A
How fast an ability resolves in a combat round, shown as a named speed tier.
Every combat round is divided into segments. An ability's speed is how early in the round it takes effect: faster abilities resolve sooner, so they can land a strike, raise a shield, or move before slower actions go off. Instead of a raw number, each ability shows a named speed tier.
Speed tiers
- Instant resolves at the very start of the round, before almost anything else.
- Very Fast resolves early, ahead of most actions.
- Fast resolves in the first part of the round.
- Average resolves around the middle of the round.
- Slow resolves later, after most quicker actions.
- Very Slow resolves near the end of the round.
When two actions share a tier, the exact order is decided within the round by small timing differences. Passive abilities are always active and have no speed tier. Movement is scheduled along the same round timeline, and when a move and a strike would land at the same instant the move is taken first; see help combat for how a full round plays out and where movement falls relative to attacks.
help ability speed
Aldermark
Ambassador of Aldermark to Zhuwan. Currently held by Audanieverae Elperieormee.
Ambassador of Jīnjiǎ to Zhuwan. Currently held by Měnghǔ Feng-Zhancalius.
Ambassador of Qiānjīn to Zhuwan. Currently held by Xiāngchéng Jīn-Jindoro.
Ambassador of Sìshuǐ to Zhuwan. Currently held by Tiānláng Xióng-Lanaris.
Ambassador of Táimí to Zhuwan. Currently held by Jīnghún Yào-Liradi.
Ambassador of Tōngzhì to Zhuwan. Currently held by Shòuwén Chóng-Shuveri.
Ambassador of Zhuwan
B
Every Jīnjiǎ unit raises its banner at dawn and re-swears its oath, deliberately during Sealing.
Do (main roll)/2 fire damage to your target and all other enemies in a two hex wide line behind them up to three hexes long.
Mechanics
- Style: Radiant Edge (level 6)
- Type: Main
- Speed: Fast
- Range: Melee (1 hex)
- Cost: -6 to your other abilities this round, easing by 3 each round
You loose a blazing cut that sears your adjacent target for fire damage equal to half your main roll (rounded down), then sweep a two-wide by three-long swath of flame across the hexes behind them, away from you, burning every enemy caught there for the same amount. Allies and you yourself standing in the swath are spared, and the primary target is not burned a second time. Costs a -6 penalty to your other abilities that eases by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
Anyone who attacks you in melee with a slashing weapon takes 2 * furnace heat fire damage; anyone who attacks you in melee with a piercing weapon takes 1 * furnace heat fire damage as they are splashed by your burning blood.
Mechanics
- Style: Iron Claw (level 4)
- Type: Tactical
- Speed: Fast
- Range: Melee
- Cost: -6 to your other abilities this round, easing by 3 each round
For one round you turn your own injury against your attackers: when a melee slashing or piercing blow lands on you, the striker takes fire damage scaled by your furnace heat, twice your heat for a slashing weapon and once your heat for a piercing weapon. Ranged attacks never trigger it. With no heat banked there is no retaliation, and the returned fire neither feeds heat nor triggers a counter-retaliation. Activating it costs a -6 penalty to your other abilities that fades by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
The sacrifice-powered magic of the empire's underside.
The Blossom's Barrier martial style.
A supportive art of the Radiant Chorus, Blossoms Barrier wakes qi in the living world, coaxing trees from stone, sealing doors with thornwork, layering allies in verdant auras that spread and regrow with every wound. Practitioners tend the battlefield like a garden: their blossoms shield the wounded, their thorns snare the charging, their petals swirl into razored storms. The strongest wall, they say, is the one that blooms.
Combat bonuses
- Melee +3
- Ranged +7
- 1 HP threshold +5
- 2 to 3 HP threshold +9
Damage defense
- Resistance: bludgeoning, 3 less taken
- Vulnerability: piercing, 3 more taken
Unique Mechanic: Verdant Aura
Infuse someone's qi aura with verdant natural energy to help protect them.
Mastery Bonus
For (mastery) rounds after switching out of this stance, any helpful action (shielding, guarding, going back-to-back) with an ally also gives them a point of verdant aura.
Abilities
- Nature's Kiss. Slow tactical. You touch a friendly target with restorative qi, granting them one point of verdant aura
- Blossom's Dance. Very Fast tactical. You wreathe yourself in distracting, obscuring blossoms as you move
- Nature's Grasp. passive. A passive blessing of the wild
- Flower's Rebuke. Fast main. You ward a friendly target with retaliating blossoms, granting them one point of verdant aura
- Guardian's Bloom. Fast main. You shield a chosen ally plus the two allies nearest them, each gaining a protective bloom worth half your main roll in shield points and one point of verdant aura
- Forest's Bulwark. Fast main. Verdant energy flares in every aura across your side
- Thorn Snare (advanced)
- Guardian Tree (advanced)
- Blossom Storm (advanced)
Shroud yourself in distracting and obscuring blossoms as you move
Mechanics
- Style: Blossom's Barrier (level 2)
- Type: Tactical
- Speed: Very Fast
- Range: Self
- Cost: -4 to your other abilities this round, easing by 2 each round
You wreathe yourself in distracting, obscuring blossoms as you move. On any round you have actually moved, every attack against you that round deals 35 percent less damage from all sources, and this reduction multiplies with any other reductions in play. Costs a -4 penalty to your other abilities that fades by 2 each round.
Out of combat
On adventure rolls for a task the arbiter judges a fitting display of grace or charm, your dice explode on 6, 7, and 8 (self). Type blossoms to summon a drifting flurry of blossoms in the room described in your own words; it lingers for about an hour.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke blossom_dance
Command: blossoms
The empire's bridges network: 5 named entries.
Choose a target ally
Mechanics
- Style: Earthen Guardian (level 3)
- Type: Tactical
- Speed: Very Fast
- Range: An adjacent ally (1 hex)
- Cost: -3 to your other abilities this round, easing by 3 each round
You pair with an adjacent ally to take their danger onto yourself, raising a stone shield that absorbs 5 damage (10 while you are anchored). From then on, each attack aimed at that ally has a 50 percent chance to be redirected to you, striking your shield first before any of it reaches your own health. The pairing lasts until you and the ally are no longer adjacent or until one of you falls. Costs a -3 penalty to your other abilities that fades by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
Consort of Qiānjīn
Governor of Eastern Tōngzhì Region
A high-valley waystation where the Jīnhé is fordable between the Wànshí walls and Dìnghú lies below
Spirit of the Ocean
A fishing and salt-panning settlement turned naval provisioning point on the Hánshā desert coast, sheltered by a rocky headland that breaks the eastern wind
C
Living veterans walk in their old armour; behind them, draped on horses, the helmets of the recent dead.
