Social¶
Social¶
NPCs, followers, relationships, romance
Social
Commands:
beckon <name> Ask NPC to follow you
dismiss <name> Dismiss a follower
disband Dismiss all followers
follow List who follows you
invite <name> Invite NPC to your party
flirt <name> [topic] Flirt (joke/compliment/romantic/tease/charm)
/date <name> Date an NPC (romantic mode)
/alias <name> Show NPC name discovery tier
/name <name> <label> Assign custom label to NPC
/ask <name> about <topic> Ask NPC about a remembered topic
/memories [name] What NPCs remember about you
/party Show your party/followers
Topics:
?social followers Managing followers
?social relationships Trust, affection, status
?social perks Relationship tier perks
?social training Learning skills from NPCs
?social lessons EXP, daily caps, rank gates
?social work Jobs for non-combat income
?social romance Romance and consent
?social adult Adult content and escalation
?social npcs Spawning and managing NPCs
?social entertainment Gambling, dancing, Velvet Curtain
?social flirt Flirt mechanics, topics, personality
?social mercs Hiring mercenaries
?social hygiene Bathing and the stinky debuff
?social drunk Alcohol and intoxication
?social pillowtalk Pillow talk and heart-to-heart
?social chatter Ambient NPC overheard conversations
?social fidelity NPC loyalty, affairs, scandal
?social secrets NPC knowledge and the /rumors command
?social titles Achievement titles and fame
?social temple Prayer, donations, worship
?social meetings Arrange NPC meetings
?social corner The smoker's corner in taverns
?social letters NPC letters on the tavern board
Social — Followers¶
Managing followers
Social — Followers
beckon <name> Ask NPC to follow you
dismiss <name> Stop NPC from following
disband Dismiss all followers
follow List current followers
invite <name> Invite + set invited flag
/order <name> <act> Order a follower to act
Followers auto-travel with you when you move.
They appear in location descriptions and can be
given items, ordered, and interacted with.
Social — Relationship Perks¶
Tier-based relationship benefits
Social — Relationship Perks
Higher relationship status unlocks perks:
Acquaintance 5% shop discount
Friend 10% discount, beckon from adjacent
Close Friend 20% discount, fights alongside you
Lover 30% discount, combat, +10 heal bonus
Partner 30% discount, combat, +20 heal bonus
Discounts apply automatically when buying from NPCs.
Combat willingness requires close_friend or higher.
Social — Training¶
Learning skills from NPCs
Social — Training
Commands:
train <skill> from <npc> Train a skill from a trainer
train / learn List trainers at your location
assess <npc> Show what an NPC can teach
practice <skill> Self-train: no gold, +1 SP
/exp Check your training budget
Training Costs:
Cost = 10g * (rank / 5 + 1)
Rank 0: 10g | Rank 5: 20g | Rank 20: 50g
SP Awarded:
SP = 3 + rank / 10
Rank 0: 3 SP | Rank 10: 4 SP | Rank 20: 5 SP
Each trainer has a rank cap — once you reach it,
you'll need a more skilled trainer or self-practice.
Up to 3 lessons per trainer per phase (cooldown).
Practice (self-train) awards only 1 SP per phase,
but costs no gold. Good for slow, steady progress.
Mind States (training fatigue):
Uses 1-3: 100% SP (Fresh)
Uses 4-5: 75% SP (Warming up)
Uses 6-7: 50% SP (Tiring)
Uses 8-9: 25% SP (Fatigued)
Uses 10+: 0% SP (Mind-locked)
Resets at dawn. Use /mindstate to check.
Trainers:
Gareth blacksmith Swords, Axes (rank 30)
Bramble hollow_stump Bows, Outdoors (rank 25)
Wren forest_edge Stealth, Outdoors (rank 25)
Vex thieves_den Pickpocket, Street (rank 20)
Miriam temple Herbalism (rank 20)
Oakwise forest_shrine Herb, Outdoor, Staves (rank 30)
Skarn undercroft Blunt Weapons (rank 15)
Roderic gate Combat Maneuvers (rank 35)
Lyris tavern Streetwise (rank 25)
Social — Lessons & EXP¶
Experience points, lesson system, skill advancement
Social — Lessons & EXP
EXP (Experience Points) is the primary currency for
learning skills from trainers.
