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The Player's Handbook

Every command, every road, every trainer โ€” generated from the living world, so it is always current.

๐Ÿ› Found a bug? Report it from inside the game.
Type bug <what happened> on any turn โ€” free, in any mode, straight to the maintainers' desk (one report a minute). The useful shape: what you did, what you expected, what actually happened โ€” "bug sold my wolf pelt but the coins never arrived" beats "bug selling broken". Prefer email? [email protected] works too.
โš  Did the System grant you a skill or spell that doesn't work?
Rarely, the System announces a new art but the award doesn't take hold in the engine โ€” it's missing from your sheet, or a command refuses it ("the veil does not answer", "no art of yours wields it"). That's a bug on our side, not a rule. Email [email protected] with: your character's name, the art's name exactly as the System announced it, and what you typed and what the game answered. You keep the art โ€” we fix the engine to honor it.

Two ways to play, one character

The engine (free, forever): everything with a command โ€” fighting, hunting, training, shops, guilds, bounties, camps, travel, trade, chat. It never costs a credit.

The System (the toggle, top right): the narrator. Wake it and plain words become story โ€” NPCs speak, quests unfold, you invent arts of your own, and make breakthroughs. Story turns spend free turns first, then credits. Sleep it again anytime; your grind is always free. The System never cheats: every roll in every scene runs through the same engine.

Commands

All commands are free, always, in any mode. "help" in-game shows this list too.

Getting around

where ยท mapthe ground you stand on, its people, and every road out (with travel times)
travel to <place>walk any road safely โ€” roads run on real minutes, and the System announces your arrival
n ยท s ยท e ยท wwalk the overworld path by path โ€” walkers trade safety for the road (ambushes are real). Inside the CAPITAL the same keys walk its streets, street by named street
enter <place> ยท leavestep through a door and back onto its street. In Aldenmark every door keeps to its OWN street โ€” walk there first, or let "travel to <place>" thread the alleys for you
looktake in exactly where you're standing
rideaccept a passing carter's offer โ€” wagons appear to walkers on the road, fare to the road's end (mounts, bought at stables, always ride themselves)

Town life

shop ยท buy <item> ยท sell <item>trade at the market โ€” shelves also carry what other players have sold
join <guild> ยท resign <guild>swear a guild's oath at its hall (fee, level) โ€” a soul may wear SEVERAL marks (the Circle and the Scale both); "resign" lays one down anywhere: the fee stays gone, the arts stay learned
learn ยท learn <skill>see what the local trainers teach, and pay to learn it
train <skill>slow drills โ€” the dummy never hits back; real use grows arts far faster
join ยท guild ยท writswear to the local guild; see your guild standing and take member writs
board ยท accept <bounty> ยท turn inbounty work off the town's contract board
rentan inn room for a night and a day โ€” finite rooms, first come first served
stablemounts bought and argued over
identify <item> ยท appraise <item>have a sealed find read honestly (flat fee at any market)
rechargerefill a spent wand at the Circle, for coin
talk <name>quick words with an NPC โ€” wake the System for a real conversation

Fighting (real time โ€” every side strikes as its gauge fills; DEX and light steel fill yours faster)

fightcall something out of the brush
hunt ยท forage ยท workwork the land โ€” type it once and it repeats until you act or the wilds interrupt
attack [foe]one order keeps you AUTO-SWINGING on your own gauge โ€” packs happen, "attack wolf 2" picks (and marks) a target
stophold your blows; the gauge keeps filling
defendraise the guard (a true wall behind a shield) โ€” stands the auto-attack down
hotbar (keys 1-8)your moves one key away โ€” click a slot to assign any art, draught, or custom command
/cast <spell> ยท /skill <name>your arts, in combat
/item <name> [at <foe>]draughts, oil flasks, wands โ€” a wand's charge is free to discharge
tamea beast beaten low may join you โ€” one companion per soul
examine <foe>read a foe's class, condition, and kit โ€” free, even mid-fight
/fleelive to owe the story an ending