Strike your target for (main roll)/2 damage, which then bounces to the next closest character doing 3/4 of the damage
Mechanics
- Style: Stormbreaker (level 4)
- Type: Main
- Speed: Fast
- Range: A targeted enemy
- Cost: -4 to your other abilities this round, easing by 2 each round
Loose a bolt that strikes your target for half your main roll in wind damage, then arcs from one body to the next. Each hop reaches up to 3 hexes to the nearest unstruck character (friend or foe) and loses a quarter of its force per jump. It can make up to a third of your main roll in bounces before it dies out. The first target's hex also gains a pressure zone. It costs a -6 penalty to your other abilities that fades by 3 each round.
Out of combat
After casting in a fight, you can type lightning_fingers to make lightning arc between your fingers as a purely visual flourish, or type static_shock with a willing player to give them a small narrative static jolt.
How to use
Used in combat. Chosen automatically in this stance.
Command: lightning_fingers, static_shock
Heir of Qiānjīn
Qiānjīn's southernmost settlement, a fishing village on a long sandy beach near the Qīngmù Lǐng foothills
A bay settlement at the foot of the Xuěfēng sacred peaks, where the mountain rises directly from the coast, its summit lost in cloud more often than not
Western lake near the Sìshuǐ/Qiānjīn border, moon perfectly reflected on its surface
A crimson ridge of volcanic rock within sight of Yānshān, the Smouldering Mountain
Npc_sect_leader of The Scarlet Meridian
Spirit of Regret
Three days of floats, masked dancers, coin-rain from balconies, and a Carnival Monarch crowned by lottery.
The colonial trading power and the empire's foremost external antagonist.
Hit the target with a dagger coated in a toxin that exacerbates other toxins, increasing the duration of all toxins on the target by (main roll)/2 rounds.
Mechanics
- Style: Silken Viper (level 5)
- Type: Main
- Speed: Fast
- Range: One enemy (no fixed distance is enforced)
You throw a dagger coated in an amplifier toxin. It deals no damage; instead, every toxin already on the target has its remaining duration extended by your main roll/2 rounds (a roll of 0 or 1 extends by nothing). Casting it again later extends whatever toxins are present at that moment. Casting it has no penalty.
How to use
Used in combat. Chosen automatically in this stance.
If you start combat, your first round melee attacks do 150% damage.
Mechanics
- Style: Razor Petals (level 3)
- Type: Passive
- Range: Self
A passive that hides your fans until you strike. On the first round of a fight you start in Razor Petals, your opening melee blow lands at 1.5 times its normal damage. The bonus fires only on that first round and only if you were present from the start of the fight, not as a reinforcement.
Out of combat
Your attack and concealment rolls against an unsuspecting target gain +5. Typing nick performs a quick mock cut gesture toward someone, available once you share at least 3 emotes with that person in the session.
Adventure use
Their guard was not for a fan, and by the time it is, a fan is no longer what you hold.
- On attack or conceal or unsuspecting target tasks, you roll +5.
Arm it before the roll with invoke concealed_weapon.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke concealed_weapon
Command: nick
Create a shadowy area at the target ally or hex and all hexes one around it, providing concealment
Mechanics
- Style: Darkened Veil (level 4)
- Type: Tactical
- Speed: Fast
- Range: 6 hexes
- Cost: -6 to your other abilities this round, easing by 3 each round
You draw a pool of shadow over a chosen ally or hex within six hexes and the six hexes ringing it, cloaking everyone standing there in concealment for two rounds. Recasting it replaces your previous patch of concealing shadow rather than stacking. Costs a -6 penalty to your other abilities that fades by 3 each round. Can be used while stealthed.
Out of combat
On an adventure, this is a group ability: it grants every member of your party a +3 bonus on stealth tasks. You can also type dim_room out of combat to draw shadow over your surroundings, dimming the room for an hour.
Adventure use
Shadows thicken around your companions.
- On stealth tasks, you roll +3.
Arm it before the roll with invoke concealing_shadows.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke concealing_shadows
Command: dim_room
Target an enemy up to 3 hexes away
Mechanics
- Style: Snaring Storm (level 6)
- Type: Main
- Speed: Very Fast
- Range: 3 hexes
- Cost: -3 to your other abilities this round, easing by 3 each round
You hook an enemy up to three hexes away and deal your main roll in damage. If at the moment of resolution the target stands adjacent to one or more of their own allies, the rope tangles them together, halving the movement speed of the target and every such adjacent ally for one round. Costs a -3 penalty to your other abilities that fades by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
Consort of Jīnjiǎ. Currently held by Lánglì Zhancalius.
Consort of Qiānjīn. Currently held by Báiláng Jindoro.
Consort of Sìshuǐ. Currently held by Cǎiqiú Lanaris.
Consort of Táimí. Currently held by Húnshén Liradi.
Consort of Tōngzhì. Currently held by Qīnglì Shuveri.
A spirit which has been corrupted by some dark magic, taking the form of some large creature or chimera of two creatures.
Deal (main roll)/2 damage to every enemy who attacks you or an adjacent ally in melee this round.
Mechanics
- Style: Patient Edge (level 4)
- Type: Main
- Speed: Instant
- Range: Self
- Cost: -6 to your other abilities this round, easing by 3 each round
Ready a freezing reprisal. Through the round it tracks every distinct enemy who attacks you or a neighboring same-faction ally. At the end of the round, each of those attackers takes water damage equal to half your main roll. If no one attacked, the reprisal simply fizzles and you pay no cost. When it does fire, it costs a -6 penalty to your other abilities that eases by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
After an enemy attacks you in melee, sweep their leg to send them prone, then follow up with a kick which does (main roll) damage and sends them back 3 hexes.
Mechanics
- Style: Patient Edge (level 2)
- Type: Main
- Speed: Average
- Range: Melee
Ready this as a reactive counter. Once armed, the next time an enemy strikes you in melee you answer instantly: you deal bludgeoning damage equal to your main roll, knock the attacker three hexes back, and leave them prone for one round. The counter respects Mirror Stance like any of your main rolls: while you are in the stance its roll is halved, and after you have left the stance a queued stance bonus is spent on it. If no enemy triggers it that round, nothing happens and you pay no cost.
How to use
Used in combat. Chosen automatically in this stance.
The noble martial discipline of qi, herbs, and superhuman feats.
Some great act of dishonor or tragedy has manifested into an embodied curse, often taking the form of large, twisted animals or chimeras.
Wooden houses bolted to spray-lashed cliffs, connected by steep timber stairways above the surf
The most remote settlement in Jīnjiǎ, where ancient Hǎifēng Sōng pine forest meets the northeast sea
A jungle-fringed cove on Táimí's northern coast, so sheltered by green headlands that approaching boats sometimes miss it entirely
The island's highest single peak (2813m) in the southwest. Stark, barren rock with almost no vegetation
Consort of Sìshuǐ
Grassy highlands drop to the sea in sheer cliffs; on windy days the spray mingles with meadow flowers
D
Razor Petals ability: Dancer's Grace.