Earning EXP:
Combat kills HP-based (stronger = more EXP)
Quest completion 25-100 EXP by tier
Crafting 5 EXP per successful craft
Exploration 3 EXP per new location
Training Cost:
Lesson cost scales exponentially with skill rank:
Novice (0-19): 10-20 EXP per lesson
Apprentice (20-39): 30-60 EXP per lesson
Journeyman (40-59): 80-200 EXP per lesson
Expert (60-79): 250-600 EXP per lesson
Master (80+): 750+ EXP per lesson
Daily Lesson Cap:
Maximum 10 lessons per day. Resets at dawn.
This prevents power-leveling. Pace your training.
Rank Gates:
Rank 20 (Apprentice): unlocked at skill 20
Rank 40 (Journeyman): unlocked at skill 40
Rank 60 (Expert): unlocked at skill 60
Rank 80 (Master): unlocked at skill 80
Commands:
/lessons / /exp Show EXP, lessons remaining
train <skill> Spend EXP to gain skill ranks
Alignment — Honor & Virtue¶
Your moral compass
Alignment — Honor & Virtue
Two axes shape your character's reputation:
Honor (-100 to +100): Lawful ↔ Criminal
Virtue (-100 to +100): Kind ↔ Cruel
Labels (Honor):
Outlaw → Criminal → Disreputable → Suspect
→ Unremarkable → Decent → Upright
→ Principled → Lawful → Paragon
Labels (Virtue):
Monstrous → Cruel → Callous → Indifferent
→ Ordinary → Considerate → Compassionate
→ Benevolent → Virtuous → Saintly
Your actions shift alignment. Positive gains
are capped at +8/day. Losses have no cap.
Pushing into extremes gets harder (scaling).
Quadrant Archetypes (both axes ±50+):
Paladin (H+/V+) — allies hit harder, temple healing
Iron Fist (H+/V-) — fear immune, bonus vs criminals
Robin Hood (H-/V+) — black market deals, secret paths
Villain (H-/V-) — enemies flee, lifesteal
Each archetype has 4 perk tiers at ±30/50/70/90.
Perks are lost immediately if alignment shifts away.
Use /alignment to check your standing and perks.
Mind States — Training Fatigue¶
Diminishing skill gains per day
Mind States — Training Fatigue
Training the same skill repeatedly in one day gives
diminishing SP gains. Encourages variety.
Fatigue tiers (uses 1-3 / 4-5 / 6-7 / 8-9 / 10+):
Fresh 100% SP gain
Warming up 75% SP gain
Tiring 50% SP gain
Fatigued 25% SP gain
Mind-locked 0% SP gain
Fractional gains accumulate — no SP is lost, just
delayed until the fraction rounds up.
Mind state resets at dawn each day.
Use /mindstate to see fatigue per skill.
Social — Work & Jobs¶
Casual work and formal employment
Social — Work & Jobs
work Casual day labor at your location
apply for job Get hired at a workplace
work N Work an N-hour shift (1-4h)
quit job Resign from your job
/job Show employment status
CASUAL WORK:
Quick jobs at any work location. Skill check → pay.
One per phase. +1 SP in relevant skill.
Tavern Serve drinks (Streetwise/Cha) 5-15g
Blacksmith Pump bellows (Swords/Str) 8-20g
Market Haggle (Streetwise/Int) 5-12g
Mill Grind grain (Outdoors/End) 6-15g
Temple Tend the sick (Herbalism/Wis) 5-10g
Library Copy scrolls (flat/Int) 3-8g
Fields Harvest crops (Outdoors/Str) 5-12g
Slag Market Sort wares (Streetwise/Per) 8-18g
FORMAL JOBS:
Named employer, timed shifts, better pay. Visit the
workplace and 'apply for job'. One shift per day.
Miss 3 days → fired. Quitting costs -5 employer trust.