The Undercroft (Aldenmark's dungeon โ€” the city's whole economy comes up its stair)

enter undercroftthe Guild's well-stair inside the Adventurers' Hall โ€” RANKED adventurers only ("join advhall" first)
n ยท s ยท e ยท wwalk its rooms like streets โ€” every room is shared: other souls, their fights, all visible
fightwake the room's pack (the WHOLE room comes at once โ€” swarms are the arithmetic), or wade into someone else's fight at the same door
descend ยท climbthe stairs between floors
leavethe well-stair back up, from the Well Hall
sell map ยท buy mapwalk EVERY room of a floor and the Guild buys your survey at the Hall; fair copies sell to everyone else

The Sunderpit (Lantern Moot's dungeon โ€” eighty years young, fifteen floors, every kind welcome)

enter sunderpitfrom the Pit-Lip street in Lantern Moot โ€” ANY kind, ANY rank; the Guild's post wards it (sanctioned: carried gear falls, worn steel stays)
floors 1-5 ยท 6-10 ยท 11-15rank D at the lip (rift hounds, shard golems) to rank B at the bottom (rift maws, the Sunderer). Hollow knights keep their kits
touch stonewaystations at floors 5 and 10; guardians at 4 and 9; the Sunderer holds 15
sell mapsurveys sell at the Pit-Warden's post on the Moot โ€” ranks read there count in Aldenmark's book
the tyrantsevery floor crowns a BOSS (๐Ÿ‘‘ in its room; ~30 min respawn) โ€” the only creatures that drop SEALED finds (unidentified ยท sometimes enchanted ยท sometimes cursed). GUARDIANS, far larger, hold the floors right before each waystation and drop two
open chestiron caches surface at random as rooms are walked โ€” coin, veilstones, sometimes a sealed thing. Shared: first hand takes it
examine <item> ยท examine weapon/armor/offhand/ring/amulet/bootsread anything you carry or wear: stats, workings, worth, where it sits, and what it looks like โ€” the pack window's ๐Ÿ” does the same
forget <art> confirm ยท rename art <old> to <new>let a mis-made art go (practice and all โ€” trainers resell theirs, invented ones can be sought again), or rename an invented art: the engine re-reads its nature from the new name
sell 5 <item> ยท sell all <item>sell several at once โ€” a count or "all" before the name (the shop window's Sell 5 / Sell all buttons do the same); gear still shelves one piece at a time, five of a kind per town
worn quarrythe land learns you: ten kills of one kind within the hour halves its XP, twenty-five quarters it โ€” move on, or go deeper
veilstone (B) ยท (A)no stall buys them โ€” the Gilded Scale and the Circle tower pay a third and log the finder; burn them at a bench instead
the loot lawcreatures drop body PARTS and VEILSTONES (every kill, tiered to its level โ€” dungeons pay double), never gear. Exception: a large slime that has KILLED an adventurer swallows their weapon โ€” and gives it back over its corpse

Your character

stats ยท allocate <stat> [n]+3 stat points every level, spent freely, anytime
statusthe full sheet
arts ยท info <art>your skills and spells โ€” info shows exactly what one does and its numbers
rest ยท sleepheal every few seconds โ€” faster with a full belly; any action rouses you
eat <food> ยท drinkthe body keeps score; water is free at wells and streams
describe <text> ยท examine <name or item>set how others see you; read people, NPCs โ€” and any item in your pack, on your body, or lying on the ground (stats, procs, wards, open curses; seals stay sealed)
journal ยท note <text> ยท notesthe System keeps your story; the notes are yours
read primerthe new-player book, free, anytime

Items & gear

equip / wield / wear <item>add "offhand" for the left hand; shields and second blades live there
dualwield <blade>a second one-handed blade โ€” every attack carries an off-hand strike
unequip <item>worn cursed pieces refuse โ€” see Curses below
use <item>draughts, bandages, tools
take <item> ยท drop <item>the ground keeps what's left on it
salvage <item>break gear down at a craft bench โ€” enchanted work gives up its essence
forge <essence> into <item>fuse a salvaged enchantment onto plain gear โ€” real odds, real loss
stash ยท unstash ยท storageyour camp's cache, once you've built one
write <title>pen a book under your true name โ€” the World Ledger remembers who wrote what

Magic & enchanting

cast <spell> [on <ally>]healing arts are free, anywhere, in any mode
heal <ally>shorthand for your best mending art
enchant <item> with <domain> [attuned | ward] [using <grade>] [named <name>]burn a veilstone to bind an element into gear โ€” choose WHICH stone ("using d") and NAME the working yourself, or let tradition do both. The โœจ bench button in your Pack lays it all out clickable. Workings can fail or shatter; the craft wants an enchanting art
cleanseat the Circle tower: a worn curse comes off for a fee that stings
douseput out flames โ€” yours or the floor's