Mechanics
- Style: Razor Petals (level 1)
- Type: Tactical
- Speed: Instant
- Range: Self
- Cost: -4 to your other abilities this round, easing by 2 each round
You move with qi lightness for one round, gaining its nimble footwork without paying the usual loss of qi dice regeneration. Costs a -4 penalty to your other abilities that fades by 2 each round.
Out of combat
Sets the floor on your balance and footwork rolls to 4, so quick stutter-steps and tightrope work never come up worse than that. Typing silent_entrance arms a 15-minute flag that lets you slip into a room without broadcasting your arrival to onlookers who are not right at the entrance.
Adventure use
Your footwork finds the ground even when the ground shifts beneath you.
- On balance or footwork or quick roll tasks, every die counts as at least 4.
Arm it before the roll with invoke dancers_grace.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke dancers_grace
Command: silent_entrance
How dancing works: hire a taxi dancer in a ballroom, or join the dance at a society event.
There are two ways to actually dance in Romance of Five Kingdoms, and one combat ability that happens to share the word. Plain roleplay dancing with no mechanics behind it is done with emote.
Hiring a taxi dancer in a ballroom
The grand ballrooms of Zhūwān keep professional dancers on hand for the evening. While you are in a ballroom such as The Pearl Ballroom, The Crystal Ballroom, the Grand Hotel Ballroom, or the Starlight Dance Hall:
dancerslists the dancers working tonight, each with their tier and their fee for the hour in Silver Li.hire <name>takes a partner onto the floor. The fee is paid from your Silver Li wallet, the set lasts one hour, and the dancer takes your arm and follows you while it runs.dismissends the dance early. There is no refund for the remaining time.
Dancing at a society event
When a host has launched a society event in the room, the host can open a group dance and guests can step onto the floor together.
- The host starts it with
start activity dance(optionally naming a piece of music, for examplestart activity dance Morning Rain). - Guests join with
join dance. You are paired with another guest; if no partner is free yet you wait in the queue until one is. - The host can
pause danceandresume dance,shuffleto re-pair everyone with new partners, andstopdanceto close the floor. - You can step off at any time with
leave.
Who you are matched with is shaped by your social preferences: guests you have marked as liked are favoured as partners, and guests you have marked as avoided are skipped where possible. Guests who spend at least half of the dance on the floor earn a standing bonus to their social influence from the event.
Fan Dance is something else
The Fan Dance of the Razor Petals combat style is a fighting move, not social dancing. After you use Fan Dance in a fight you can type flourish to sweep your bladed fans through a brief shimmering display in the room. It has nothing to do with ballrooms or society events.
dancers and hire for taxi dancing, join for joining a society event and its dance, emote for freeform roleplay dancing, and ability fan dance for the Razor Petals combat move.
help dance
Ranged mystic style that confuses and distracts opponents.
A ranged mystic art of the Veiled Grace, Darkened Veil turns shadow against the mind. Enemies struck by its qi grow disoriented: blows go wide, certainty curdles. Its practitioners fade from view, snap back into missed positions, send shadow-replicas to deliver kicks from across a courtyard, and wreathe targets in darkness until illusory soldiers strike them down. The fight you win best is the one your opponent fought only with phantoms.
Combat bonuses
- Melee +3
- Ranged +7
- 1 HP threshold +9
- 2 to 3 HP threshold +5
Damage defense
- Resistance: bludgeoning, 3 less taken
- Vulnerability: slashing, 3 more taken
Unique Mechanic: Disorientation
Disorientation builds on enemies targeted by Darkened Veil attacks and can be exploited. Enemies gain one disorientation whenever they lose a HP to a Darkened Veil attack.
Mastery Bonus
For (mastery) rounds after switching out of this style, taking an HP from an enemy or applying any sort of debuff causes them to gain a point of disorientation.
Abilities
- Mastery Bleed. passive. A passive payoff for mastery in this style
- Disorientation. passive. The core mechanic of the style, working quietly behind your every attack
- Shadow's Veil. Instant tactical. You fade into the shadows
- Distraction. Fast main. You flood a target's senses with shadowy illusions
- Shadow Strike. Average main. You perform a powerful spin kick, and as it finishes a shadow replica of you launches from your body to deliver the kick to a target up to six hexes away, dealing shadow damage equal to your main roll times three halves
- Concealing Shadows. Fast tactical. You draw a pool of shadow over a chosen ally or hex within six hexes and the six hexes ringing it, cloaking everyone standing there in concealment for two rounds
- Shadow's Return. Very Slow tactical. You leave a shadow of yourself where you began the round, then act freely
- Shadow's Dance. Fast tactical. Your shadows rise into a host of illusory soldiers that fall upon every disoriented enemy at once, regardless of distance
- Shadow Field (advanced)
- Shadow Army (advanced)
- Invisibility (advanced)
Lower target's HP thresholds by 3 for the round.
Mechanics
- Style: Radiant Edge (level 2)
- Type: Tactical
- Speed: Very Fast
- Range: Within your weapon's reach (3 hexes)
- Cost: -3 to your other abilities this round, easing by 1 each round
You flash blinding glare across an enemy's eyes, shifting their damage thresholds 3 points easier to cross for one round, so the same raw damage carves deeper wounds. Re-casting refreshes the effect rather than stacking it. Costs a -3 penalty to your other abilities that eases by 1 each round.
Out of combat
Typing fireworks sets off a cascade of dazzling sparks, a brief ambient room effect lasting about 30 seconds. It is armed each time you cast Dazzle.
How to use
Used in combat. Chosen automatically in this stance.
Command: fireworks
Do (main roll)*3/2 metal damage to your target in melee.
Mechanics
- Style: Radiant Edge (level 3)
- Type: Main
- Speed: Average
- Range: Melee (1 hex)
- Cost: -6 to your other abilities this round, easing by 3 each round
You drive a dazzling melee strike into an adjacent foe for metal damage equal to half again your main roll (your main roll times three, divided by two, rounded down). Because it is both a melee attack and a main action, it feeds both of your paired counters at round end. Costs a -6 penalty to your other abilities that eases by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
Can you die? Losing a fight knocks you out, it does not kill you. What happens at 0 HP, how you wake, and why there is no permadeath in the alpha.
Short answer: no, you cannot be permanently killed. Losing a fight in Romance of Five Kingdoms knocks you unconscious; it does not end your character. There is no death penalty and no permadeath in the closed alpha. You always wake up and carry on.
What happens when your health runs out
Wounds in a fight cost you health (HP). Check yours any time with score. When your health drops to zero you are knocked out, not slain. You fall unconscious, drop to the ground, and take no further part in the fight. Surrendering before it comes to that leaves you conscious but helpless, which spares you the knockout while still ending your fight.
Waking up again
- You cannot wake while the fight is still going. The wake clock only starts once the fight is over.
- Left alone, you come round on your own about ten minutes after the fight ends, with nothing required of you.
- A companion can rouse you sooner with
wake, but only after the first minute has passed. Before that you are too dazed to be woken. Seehelp wake.
Coming round restores your awareness, not your wounds, so you will still want to mend the health you lost (see below).