Bartender Marta/Tavern (Streetwise/Cha) 8g/hr
City Guard Hale/Barracks (Swords/Str) 10g/hr
Healer Asst Miriam/Temple (Herbalism/Spi) 6g/hr
Dock Worker Sal/River Landing (Outdoors/Con) 12g/hr
Social — Relationships¶
Trust, affection, status tiers
Social — Relationships
/rel Show all relationships
/rel <name> Show detailed relationship
Relationships track trust, familiarity, and affection.
Status tiers:
stranger → acquaintance → friend → close_friend
→ lover → partner
Interactions (talk, flirt, give, beckon) affect scores.
Attacking an NPC damages trust.
Social — NPC Relations¶
Relationships between NPCs (not player)
Social — NPC Relations
NPCs have relationships with each other independent
of the player. These affect venue seating, narrator
context, and NPC behavior.
/relations Relationships at your location
/relations <name> All relations for an NPC
Relationship types:
Friend — sit together, share info, defend
Rival — compete, snipe at each other
Enemy — active hostility, avoid each other
Family — blood/marriage ties
Lover — NPC romantic entanglement
Business — professional partnership
Grudge — one-directional hatred
The narrator knows about NPC relationships when
related NPCs are at the same location.
Social — NPC Secrets & Rumors¶
NPC knowledge, secrets, and the /rumors command
Social — NPC Secrets & Rumors
NPCs know things — secrets, gossip, hidden knowledge.
Each NPC has their own memory of what they've learned.
Secrets range from common knowledge to deadly intel.
Commands:
/ask <name> about <topic> Ask what an NPC knows
tell <name> about <topic> Share a secret you know with an NPC
/rumors View all rumors you've learned
Trust Gates:
NPCs only share secrets if they trust you enough.
Higher sensitivity = more trust required:
1 (common) Trust 0+ Anyone will tell you
2 (local news) Trust 15+ Need basic rapport
3 (private) Trust 30+ Need real trust
4 (dangerous) Trust 50+ Need strong trust
5 (deadly) Trust 70+ Only closest allies
Categories:
Crime, Politics, Trade, Romance,
Personal, Quest Intel, Locations
Gossip Propagation:
NPCs gossip at tavern tables during social hours.
Friendly NPCs share low-sensitivity secrets.
Rumors mutate as they spread (telephone game).
Two NPCs may give conflicting accounts.
Eavesdropping:
Use 'eavesdrop' at a venue to overhear secrets.
Streetwise / Subterfuge skill check (DC 10).
Overheard secrets auto-add to /rumors.
Sharing Secrets:
tell <npc> about <topic> Share what you know
NPC must trust you (trust >= 20) to believe you.
Shared secrets become part of the NPC's knowledge.
They may gossip about it to others at taverns.
Pillow Talk:
Intimate partners share secrets during quiet moments.
Higher relationship tier = higher sensitivity unlocked.
Tier 1 (lover): up to sensitivity 2
Tier 2 (close): up to sensitivity 3
Tier 3 (spouse): up to sensitivity 5 (all secrets)
Secrets learned via pillow talk auto-add to /rumors.
Faction Briefings:
NPCs in the same faction share intel daily.
Crime, politics, trade, and location secrets
spread automatically among faction members.
Reach 'friendly' rep with a faction to receive
their briefings — new intel added to /rumors.
Witnessed Events:
NPCs who witness crimes gain knowledge of them.
These become gossipable secrets that spread
through tavern talk and eavesdropping.
Stealth and disguise reduce witness confidence.
Quest Hooks:
Some secrets unlock quests when revealed to you.
The NPC will hint at the quest and you can accept it.
High-sensitivity secrets often lead to the best quests.
Tips:
Build trust by talking, helping, and gifting.
Gossip NPCs (nosy/talkative) share more freely.
Lovers share the deepest secrets (pillow talk).
Visit taverns during evening/night for best gossip.
Join a faction to get their intelligence briefings.
