zone. Use who here to see only characters in your room. Use who all for a global list. Results show character names, locations, and activity status.
Examples
who— list online characters in your zone.who here— list characters in this room.who all— global online list.
Results grouped by location and show character stances (sitting, standing, etc.) and places they occupy. Staff events and private timelines are shown only if you have access. Characters in private mode are hidden.
Toggle hiding yourself from the who/where list (resets on login)
whoinvis
Toggle the curtains/blinds on your windows
windows
Toggle the curtains or blinds on the windows of a room you own. Open curtains reveal the view; closed curtains hide it.
Examples
windows— toggle the curtains (open if closed, close if open).curtains— same command, alternate word.
How it works
The command switches the curtain state. If they are open, they close; if closed, they open. The change is broadcast to other players in the room.
Withdraw money from your bank account
withdraw <amount> | withdraw all
Withdraw cash from your bank account to your wallet. You must be at a bank or ATM location. Specify an amount or use all to withdraw everything in that currency. Withdrawn funds are now in your wallet and can be stolen or lost.
Examples
withdraw 100— withdraw 100 to your wallet.withdraw all— withdraw your entire bank balance to your wallet.with 50— alias for withdraw.
Tips
- Withdrawals have a minimum transaction amount.
- You can only withdraw from a currency you have a bank account in.
- Keep only what you need in your wallet; the rest is safer in the bank.
Z
Zip up or button worn clothing
zipup <item> [, item2, item3...]
Zip up or button closed worn clothing that was previously unzipped. The item remains on your body and is fastened again, concealing any partial reveals. You can zip multiple items at once. Other players see a broadcast when you zip something up.
Examples
zipup jacket— zip up a worn jacket.zip hoodie— zip up a worn hoodie.button shirt— button up a worn shirt.zipup jacket, hoodie— zip multiple items.