Other players

say <msg> ยท emote <act>speak to everyone standing where you stand
yell <msg>carries beyond your area โ€” every neighboring zone hears it, with a rough bearing on where it came from (one yell per 10s; dungeons swallow it)
who ยท tell <name> <msg>who shares your ground; a quiet word to one of them
trade <name>escrowed trades โ€” nobody can be robbed by a trade window
party invite <name> ยท party accept ยท party leaveup to 4 walk together; one member's fight is everyone's fight
scene <what you do>party scenes: the LEADER opens one, each member declares their part (โš  declaring pledges ONE of your own turns) or "scene pass" (watch free), and "scene go" works the whole table in ONE telling โ€” everyone reads the scene; the silent aren't written in and pay nothing
party register <name>at the Adventurers' Hall: enter the party into the Guild's ledger as a NAMED company (5s) โ€” an RP identity whose scenes carry its name in the world's log; the recorded leader re-claims the name free whenever the party walks again
teach <skill> to <name> ยท acceptarts can be passed hand to hand

The chart of the Reach

๐Ÿ—บ ยท chart โคขthe chart starts BLANK. Every road you stand on joins it for good; the milestones and signposts there mark what lies one road on (faint, unwalked). "travel" charts the whole way it walks you
scroll ยท drag ยท + โˆ’zoom and pan the chart โ€” the small one in the rail and the full one alike; double-click resets

The Watch & standing (monster-blooded)

Lantern Mootthe OPEN city east of Elmbrook, grown at the Sunderpit's lip โ€” no Watch, no ledger of blood; every kind is a citizen from the first step. The human and dwarf towns stay closed until trust is earned
standing ยท guardswhere this town's walls stand on you โ€” Outsider, Tolerated, Trusted, Kindred
watchthe gate-list: take it, cull it, turn it in. One list per town every 8 real hours โ€” trust is earned slowly on purpose

Camps & your own ground

campin the wilds: found a personal camp โ€” firepit, cache, snares if you know the craft
camp build ยท camp invite <name> ยท camp upgradegrow it, share it, and in real time + heavy coin raise it toward a settlement
camp chartera settled camp may charter as a FREE CITY โ€” all blood welcome from day one

Dungeons

descend ยท open chest ยท exitdungeons are other planes โ€” entering seals the road behind you
scoutread the floor before it reads you
recall stone (5s)sold at any guild hall โ€” carry one BEFORE you enter, or know escape magic

The world โ€” the Aldenmark Reach

Aldenmark capital

The human capital โ€” walled, crowded, smelling of forge-smoke and river trade. Every road in the Reach eventually ends here.

Faces to know: Guildmaster Berrin Coll (Shieldwall guildmaster & weapons trainer, quest giver) ยท Archmage Selvane (head of the Circle of the Veil, spell trainer, quest giver) ยท Maudie Fenn (keeper of the Gilded Goose inn) ยท Lord Provost Aldric Vane (nobility) ยท Whisper-Sefa (information broker) ยท Appraiser Odway (appraiser of unidentified finds) ยท Hallmaster Brakk Ostrev (Hallmaster of the Adventurers' Guild) ยท Lissa Merrow (senior counter-clerk of the Adventurers' Hall) ยท Master Odo Grell (Gilded Scale market-master) ยท Watch-Sergeant Brann Oduma (sergeant of the Aldenmark Watch)

Stonehollow village

A farming town of low stone houses and older grudges. Quiet, watchful, generous once you've earned it.

Faces to know: Elder Rosalind Gray (village elder) ยท George Pike (the village smith)

Highwatch town

A border town on a windy ridge, last safe bed before the deep wilds. Its walls are newer than its graveyard.

Faces to know: Captain Ilsa Marrow (captain of the Highwatch watch) ยท Scale-Reader Venn (appraiser of unidentified finds) ยท Tam Whitlock (warden of the Wildwardens)

Lantern Moot settlement

The moot that grew at the Sunderpit's lip โ€” eighty years of every kind of traveler, adventurer, and creature hanging their lantern at one gate. No Watch, no ledger of blood, one law: what comes up the Pit is shared, what goes down it is your own affair.