Social — Romance¶
Romance, flirt, dating, consent
Social — Romance
/romance Enable romantic tone
flirt <name> [topic] Flirt (topics: joke, compliment, romantic, tease, charm)
ask out <name> Ask an NPC to start dating (girlfriend/boyfriend)
date <name> Go on a date at the current location
invite <name> to stay / over / home
Invite a partner to spend the night
consent <name> Roll for intimate consent
Relationship progression:
friend → close_friend → [flirt] → dating → lover → partner → spouse
Dating (ask out):
Requires: friend/close_friend, romantic interest, affection ≥ 40
High affection (≥60) = auto-yes. Mid-range = CHA roll.
Perks: 15% shop discount, combat willing, gift bonus.
Dates:
One date per day. Bonus affection by location type:
Tavern/Inn (+3 aff), Park/Garden (+3 aff), Market (+2 aff)
Sleepovers:
Requires: dating+, player property, evening/night phase.
Dating: 1 per week max. Lover+: no limit.
NPC moves to your home that night, leaves at dawn.
Romance must be enabled with /romance. No escalation
without explicit consent from the NPC.
Ending relationships:
break up with <name> Amicable split (keeps friendship)
divorce <name> Harsh separation (may cause hostility)
Jealousy: a spouse or partner at the same location may
react angrily if they witness you flirting with someone else.
Social — Adult¶
Adult content and escalation
Social — Adult Content
/adult Enable adult tone
/do <activity> Start an activity mode
/stop End current activity
/reset <name> Reset character to defaults
Adult mode requires: /adult enabled + consent granted.
Activities: undress, intimate, sex
Uses the adult model if configured (--adult-model).
/reset clears visual overrides and adult tags.
Social — NPCs¶
Spawning and managing NPCs
Social — NPCs
/entrance <name> [desc|random|female|male]
Spawn a new NPC at your location
/tag <name> <tags> Set character tags
/visual <name> k=v Set visual attributes
/inspect <name> Show raw character data
/sheet <name> Full character sheet
/quest <name> Accept quest from NPC
/dnd Toggle do-not-disturb
Social — Entertainment¶
Gambling, dancing, Velvet Curtain
Social — Entertainment
The Velvet Curtain offers gambling, dancing,
performances, and private entertainment.
Topics:
?social entertainment gambling Card & table games
?social entertainment dancing Watch and request dances
?social entertainment velvet Venue guide & VIP
Entertainment — Games Corner¶
Carnival mini-games at Market Square
Entertainment — Games Corner
Location: Games Corner (off Market Square)
5 carnival mini-games. First play of each is FREE
every day. Paid replays afterward.
Games:
wheel / spin wheel Wheel of Fortune (10g)
cups [1-3] / shell game Three Cups (10g)
dice / roll dice Dice Roll 2d6 (10g)
scratch / scratch card Scratch Card (5g)
dip / lucky dip Lucky Dip item draw (10g)
Wheel of Fortune:
8 slices: nothing, 2x, 3x, 5x, 10x, jackpot (50x)
Three Cups:
Pick cup 1, 2, or 3. 1-in-3 chance. Win = 3x.
Dice Roll:
Roll 2d6. 10+ = 3x, 8-9 = 2x, 7 = push, <7 = lose.
Scratch Card:
Reveal 3 symbols. Match 2 = 10g, match 3 = 100g.
Skull triple = bonus item!
Lucky Dip:
Draw a random item from the barrel. Items range
from common junk to rare gear.
Daily Reset:
Free plays reset at dawn each day.
Admin: /gamesreset clears all daily flags.
Entertainment — Gambling¶
Card and table games at The Den
Entertainment — Gambling
Location: The Den (inside Velvet Curtain)
Games:
blackjack Hit/stand/double, beat dealer
poker 5-card draw vs dealer AI
roulette <bet> Bet on number/red/black/odd/even
dice <amount> Roll vs house, 7+ wins
gamble <amount> Quick hustle (Bluff skill check)
Syntax:
play blackjack Start a hand
bet 50 Wager gold (before deal)
hit / stand / double Blackjack actions
roulette red 20 Bet 20g on red
roulette 17 10 Bet 10g on number 17
Payouts:
Blackjack natural 21 2.5x wager
Blackjack win 2x wager
Roulette number 35:1
Roulette color/parity 1:1
Poker win 2x wager
Gambling trains the Hustle and Bluff sub-skills.