Recovering your health
Your health comes back through a few reliable routes: log out and stay offline for six hours or more to wake healed, soak at the Mineral Springs Tea House in town, use delve recover inside a delve, or use activity heal on an adventure rest round. For the full details see help healing. If you would rather practise fighting without any bruises at all, spar scores touches instead of real damage, so no one loses any health.
Stepping away from a character
To stop playing for now, simply quit to log out; your character is waiting when you return. There is also a reroll command that wipes a character for good and sends you to make a new one, but it is locked unless your character is dead. Since the world does not kill you in the closed alpha, you will not reach that state through play, so reroll is effectively unavailable for a living character right now. See help reroll.
wake you once the first minute has passed. Mend your health with the routes in help healing. To stop playing, just quit to log out.
help death
Gain a (main roll)*2 damage shield from slashing and piercing damage, decaying by 50% each round.
Mechanics
- Style: Radiant Edge (level 1)
- Type: Main
- Speed: Instant
- Range: Self
- Cost: -6 to your other abilities this round, easing by 3 each round
You weave your twin sabers into a deflecting guard, raising a shield worth twice your main roll that soaks only slashing and piercing damage; any other damage type passes straight through unabsorbed. The shield halves in strength at each round end, fading quickly. Costs a -6 penalty to your other abilities that eases by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
The rare and suspect element of malign spiritual energy.
Destiny is the narrative resource you earn and spend during Auto-GM adventures to shape the story with the assert command.
Looking for the Omen you chose at character creation (The Wanderer, The Fox, and the like, shown on your score)? That is a separate thing — type help omens. This page is about the Destiny resource you earn and spend during adventures.
Destiny is a per-character resource that exists only inside an active Auto-GM (Jianghu) adventure. You earn it by playing your character with heart, and you spend it through the assert command to weave new facts into the unfolding story.
Earning Destiny
Destiny accrues when you act heroically, make sacrifices, or stay true to your character's higher purpose. Setbacks also feed it: if the adventure pushes back against you (a failed roll, losing health in combat) and you respond with a substantial, in-character emote, your next Destiny award is multiplied. Your balance is capped at 8 points.
Destiny Levels
Your current standing is described in qualitative tiers you may notice when you look:
- None (0)
- Flickering (1 to 2) — "A faint warmth stirs within you..."
- Steady (3 to 4) — "The spirits watch you with quiet approval..."
- Bright (5 to 6) — "Heaven's gaze rests gently upon you..."
- Radiant (7 to 8) — "You feel the full weight of heaven's mandate..."
Spending Destiny with assert
Each kind of assertion costs Destiny. If you cannot afford an assertion, it will not go through.
- environment — change the scene or surroundings (1)
- npc — introduce a new NPC (2, limited to one per scene)
- connection — assert a relationship between characters (2)
- complication (targeted) — add a complication aimed at another player (1, one per target per scene)
- complication (on yourself) — add a complication to your own character (free)
- gift — hand an advantage to another player (1)
- revelation — reveal a secret or hidden truth (3, once per adventure)
- converge — propose a story convergence others can join (2, once per adventure)
The GM may accept an assertion as written, suggest an adapted wording for tone, or reject it. Use assert accept or assert reject to respond to a suggested adaptation or to a complication someone aimed at you.
Destiny and Rewards
At the end of an adventure your Destiny play boosts your rewards, up to a 1.5x multiplier. The biggest bonus comes from generosity: Destiny you spent on others (gifts, connections, complications aimed at other players) counts most. Adding complications to your own character helps a little (with diminishing returns), and leftover unspent Destiny gives a small bonus. Hoarding Destiny is worth far less than spending it to enrich everyone's story.
help destiny
Hit the target with a dagger coated in a toxin that reduces their ranged damage by 50% for this round and (main roll)/3 rounds afterwards.
Mechanics
- Style: Silken Viper (level 4)
- Type: Main
- Speed: Average
- Range: One enemy (no fixed distance is enforced)
You throw a dagger coated in a disorienting toxin that cuts the target's outgoing ranged damage by 50 percent for 1 + main roll/3 rounds. It only weakens their ranged attacks, not their melee. Re-casting on an already-afflicted target adds to the remaining duration rather than refreshing or stacking. The venom is tagged as a toxin, so Compromise can later prolong it. Casting it has no penalty.
Out of combat
On an adventure, gives a +3 bonus to any roll to identify a substance.
Adventure use
Your fingers know the shape of every dose, every grain.
- On identify substance tasks, you roll +3.
Arm it before the roll with invoke disorientating_venom.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke disorientating_venom
Darkened Veil ability: Disorientation.
Mechanics
- Style: Darkened Veil (level 1)
- Type: Passive
- Range: Self
The core mechanic of the style, working quietly behind your every attack. Whenever an enemy loses at least 1 HP to one of your Darkened Veil strikes, they gain a point of disorientation. Disorientation stacks up to ten points on a target and lingers for three rounds, refreshing its duration each time a new point is added. The stacks do nothing on their own, but they are the fuel that Shadow Army chains through and that Shadow's Dance converts into crippling vulnerability.
How to use
Used in combat. Chosen automatically in this stance.
When attacking an enemy in melee who's attacking an adjacent ally to you, they do (radiant edge)*2 less damage.
Mechanics
- Style: Radiant Edge (level 5)
- Type: Passive
- Range: Self
A passive that runs the whole time you hold the Radiant Edge stance. When an enemy melee-attacks an ally standing next to you, your flashing blades distract the attacker and reduce their melee damage by twice your Radiant Edge counter. Multiple Radiant Edge fighters do not stack; only the single largest reduction applies.
Out of combat
On adventure skill rolls the style lends a +5 bonus on tasks that distract or impress an audience. Typing sword_juggle starts a brief sword-juggling flourish, an ambient room effect lasting about 30 seconds, always available while you hold the Radiant Edge stance with no cast needed to arm it.
Adventure use
Bright blades dance through the air, pulling every eye in the room.
- On distract or impress tasks, you roll +5.
Arm it before the roll with invoke distracting_blades.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke distracting_blades
Command: sword_juggle
Distract a target enemy with shadowy illusions, applying one disorientation and reducing all ranged damage they do by (main roll)*5 % and melee damage by (main roll)*2 % for three rounds.
Mechanics
- Style: Darkened Veil (level 2)
- Type: Main
- Speed: Fast
- Range: 6 hexes
You flood a target's senses with shadowy illusions. The target gains a point of disorientation, and for the next three rounds their own attacks land softer: their ranged damage is reduced by five percent per point of your main roll and their melee damage by two percent per point, each capped at a 95 percent reduction. Does no damage of its own and carries no activation penalty. Can be used while stealthed.
How to use
Used in combat. Chosen automatically in this stance.
A hiking festival: climb high, wear dogwood, drink chrysanthemum wine, visit aging parents.
Eastern river cutting through the mountains near Tōngzhì and Jīnjiǎ
Dragon-boat races, lotus-leaf rice parcels, and plague-aversion charms against the season's venomous five.