Faces to know: Pit-Warden Hesk (the Moot's pit-warden) ยท Nim Quickfingers (goblin market-master of Lantern Row) ยท Mother Ardis (keeper of the Every Kind) ยท Sable of the Deep Ledger (dragonoid clerk of the Guild's Moot post)

The wilds

PlaceDanger
Elmbrook Fieldsโ˜ Hedgerowed farmland and brook-cut meadows outside the capital. Gentle country โ€” mostly.
The Thornwoodโ˜ โ˜ Old forest, older paths. The canopy swallows noon whole, and not everything under it is an animal.
Ashdale Ridgeโ˜ โ˜ โ˜ Burnt highland above the treeline โ€” scree, wind, and cairns nobody admits to building.
The Graymireโ˜ โ˜ โ˜ Fog-drowned marsh where the dead don't always stay put and the ground lies about its depth.
The Ember Wastesโ˜ โ˜ โ˜ โ˜ Cracked red badlands under a heat-shimmer that isn't entirely the sun. Wyvern country. Few return boasting.
The Hedgerow Downsโ˜ Rolling sheep-country east of the capital โ€” hedgerows in long green seams, larks overhead, and shrikes keeping their small larders in the thorns.
The Elm Marginsโ˜ Where the field country frays โ€” wind-bent elms, unclaimed meadow, and hedges gone feral into thickets a wagon could hide in.
The River Meadsโ˜ Broad water-meadows along the towpath south of the city โ€” herons, eel-traps, and grass tall enough to lose a dog in.
The Old Orchardsโ˜ Apple rows gone half-wild between the road and the drystone country โ€” sweet rot underfoot in autumn, and things that fatten on windfalls year round.
The Causeway Moorโ˜ โ˜ Open moorland the North Causeway crosses on its old stone spine โ€” heather, standing water, curlew-cry, and lights after dark that are not lanterns.
The Briar Vergeโ˜ โ˜ The Thornwood's skirt โ€” briar and blackthorn in walls head-high, the forest gathering itself behind. What hunts the wood's edge hunts here.
The Watchfell Slopesโ˜ โ˜ The climb out of the deep wood toward Highwatch โ€” pine giving way to bare fell, the wind finding you again, and goat-tracks that were never cut by goats.
The Windscarโ˜ โ˜ โ˜ The Ridge Road's worst stretch โ€” a knife-edge of rock scoured bare, harpies riding the updrafts, and cairns leaning away from a wind that never stops.
The Grayslopeโ˜ โ˜ โ˜ The long wet stair between the ridge and the mire โ€” seep-springs, black gravel, and old cairn-fields where the digging never quite stays done.
The Cinder Barrensโ˜ โ˜ โ˜ The Wastes' cold doorstep โ€” slag heaps, breathing vents, and hounds the color of banked coals that hunt where the ground stays warm.
The Bone Fieldsโ˜ โ˜ The scarred country east of Elmbrook where the ground opened eighty years ago โ€” grass over old rubble, cairns of the first diggers, and hounds that came UP with the rift and never went back down.

The dungeons

Dungeons are OTHER PLANES โ€” entering seals the way behind you. Carry a recall stone (any guild hall) or know escape magic BEFORE you enter. Their dead drop sealed finds; some curse.

DungeonRatingDepth
The Sunderpitadept? floorsThe rift that opened east of Elmbrook eighty years ago and never closed โ€” fifteen floors of broken stone going down, hounds at the lip, hollow knights below, and at the bottom the thing the diggers named the Sunderer. Young, by the world's count. Old enough to have a town.
The Undercroftnovice? floorsThe drowned vaults beneath Aldenmark โ€” old cellars, older cisterns, oldest bones. The Guild keeps the well-door and taxes what comes up; half the capital's coin was carried out of this dark.
The Barrow of Bellsnovice2 floorsA turf-swallowed tomb in the Elmbrook hills where old bells ring with no wind. New blades test themselves in its dark โ€” most come back. What its dead carried is buried unlabeled.
The Flooded Delveapprentice3 floorsA drowned dwarven digging beneath Ashdale's roots. The water remembers its miners and lets very little leave. Apprentice blades and better โ€” the Barrow first, if you're green.
The Sunken Faneadept3 floorsA drowned temple south of the Graymire crossing, its congregation still keeping the office in rounds that never end. The mire keeps its door off every honest map. Adept blades and better โ€” the singing recruits.