Entertainment — Dancing¶
Watch and request dances
Entertainment — Dancing
Location: The Showroom / Private Booth
Commands:
watch dance Watch the current performer
tip <dancer> <amount> Tip a dancer (5g minimum)
request dance <dancer> Request a private dance
Intensity Escalation:
Tips of 5g+ gradually increase dance intensity:
tasteful → sensual → erotic
Intensity resets between sessions.
Private Dances:
Request moves the dancer to the Private Booth.
Requires prior tipping (familiarity). Higher
intensity unlocked by continued tips.
Performers:
Della Lead dancer (showroom/bathhouse)
Dew Acrobatic dancer (showroom/bathhouse)
Entertainment — Velvet Curtain¶
Venue guide, rooms, VIP
Entertainment — Velvet Curtain
An upscale entertainment venue in the Pleasure
District of Ghelmyon.
Rooms:
Velvet Curtain Main entrance and lounge
Velvet Lounge Bar area, socializing
The Den Gambling tables
The Showroom Stage performances
Private Booth Private dances, meetings
Velvet's Office Hidden — management office
Ruby/Silk/Candle/Mirror Private satellite rooms
Key NPCs:
Grask Bouncer (entrance)
Whisper Info broker — buy rumors (10g each)
Lyric Harpist (showroom)
Della Lead dancer
Dew Acrobatic dancer
Sable Manager (office, hidden)
VIP Status:
Tip 200g lifetime total → VIP. Free private
room bookings, priority service.
read sign Read venue info at any room
buy rumor from whisper Buy a rumor for 10g
Social — Flirt Mechanics¶
CHA vs WIL roll, topics, personality, quality tiers
Social — Flirt Mechanics
Command: flirt <name> [topic]
How It Works:
Your Charisma (CHA) is rolled against the target's
Willpower (WIL) on a d100. Higher CHA = easier,
higher WIL = harder.
Threshold = 50 + WIL/5 - CHA/5 (clamped 15-85)
Roll > threshold = success
Topics (optional):
joke -5 threshold (easier — humor disarms)
compliment neutral
romantic +5 threshold (harder — but +50% attraction)
tease -3 threshold (slightly easier)
charm neutral
Example: flirt blossom joke
NPC Personality:
Some NPCs react differently to flirting based on
their personality:
Shy/timid/reserved +5 threshold (harder)
Confident/bold -5 threshold (easier)
Playful/flirty -3 threshold (slightly easier)
Attempts Per Day:
- 3 attempts per NPC per day
- Fail on 1st attempt = locked out for the day
- Fail on 2nd/3rd = still get remaining attempts
Quality Tiers (on success):
Brilliant Roll 40+ over threshold +20 attraction
Solid Roll 25+ over threshold +15 attraction
Modest Roll under 25 over +6 attraction
Tips:
- Use 'joke' or 'tease' for easier rolls
- Use 'romantic' for bigger attraction gains
- Shy NPCs are harder — try 'joke' to offset
- Raise Charisma for better odds
- Being stinky gives -10 CHA penalty
- Attraction accumulates — keep flirting!
Social — Mercenaries¶
Hiring, teams, trust, banter, combat
Social — Mercenaries
How to hire: Visit Grigg at the Rusty Tankard.
Use 'hire <name>' or '/merc' to browse teams.