Spirit of Greed
Small, supernaturally still lake in the central mountains
The island's highest range in the east, with five dramatic peaks. Jagged summits rising near the coast
E
The element of endurance and the bones of the mountains.
Defensive melee style that manipulates earth to harden the body and protect allies with stone shields.
The sentinel art of the Ember Fist, Earthen Guardian teaches the body to become the mountain. Its Stone Anchor stance roots the practitioner in place, trading mobility for unbreakable thresholds. From that footing, guardians punish anyone who tries to flow past them: stone fists knock enemies back, spinning fragments wreathe them in a grinding shield, and the earth itself splits at their stamp. Around them, allies stand behind a wall that does not break.
Combat bonuses
- Melee +7
- Ranged +3
- 1 HP threshold +5
- 2 to 3 HP threshold +9
Damage defense
- Resistance: bludgeoning, 3 less taken
- Vulnerability: piercing, 3 more taken
Unique Mechanic: Stone Anchor Stance
Anchored stance roots the practitioner in place, trading mobility for damage resistance.
Mastery Bonus
For (mastery) rounds after exiting Earthen Guardian stance, can stay in Stone Anchor stance. If not in Stone Anchor stance for those rounds, gain +2 to the 2/3 HP thresholds and movement effects move the practitioner half as much as they typically would.
Abilities
- Stone Anchor. Very Fast tactical. You root yourself to the ground and enter the Stone Anchor stance, becoming immovable
- Stone Anchor Exit. Very Fast tactical. You release your roots and leave the Stone Anchor stance
- Guardian Strike. Fast main. A decisive melee strike against an adjacent enemy, dealing your main roll in your weapon's damage type
- Bulwark. Very Fast tactical. You pair with an adjacent ally to take their danger onto yourself, raising a stone shield that absorbs 5 damage (10 while you are anchored)
- Steadfast Authority. passive. A passive bearing with no direct combat effect
- Stone Fist. Slow main. Your fist packs with earth and slams an adjacent enemy for your main roll in earth damage, knocking it 4 hexes away
- Spinning Stones. Fast main. A whirl of stones orbits you for 2 rounds
- Earth Break (advanced)
- Grand Sentinel (advanced)
- Immortal Stone (advanced)
The nine elemental forces cultivators bend.
Ember Fist School — The school of overwhelming power, unbreakable stances, and the belief that the shortest distance between two points is through whatever stands in the way.
The school of overwhelming power, unbreakable stances, and the belief that the shortest distance between two points is through whatever stands in the way. Its styles teach practitioners to channel qi into devastating strikes and superhuman endurance, hardening the body like forged metal and striking with the force of a landslide. Styles include heavy striking arts, iron body techniques, and elemental channelling of fire, earth, and metal.
Styles taught by this school
- Earthen Guardian. Defensive melee style that manipulates earth to harden the body and protect allies with stone shields.
- Iron Claw. Aggressive melee style that manipulates metal and fire, turning skin to heated steel to strike.
- Shattered Star. Aggressive style focused on area damage and dazing opponents.
Emperor of Sìshuǐ. Currently held by Jīnyǔ Lanaris.
Eyes of Fire — Passive ability (level 5)
Mechanics
- Style: Iron Claw (level 5)
- Type: Passive
- Range: Self
An adventure-only boon of the style with no effect inside a fight: your gaze carries the furnace's menace, sharpening your ability to cow others and to peer through fire and smoke.
Out of combat
Grants +5 on adventure rolls to intimidate and +5 on rolls to see through fire or smoke. Typing eyes_of_fire turns your eyes into pools of living fire for ten minutes as a cosmetic effect; it can be reactivated at will.
Adventure use
Your eyes blaze with inner fire; the bandit captain flinches.
- On intimidate tasks, you roll +5.
- On see through fire or smoke tasks, you roll +5.
Arm it before the roll with invoke eyes_of_fire.
How to use
Arm before a roleplay roll: invoke eyes_of_fire
Command: eyes_of_fire
F
Do a mesmerising fan dance with those around you, dancing back and forth with them
Mechanics
- Style: Razor Petals (level 6)
- Type: Main
- Speed: Very Fast
- Range: Self
- Cost: -6 to your other abilities this round, easing by 3 each round
You weave a decoy dance so that the next attack aimed at you may instead be redirected onto an adjacent combatant. Your main roll at cast time sets the redirect chance (three times the roll, as a percent). When an attack comes in, each living combatant adjacent to you other than the attacker is tested in turn (the engine does not check whether they are friend or foe), and the first that succeeds takes the blow in your place. Costs a -6 penalty to your other abilities that fades by 3 each round.
Out of combat
Your distract and influence rolls while dancing gain +5. Typing fan_dance arms a brief ambient fan-dance flourish in the room for 30 seconds.
Adventure use
Your fans paint a bright lie across their eyes.
- On distract or influence or dancing tasks, you roll +5.
Arm it before the roll with invoke fan_dance.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke fan_dance
Command: fan_dance
Attack every enemy within 7 hexes who has a stack of shallow cuts, consuming the stacks
Mechanics
- Style: Razor Petals (level 4)
- Type: Main
- Speed: Average
- Range: 7 hexes
- Cost: -5 to your other abilities this round, easing by 5 each round
You loose a cascading arc of blades that seeks out every enemy within seven hexes who is carrying Shallow Cuts. For each, the ability consumes all of their cuts and strikes them once per cut consumed, the first hit dealing a third of your main roll in slashing damage and each following hit decaying to three quarters of the last (never below 1). A kill partway through one target's cascade does not stop the storm from reaching the rest. Costs a -5 penalty to your other abilities that fades by 5 each round.
How to use
Used in combat. Chosen automatically in this stance.
Pc_sect_leader_npc of The Inkstone Society
Overview of the empire-wide and kingdom-specific festivals of the Àolǎng Empire.
Kingdom-specific festivals of Jīnjiǎ.
Kingdom-specific festivals of Qiānjīn.
Kingdom-specific festivals of Sìshuǐ.
Kingdom-specific festivals of Táimí.
Kingdom-specific festivals of Tōngzhì.
The element of overwhelming heat and metalwork.
Take 25% less damage from ranged attacks as you twist and dance
Mechanics
- Style: Solar Song (level 2)
- Type: Tactical
- Speed: Instant
- Range: Self
- Cost: -4 to your other abilities this round, easing by 2 each round
You weave a flickering fire dance, and for one round you take 25 percent less damage from ranged attacks and 50 percent less from fire and from shadow. Costs a -4 penalty to your other abilities that fades by 2 each round.
Out of combat
After casting Fire Dance in a fight you can type fire_dance_room to make the flames in the room twist and sway for an hour. In adventures, grants +5 to rolls that impress or distract with a fire dance, or that let you pass as a civilian entertainer.
Adventure use
Your dance threads fire through the air; every eye follows.