Races

Humanoids start in Aldenmark as citizens. Monster races start in The Thornwood with nothing but an inborn gift โ€” born mightier, leveling slower, and earning each town's trust at the gate.

RaceKindInborn gift
Humanhumanoidโ€”
Elfhumanoidโ€”
Dwarfhumanoidโ€”
Orchumanoidโ€”
Goblinhumanoidโ€”
Halflinghumanoidโ€”
DragonoidmonsterCinder Breath โ€” The old fire, banked low but never out โ€” an organ, not an incantation
MinotaurmonsterGorehorn Charge โ€” Head down, world yields
CyclopsmonsterSkullbreaker Blow โ€” One eye, one aim, one hit
Gryphonmonster ยท bestial (no forged gear โ€” talon and scale do that work)Talon Dive โ€” The sky is a weapon if you fold it right
Dragonmonster ยท bestial (no forged gear โ€” talon and scale do that work)Dragonflame โ€” The birthright. It knows your voice โ€” no incantation, only breath
Hydramonster ยท bestial (no forged gear โ€” talon and scale do that work)Manyfang Lash โ€” Every head gets a vote; they always vote bite

Standard training

โœฆ marks spells. Beyond these, arts you invent through story are yours alone โ€” and the engine honors them by name.

ArtCostTaught by
Swordplay25sany town trainerFootwork, edge alignment, and the patience to use both
Archery25sany town trainerBreath, draw, loose โ€” the fields feed the disciplined
First Aid20sany town trainerClean wounds, set bones, keep the road from collecting its toll
Herbalism15sany town trainerWhich green things mend and which merely taste of regret
Tracking20sany town trainerRead the ground; it rarely lies
Haggling15sany town trainerThe first price is a question, not an answer
Hearthcraft10sany town trainerCamp cooking and small comforts that keep a body whole
Hearthlight โœฆ8sany town trainerA commoner's cantrip โ€” a palmful of warm light and a spark for the kindling
Iron Will30sany town trainerThe body's refusal โ€” venom, flame, and charm all find less purchase on a mind that will not host them. Grows by weathering magic, not by drills
Shield Discipline40sShieldwall Company membersThe Company's wall-drill โ€” you are the space you defend
Soldier's Forms35sShieldwall Company membersSpear, blade, and boot taught as one argument
Ember Cantrips โœฆ50sCircle of the Veil membersSmall fires, obedient light โ€” the Circle's first alphabet
Warding Sigils โœฆ60sCircle of the Veil membersLines that hold; the difference between a door and a wall
Sigilwork80sCircle of the Veil membersThe Circle's enchanting grammar โ€” one enchantment, laid properly, on willing material
Beast Tongue45sThe Wildwardens membersNot speech โ€” attention. Beasts answer those who listen
Ledger Craft30sGilded Scale Consortium membersContracts, weights, and the arithmetic of trust
Appraisal30sGilded Scale Consortium membersRead the worth โ€” and the danger โ€” of a sealed thing before paying someone else to

Guilds

GuildHallJoining
Shieldwall CompanyAldenmark3s ยท level 2+Soldiers-for-hire with a code older than their contracts. Steady work, steady drill.
Circle of the VeilAldenmark5s ยท level 3+The Reach's sanctioned magi. Slow to admit, slower to forgive sloppiness.
Gilded Scale ConsortiumAldenmark4s ยท level 2+Merchants, caravaneers, and everyone they owe. Coin opens its doors; cunning keeps them open.
The WildwardensHighwatch2s 50c ยท level 2+Trackers and border-keepers of the deep wilds. They bury their own, and few others get the chance.

Mounts

MountPrice
pack mule50sStubborn, sure-footed, and cheaper than regret.
riding horse2gThe Reach's honest answer to distance.
swift courser8gBred in Highwatch for messengers who outrun bad news.

Coin

100 copper = 1 silver ยท 100 silver = 1 gold. Commoners live in silver; a meal runs a few dozen copper, a bed a silver or three, decent gear tens of silver. Gold is rare and means something โ€” enchanted work trades near or over a full gold piece.

Good to know