Merc Teams (Ghelmyon):
The Wrecking Crew Kash + Renn (half-orc DPS twins)
Shield & Sparks Voss + Pip (dwarf tank + halfling utility)
The Old Guard Aldous + Maelis (human healer + mage)
Wages & Gold Sharing:
- First 3 days are free (trial period)
- After the trial, daily wages kick in
- Mercs take 20% of combat loot automatically
- A team fills both companion slots (max 2)
Commands:
/merc See your current team
dismiss <name> Send a merc away
hire <name> Hire a merc or team
In Combat:
- Mercs auto-fight alongside you each round
- They focus-fire your current target
- Healers will heal you when HP is low
Solo Mercs:
Ghelmyon — The Iron Contract (merc_hall):
Grigg Legendary (unlock at trust 80+)
Dalla Mid, 40% loot, swords (tavern)
Kael Two-Blade Expensive, 45% loot, dual swords
Voss Ironwall Mid, 40% loot, shield tank
Sigrún Expensive, 50% loot, greataxe
Sevra Mid, 40% loot, spear+shield
Darkhollow — Blind Raven:
Crag Mid, 35% loot, warhammer
Nix Mid, 45% loot, poison daggers
Millhaven — The Inn:
Hale Mid, 35% loot, crossbow
Thornwood — Clearing / Hollow Stump:
Tormund Mid, 35% loot, bow
Ashka Cheap, 25% loot, bow+dagger
Hiring:
- First hire is free (introductory deal)
- Subsequent hires cost a deposit
- Mercs take a % of gold drops
Trust System:
Trust grows from 0-100 across 5 tiers:
Hired (0-19) → Reliable (20-39) → Trusted (40-59)
→ Loyal (60-79) → Bonded (80-100)
Higher trust unlocks personality reveals and
unique banter lines. Trust grows from combat,
travel, rest, and phase transitions.
In Combat:
- Mercs auto-attack hostiles each round
- They target your target, or lowest HP enemy
- /party shows merc HP, trust, and loot share
Personal Quests:
Each merc has a 3-stage personal quest chain.
Stage 1 unlocks at Trusted (40), 2 at Loyal (60),
3 at Bonded (80). Completing all 3 stages grants
a permanent trust bonus and loyalty tag.
dismiss <name> Fire a mercenary
/party View your party and merc details
See also: ?companions
Social — Hygiene¶
Bathing, garbage, stinky debuff
Social — Hygiene
The Stinky Debuff:
Searching garbage heaps makes you stinky.
Effects while stinky:
- CHA -10 on flirt rolls
- Buy prices +15% surcharge
- Sell prices -15% penalty
- NPCs react with disgust
How to Get Clean:
bathe At a bathhouse (costs 5 gold)
bathe At any water location (free)
bathe At an inn (free, if resting)
use soap Use cheap or scented soap
Garbage Heaps:
search garbage Rummage for loot (5 tiers)
Higher PER = better finds. Rare items possible.
Warning: you WILL get stinky.
Social — Alcohol & Intoxication¶
Drinking effects, tiers, drunk tank
Social — Alcohol & Intoxication
Drinking alcohol raises your intoxication level.
Effects stack — keep drinking to get drunker.
Tiers:
Sober No effects
Tipsy CHA +3, DEX -2, flirt -3 (easier)
Drunk CHA +5, DEX -5, combat +5,
buy +10% surcharge
Wasted CHA -5, DEX -10, combat +15,
buy +25%, sell -15%
Blackout CHA -10, DEX -15, combat +30,
buy +50%, sell -40%
Alcohol Potency:
Weak (1) Ale, mead, black mead
Medium (2) Wine, fine wine, mulled wine,
spiced mead, dreamwine
Strong (3) Spiced absinthe, velvet brandy,
rotgut
Decay:
- Drunk level drops by 1 every 2 phases
- Eating food grants +1 extra decay that phase
Drunk Tank:
Reaching blackout in town jails you for 1 phase.
Fine: 5 gold. Released back to where you
blacked out. In the wilderness, you just
collapse in place.
Social — Pillow Talk¶
NPC confiding and heart-to-heart
Social — Pillow Talk & Heart-to-Heart
NPCs may confide in you during intimate or social
moments, revealing personal secrets or gossip.
Two Modes:
Pillow talk After intimacy (requires consent)
Heart-to-heart During conversation (close_friend+)
Tiers (by affection level):
30+ Light personal remarks
50+ Gossip or conversation goals (gossip NPCs)
70+ Deep confessions + world news (gossip NPCs)
Gossip-Gated:
Only NPCs tagged nosy/gossip/social/talkative
reveal real secrets and world news. Regular NPCs
share only petty observations.