- On impress or distract or civilian entertainer tasks, you roll +5.
Arm it before the roll with invoke fire_dance.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke fire_dance
Command: fire_dance_room
Target and all other characters adjacent to them take (main roll)/2 fire damage; characters one hex ring further out take (main roll)/4 fire damage.
Mechanics
- Style: Solar Song (level 5)
- Type: Main
- Speed: Fast
- Range: A target hex; the blast covers that hex out to two hexes around it
- Cost: -6 to your other abilities this round, easing by 3 each round
You hurl a fireball that bursts on the target hex. The target hex and the six hexes immediately around it take half your main roll in fire damage, and the next ring out takes a quarter of your main roll, each boosted by your Solar Dance stacks. The burst is a true area effect, so allies caught in it are hit too. Costs a -6 penalty to your other abilities that fades by 3 each round.
Out of combat
In adventures, when you spend qi on a roll for large-scale destruction, the explosion's qi-die range expands to 6, 7, or 8 instead of just 6.
Adventure use
The blast goes wide, a sun in miniature; nothing is left standing.
- On large destruction or demolish tasks, your qi die explodes on 6, 7, and 8.
Arm it before the roll with invoke fireball.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke fireball
Deal (main roll)/2 bludgeoning damage to all adjacent enemies.
Mechanics
- Style: Iron Claw (level 1)
- Type: Main
- Speed: Slow
- Range: Melee (1 hex)
- Cost: -4 to your other abilities this round, easing by 2 each round
You sweep a kick through the enemies standing adjacent to you, dealing half your main roll in bludgeoning damage to each of them. Only enemies are struck, so allies beside you are spared. Activating it costs a -4 penalty to your other abilities that fades by 2 each round.
How to use
Used in combat. Chosen automatically in this stance.
The narrative tones and dramatic flavours Romance of Five Kingdoms is built to play in.
Theatre barges float down the rivers performing the year's most pointed political satires.
For the rest of the round, anyone who attacks the target ally in melee combat takes (main roll)/2 damage from slicing blossoms that swirl around them
Mechanics
- Style: Blossom's Barrier (level 4)
- Type: Main
- Speed: Fast
- Range: An ally in reach
You ward a friendly target with retaliating blossoms, granting them one point of verdant aura. For the rest of this round, anyone who strikes that ally in melee takes damage equal to half your main roll from slicing petals; ranged attackers provoke no rebuke. Recasting on an ally refreshes the ward rather than stacking it.
Out of combat
Type bloom to create a small flower with sharp petals in your inventory, described however you like; it is purely decorative.
How to use
Used in combat. Chosen automatically in this stance.
Command: bloom
Launch the meteor hammer forward, knocking an enemy prone and sending them back 3 + momentum hexes and doing (main roll) damage
Mechanics
- Style: Shattered Star (level 6)
- Type: Main
- Speed: Average
- Range: 4 hexes (meteor hammer reach)
- Cost: -4 to your other abilities this round, easing by 2 each round
You launch forward and crash the hammer down. The more ground you close on the target this round, the harder it lands: damage is your main roll plus 2 for every hex of distance you closed (closing counts only if you did not net-move away from where the target started). The target is knocked prone and hurled back 3 hexes, plus 1 more hex for each point of your Momentum bonus. Costs a -4 penalty to your other abilities that fades by 2 each round.
Out of combat
When the pushback from this ability throws someone, typing heavy_landing plays an ambient room emote of the ground cracking where they land.
How to use
Used in combat. Chosen automatically in this stance.
Command: heavy_landing
Why characters of any face, name, and heritage belong in the Five Kingdoms.
Verdant energy flares to life in the aura of allies
Mechanics
- Style: Blossom's Barrier (level 6)
- Type: Main
- Speed: Fast
- Range: Self
- Cost: -8 to your other abilities this round, easing by 4 each round
Verdant energy flares in every aura across your side. Each ally carrying verdant aura (including you) gains a shield worth half your main roll multiplied by their verdant aura points, then has all of their verdant aura consumed. The shields decay by 30 percent each round. Costs a -8 penalty to your other abilities that fades by 4 each round.
How to use
Used in combat. Chosen automatically in this stance.
Parades, banners, and a state dinner commemorating the joining of the Five Kingdoms; deliberately paired with Double Ninth.
Spirits of mischief and chaos, with schemes varying from the educational to the cruel, come in three power varients, three-tailed, six-tailed, nine-tailed.
Dense tropical jungle along the humid western coast, straddling Qiānjīn and Sìshuǐ. Source of medicinal herbs, spices, and dye plants.
Governor of Northeastern Qiānjīn Region
A hilltop herding community with a military signal station, between the Qífēng peaks and the volcanic slopes of Yānshān
G
Fourteen days the dead walk: river lanterns, joss-paper offerings, and a long list of taboos.
The Emperor rules over all.
Governor of Eastern Jīnjiǎ Region. Currently held by Wǔyào Feng-Zhancalius.
Governor of Eastern Sìshuǐ Region. Currently held by Jīnyǔ Míng-Lanaris.
Governor of Eastern Táimí Region. Currently held by Xīnchái Tiānláng-Liradi.
Governor of Eastern Tōngzhì Region. Currently held by Báiláng Wen-Shuveri.
Governor of Northeastern Qiānjīn Region. Currently held by Fānghǔ Wáng-Jindoro.
Governor of Northeastern Táimí Region. Currently held by Qīnghǔ Yún-Liradi.
Governor of Northern Jīnjiǎ Region. Currently held by Huǒ Yìxióng-Zhancalius.
Governor of Northern Tōngzhì Region. Currently held by Zhìwén Xīngláng-Shuveri.
Governor of Northwestern Qiānjīn Region. Currently held by Měnghǔ Lǐ-Jindoro.
Governor of Northwestern Sìshuǐ Region. Currently held by Yǐnghuáng Dúhuī-Lanaris.
Governor of Southeastern Qiānjīn Region. Currently held by Hǔdǐng Yún-Jindoro.
Governor of Southwestern Jīnjiǎ Region. Currently held by Hǔzhèn Dugu-Zhancalius.
Governor of Western Sìshuǐ Region. Currently held by Jīnhǔ Wáng-Lanaris.
Governor of Western Táimí Region. Currently held by Hǔfǎn Dúgū-Liradi.
Governor of Western Tōngzhì Region. Currently held by Wèifèng Zhāng-Shuveri.
Governor of Zhūwān. Currently held by Xiūhuī Hǎi-Lanaris.
Strike your opponent in melee, doing (main roll) damage of your weapon type
Mechanics
- Style: Earthen Guardian (level 2)
- Type: Main
- Speed: Fast
- Range: Melee (1 hex)
- Cost: -3 to your other abilities this round, easing by 3 each round
A decisive melee strike against an adjacent enemy, dealing your main roll in your weapon's damage type. If that enemy was slipping past you this round (it started adjacent and ended the round no longer adjacent), it is knocked prone and shoved 4 hexes away. While you are anchored, that shove instead reaches 6 hexes and the strike lands 4 extra damage. Costs a -3 penalty to your other abilities that fades by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
Chosen ally and two other allies closest to them gain a (main roll)/2 point shield and a point of verdant aura
Mechanics
- Style: Blossom's Barrier (level 5)
- Type: Main
- Speed: Fast
- Range: An ally in reach (the chosen ally; the two nearest allies are picked automatically)
You shield a chosen ally plus the two allies nearest them, each gaining a protective bloom worth half your main roll in shield points and one point of verdant aura. If any of these shielded allies later loses HP, the shield spreads to one adjacent unshielded ally, who receives a shield of the same original value and one verdant aura; that spread shield does not spread again. The shields fade by 2 points each round.
Out of combat
On adventure rolls where you are assisting an ally, your blossoms gild the assist so the assisted ally rerolls 2s (target).
Adventure use
The blossoms gild your assist with golden pollen.
- On a fitting task, you reroll any die showing 2.
Arm it before the roll with invoke guardian_bloom.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke guardian_bloom
Pc_sect_leader_npc of The Ninth Pouch
Pc_sect_leader_npc of Spirit Walkers
A forest settlement on a raised terrace left by an ancient river course, between Yāntán and the Hánfēng Lǐng highlands
Spirit of the Southern Mountains (Wànshí Range)
Patron Spirit of Táimí
H
Npc_sect_leader of The Ascending Path
Convert the pressure zone nearest the target to a localized hail storm
Mechanics
- Style: Stormbreaker (level 6)
- Type: Main
- Speed: Average
- Range: A hex you target
- Cost: -6 to your other abilities this round, easing by 2 each round
Wring the nearest pressure zone out of the sky into a rolling hail storm. It consumes the pressure at the charged hex closest to the hex you target and blankets that area (the center hex plus three rings around it) with hail that batters everyone standing in it for water damage at the end of each round for four rounds. The harder the pressure consumed and the higher your main roll, the heavier each round's hail. If there is no pressure anywhere on the field, the cast does nothing.
Out of combat
After casting in a fight, you can type change_weather with a weather type to override an outdoor room's weather for one in-game hour (it refuses indoor rooms).
How to use
Used in combat. Chosen automatically in this stance.
Command: change_weather
Heir of Jīnjiǎ. Currently held by Xióngwǔ Zhancalius.
Heir of Qiānjīn. Currently held by Cháiláng Jindoro.
Heir of Sìshuǐ. Currently held by Yàojīn Lanaris.
Heir of Táimí. Currently held by Xiānhuǒ Liradi.
Heir of Tōngzhì. Currently held by Mínghǔ Shuveri.
How wei, xia, me, and di compose into honorific titles in the Aolang Empire.
Wide northern river through farmland and forest
Governor of Northern Jīnjiǎ Region
Spirit of the Volcano (Yānshān)
A thousand meters up on the Qífēng plateau, near the Sìshuǐ capital Fēiyín Dū, iron ore and building stone mined since before anyone can remember who started
Windswept range north of Lake Yāntán, harsh and isolated
Wind-scoured rocky desert in eastern Jīnjiǎ, in the rain shadow of the Wànshí range. Crossed by a single river.
Consort of Táimí
Spirit of Zhūwān
Windswept coastal pines on the eastern peninsula cliffsides
Governor of Southeastern Qiānjīn Region
Governor of Western Táimí Region
Monarch of Tōngzhì
Governor of Southwestern Jīnjiǎ Region
I
Npc_sect_leader of The Lamplighters
Give an ally a (main roll) damage shield that decays by 1/4 each round
Mechanics
- Style: Patient Edge (level 3)
- Type: Main
- Speed: Fast
- Range: An ally in reach
- Cost: -2 to your other abilities this round, easing by 2 each round
Wrap an ally in a shield of ice equal to your main roll, plus 4 more if you are guarding them or standing back to back with them. The shield soaks damage of any type and melts away by 25 percent of its remaining strength each round. A stored Mirror Stance bonus, if you have one queued, is spent to boost the main roll. Costs a -2 penalty to your other abilities that eases by 2 each round.
Out of combat
Type sculpt to leave a delicate, glittering ice sculpture standing in the room for a few hours.
Adventure use
A shell of blue ice rises around you before the blow lands.
- On ice tasks, you roll +4.
Arm it before the roll with invoke ice_armor.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke ice_armor
Command: sculpt
Create a zone three hexes to a side under your feet of icy terrain
Mechanics
- Style: Patient Edge (level 6)
- Type: Tactical
- Speed: Fast
- Range: Self
- Cost: -6 to your other abilities this round, easing by 3 each round
Sheet the ground around you in ice, a 19-hex field centered on where you stand. Any mover with three or more hexes of movement that round who steps onto the ice loses their footing and slides clear across to the far edge, ending their movement there. The field shrinks each round, from radius two to one to gone over three rounds. Costs a -6 penalty to your other abilities that eases by 3 each round.
Out of combat
Type freeze to lay down a smooth patch of ice in the room that invites skating, lasting a few hours.
Adventure use
The floor becomes treacherous; only you know how to stand.
- On slippery surface tasks, you roll +3.
- On tricky surface tasks, you roll +3.
Arm it before the roll with invoke ice_zone.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke ice_zone
Command: freeze
Target catches fire
Mechanics
- Style: Solar Song (level 4)
- Type: Main
- Speed: Very Fast
- Range: A target (no fixed distance enforced)
- Cost: -3 to your other abilities this round, easing by 3 each round
You set a target ablaze, applying a burn that lasts for half your main roll in rounds and deals fire damage each round; recasting refreshes the burn to the longer of the two durations rather than stacking. Requires at least 4 Solar Dance stacks to cast, and is rejected if you hold fewer. Costs a -3 penalty to your other abilities that fades by 3 each round.
Out of combat
After casting Ignite in a fight you can type ignite_decoration to create small fire decorations in the room. In adventures, grants +5 to any roll that can be helped by starting a fire.
Adventure use
A small flame answers your gesture and finds the fuel.
- On start fire or ignite tasks, you roll +5.
Arm it before the roll with invoke ignite.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke ignite
Command: ignite_decoration
State pageantry, foreign tribute, and amnesty on the reigning emperor's birthday weekend.
The year's prestige examinations; the palace tier sits in the capital.
Local schools and trade guilds sit their spring examinations; the Golden List goes up Saturday.
Local schools and trade guilds sit their summer examinations; the Golden List goes up Saturday.
Aggressive melee style that manipulates metal and fire, turning skin to heated steel to strike.
The fire-and-metal striking art of the Ember Fist, Iron Claw forges its practitioner into a living weapon. An Internal Furnace kindles with every blow given or taken; as heat climbs, skin hardens to searing steel, blood turns to burning oil, and punches land with the weight of a cast ingot. Molten comets, erupting lines of flame, and phoenix-stance detonations carry the fight forward. The longer the exchange, the hotter the Iron Claw burns.