Happens automatically — no command needed. Build
relationships and spend time with NPCs to hear
their secrets. 3-turn cooldown between reveals,
max 2 per scene.
Social — Ambient Chatter¶
Overheard NPC conversations
Social — Ambient Chatter
NPCs nearby sometimes talk to each other. You
overhear snippets of their conversation.
Topics vary by location and time of day:
trade/market Prices, deals, caravans
tavern/evening Gossip, rumours, scandal
dawn/night Idle chat, yawning
slum Complaints, hardship
noble Gossip, social intrigue
Chatter fires at ~15% chance per eligible turn,
max 2 snippets per phase, 3-turn cooldown. Requires
at least 2 NPCs present. Suppressed during combat
and intimacy scenes.
Chatter is atmospheric only — no game effect.
Social — NPC Fidelity¶
NPC loyalty traits and affair mechanics
Social — NPC Fidelity
Married NPCs have a fidelity trait that affects
how they respond to flirting:
faithful Never strays. +15 flirt threshold
when married. Scandal-proof.
temptable May stray under pressure. +5 flirt
threshold when married. (Default)
unfaithful Actively receptive. -5 flirt
threshold when married.
Fidelity is set via personality_tags on the NPC.
NPCs without a fidelity tag default to temptable.
Scandals: if a married NPC is caught with someone
else, world news spreads and relationship penalties
apply to witnesses. Faithful NPCs never generate
scandal events, regardless of circumstances.
Social — Titles¶
Achievement titles and fame
Social — Titles & Achievements
Commands:
/titles List all earned titles
/title <name> Set your active title
Titles are earned through gameplay achievements:
combat milestones, quest completions, faction ranks,
crafting mastery, and social accomplishments.
Your active title appears in your character sheet
and affects how NPCs address you.
Examples:
Rat Slayer Kill 10 rats
Newcomer Complete the tutorial
Journeyman Smith Reach Journeyman in smithing
Guard Recruit Reach Guard faction rank 1
Tip: Check /titles regularly — you may have earned
titles without realizing it!
Social — Temple & Prayer¶
Prayer, donations, worship
Social — Temple & Prayer
Location: Temple (in each town)
Commands:
pray / worship Pray at a temple or shrine
donate [amount] Donate gold to the temple
heal / get healed Request healing from a healer
tend / tend wounds Ask healer to treat wounds
Prayer:
Praying at a temple grants a small blessing
(temporary buff). Cooldown between prayers.
Affects Virtue alignment positively.
Donations:
Donating gold to the temple builds Temple faction
reputation and increases Virtue alignment.
Higher donations = more reputation gain.
Healing:
Temple healers can restore HP and treat wounds.
Cost scales with wound severity. Free for minor
healing at high Temple reputation.
Social — Meetings¶
Arrange to meet NPCs at specific locations and times
Social — Meetings
Commands:
arrange meeting with <npc> at <location> [at <phase>]
meet <npc> at <location> [at <phase>]
Arrange a meeting with an NPC you know. The NPC
will override their normal schedule and go to the
specified location at the specified time.
Requirements:
- The NPC must be in the same room as you
- You must have some familiarity with them
- The location must be a real place in the world
Phases: dawn, morning, afternoon, dusk, evening, night
If no phase is given, defaults to the next phase.
The NPC will wait at the meeting point for about
one extra phase before giving up and leaving.
Examples:
meet Marta at tavern at evening
arrange meeting with Dalla at market
Social — Venues¶
Taverns, bathhouses, and social gathering places
Social — Venues
Social venues are living locations with zones, seating,
and NPC regulars. Taverns, bathhouses, game corners,
and market squares all have internal areas to explore.
Commands:
check areas / check layout See venue zones + crowds
check <zone> See who's in a zone
sit at <zone> Sit in a specific area
sit at table <N> Sit at a numbered table
take a seat / find a seat Auto-pick a good spot
leave table Leave your current seat
scan room See all NPCs (busy venues)
Zones:
Each venue has named zones (e.g. The Bar, Main Hall,
Back Corner, Fireplace). Zones have capacity limits
and different atmospheres — the bar is busy and loud,
back corners are quiet and secretive.
Regulars (Stammkunden):
Some NPCs are regulars at specific venues. They sit
in their favorite spot reliably — Marta is always at
the Rusty Tankard bar, for example.
Atmosphere:
Venues change throughout the day — quiet mornings,
busy afternoons, rowdy evenings. Bad weather drives
more people indoors. NPCs have visible activities
(drinking, gambling, reading) based on their zone
and personality.
Listening:
Use 'listen' at a venue to hear venue-specific
ambient sounds and see what NPCs are doing.
Seating reshuffles each phase as NPCs come and go.
Zone hints appear when you 'look' at a venue.
Venue Events:
Some venues host scheduled and random events —
music nights, storytelling, dice tournaments,
bar fights, and secret meetings.
attend event / watch event Watch the current event
watch performance Listen to a performer
perform / play music Perform for tips (needs skill)
recite poetry / tell a story Other performance types
Scheduled events happen on specific days (e.g.
Music Night at the Tankard every Restday evening).
Random events appear with ~15% chance per phase.
The narrator reflects active events in descriptions.
Venue Skills:
eavesdrop Overhear conversations (Streetwise)
eavesdrop on <name> Target a specific person
watch door Watch who enters/leaves
buy round / buy a round Buy drinks for the house (CHA)
Higher Streetwise/Subterfuge reveals more when eavesdropping.
Checking zones with high Streetwise shows hidden details
(concealed weapons, secret deals, known faces).
Buying a round costs gold but can warm up the crowd.
Venues across Ghelmyon:
The Rusty Tankard Main tavern (bar, main hall, back corner, fireplace)
The Broken Cask Dive bar in the warrens (bar, main room, back room)
The Silver Chalice Upscale wine bar (taproom, wine bar, private dining)
The Jade Leaf Tea house (main floor, window seats)
Games Corner Dice and games (stalls, dice table)
The Steam House Bathhouse (pool, benches)
Town Square Open gathering (fountain, notice board)
Venues in Darkhollow:
The Undercroft Main cavern tavern (slab bar, cavern hall, alcove)
The Ironveil Dwarven drinking hall (drinking hall, hearthside)
The Blind Raven Smuggler's den (taproom, bar)
The Slag Heap Rough dive bar (the pit, slag iron bar)
Venues in Thornwood:
The Hollow Stump Forest tavern (root bar, common room, loft)
The Hunter's Rest Ranger pub (hearth, trophy wall, bounty board)
The Druid's Cup Outdoor gathering (fire circle, stone seats)
Social — NPC Households¶
NPC homes, families, and nighttime routines
Social — NPC Households
NPCs have homes and household groups. At night,
unscheduled NPCs return home to sleep.
Household groups are derived from NPC flags:
spouse_of, parent_of, child_of, sibling_of,
housemate_of, lives_with.
NPCs sharing a household live at the same location.
The narrator knows about household composition and
adjusts descriptions accordingly.
You can visit NPC homes by traveling to their home
location. Use /track <name> to find where an NPC
lives and their current schedule.
Phaedro — Telepathic Guide¶
Phaedro's telepathic whisper system
Phaedro — Telepathic Guide
After completing the dream tutorial, Phaedro forms
a telepathic bond with you. You can reach him from
anywhere — even when he's not in the room.
Usage:
"phaedro <question> Ask Phaedro something
whisper phaedro <question> Same thing
Examples:
"phaedro how do I fight
"phaedro where do I train
whisper phaedro what are skills
"phaedro hello
Phaedro draws on his experience as a veteran scout.
He can help with combat, trading, crafting, skills,
navigation, and general advice. If he doesn't
know something, he'll tell you.
When Phaedro IS at your location, talking to him
works normally — no telepathy needed.
See also: ?talk, ?social