Combat bonuses
- Melee +9
- Ranged +5
- 1 HP threshold +3
- 2 to 3 HP threshold +7
Damage defense
- Resistance: slashing, 3 less taken
- Vulnerability: bludgeoning, 3 more taken
Unique Mechanic: Internal Furnace
Every time you take an HP of damage or deal an HP of damage, your internal furnace grows in heat by 1. Each new level adds +2 to your melee attack rolls, stacking to a max of +8. If you don't take or do any damage in a round, you lose all furnace heat.
Mastery Bonus
Internal Furnace continues to stack and provide benefits for (mastery) rounds after switching out of this style.
Abilities
- Firestorm Kick. Slow main. You sweep a kick through the enemies standing adjacent to you, dealing half your main roll in bludgeoning damage to each of them
- Through the Flame. Fast tactical. You steel yourself against flame so that all incoming fire damage is halved for this round and the next
- Steel Skin. Very Fast tactical. You harden your skin into a 10-point shield that absorbs only piercing damage, decaying by 5 each round until it is gone (about two rounds)
- Blood of Fire. Fast tactical. For one round you turn your own injury against your attackers: when a melee slashing or piercing blow lands on you, the striker takes fire damage scaled by your furnace heat, twice your heat for a slashing weapon and once your heat for a piercing weapon
- Eyes of Fire. passive. An adventure-only boon of the style with no effect inside a fight: your gaze carries the furnace's menace, sharpening your ability to cow others and to peer through fire and smoke.
- Searing Fist. Average main. You drive a heat-charged punch into an adjacent foe for metal damage multiplied by your banked furnace heat: once at heat 0 to 1, double at heat 2 to 3, triple at heat 4 to 5, quadruple at heat 6 to 7, and five times at heat 8
- Molten Comet (advanced)
- Eruption (advanced)
- Phoenix Stance (advanced)
J
Coastal marshland in western Qiānjīn near Zhūwān. Fog-thick reed beds, rich in wild rice, waterfowl, and medicinal plants.
On the eastern shore of Dìnghú, the Settled Lake, where the water is so supernaturally calm that fish can be spotted from the surface
Small tributary near Lake Dìnghú in the central mountains
Monarch of Táimí
Ambassador of Zhuwan
The great continental river, flowing SW to NE across the heartland
Monarch of Qiānjīn
Governor of Western Sìshuǐ Region
Power is the only real currency, and it flows from discipline and talent. The people of this kingdom believe in strength through adversity and in the constant drive to improve oneself and test one's abilities.
Patron Spirit of Qiānjīn
Emperor of Sìshuǐ
Governor of Eastern Sìshuǐ Region
L
Pc_sect_leader_npc of The Twice-Sworn
Monarch of Jīnjiǎ
Pc_sect_leader_npc of The River Wardens
Spirit of the Great River (Jīnhé)
The Spring Dragon wakes; rain returns; the year's great new-looks festival opens.
A week of deprivation; the last three days every household fire goes out and only cold food is eaten.
The family New Year: ancestral meals, sealed homes, a week of household-only time.
Consort of Jīnjiǎ
Spirit of the Great Forest (Qiāncuì)
Western river winding through the hills between Táimí and Sìshuǐ
Gazetted for the weekend after the year's first thunderstorm: incense, rain bowls, and family auguries.
Households visit elderly relatives, ask one piece of advice, and bring food the elders can no longer make themselves.
A fortified settlement at two thousand meters on the Qífēng heights, commanding sightlines over three kingdoms' territory, near Fēiyín Dū and the Hánfēng Lǐng range
M
The empire's major roads network: 15 named entries.
A week-long permission to wear masks in public; the masked are held to be strangers, even when everyone recognizes the voice.
Darkened Veil ability: Mastery Bleed.
Mechanics
- Style: Darkened Veil (level 1)
- Type: Passive
- Range: Self
A passive payoff for mastery in this style. When you switch out of the Darkened Veil stance, your shadow lingers for a number of rounds equal to your level in the style. While it lingers, any enemy who loses at least 1 HP to a strike of yours gains a point of disorientation, and any enemy you afflict with a debuff likewise gains a point of disorientation. This lets you keep stacking disorientation on your foes even after you have moved on to another stance.
How to use
Used in combat. Chosen automatically in this stance.
The element of edge, weight, and forged authority.
A quiet rooftop evening: mooncakes, osmanthus wine, secrets shared by moonlight.
Switch into or out of Mirror Stance.
Mechanics
- Style: Patient Edge (level 1)
- Type: Tactical
- Speed: Instant
- Range: Self
Mirror Stance is a tactical action you toggle on or off. While you hold it you fight to absorb rather than to strike: all of your outgoing main rolls are halved, but each round you bank half (rounded down) of the strongest incoming main roll an enemy used against you, building a queue of stored bonuses. You also quietly note which damage type hurt you most each round. When you leave the stance, those banked bonuses pay out one per round onto your future main rolls, most recent first, and the recorded damage types feed the Elemental Mirror passive.
Adventure use
Still water reads the storm before it breaks.
- On methodical or insight tasks, you roll +3.
Arm it before the roll with invoke mirror_stance.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke mirror_stance
Mirrored Tempest School — The school of the tactician and the chess player, where every exchange is a problem to be solved.
The school of the tactician and the chess player, where every exchange is a problem to be solved. Its practitioners read the geometry of a fight, the spacing, the timing, the patterns in an opponent's habits, then exploit them with effortless redirection, turning their opponents' strengths into weaknesses. Styles focus on grappling and throws, counterattacks, and water and wind manipulation.
Styles taught by this school
- Patient Edge. Defensive style using ice and metal, focused on counterattacks against those who strike the practitioner or allies.
- Snaring Storm. Ranged melee style that whittles opponents down with light wind attacks, then entangles them with the rope when they try to close, or redirects with throws.
- Stormbreaker. Channeling style that uses ice, wind, and shadow to confuse enemies and deal area damage.
Monarch of Jīnjiǎ. Currently held by Liefeng Zhancalius.
Monarch of Qiānjīn. Currently held by Jīnhǔ Jindoro.
Monarch of Táimí. Currently held by Jīnghún Liradi.
Monarch of Tōngzhì. Currently held by Hǔshì Shuveri.
The longest day's vigil: villagers walk the Moss Way in silence by candlelight from sunset to sunrise.
The Sìshuǐ tea-mountains hold their first picking; the imperial tribute is cut and the second flush sells to visitors.
Dense forest near Lake Chéngyuè, shadowed and mysterious
Heir of Tōngzhì
Where a broad river emerges from the forested hills near Yāntán into open country, water-powered mills grind grain and press paper pulp
Spirit of Disempathy and Othering
Pc_sect_leader_npc of The Silken Gloves
Patron Spirit of Sìshuǐ
Ambassador of Zhuwan
Governor of Northwestern Qiānjīn Region
N
Adventure skill
Mechanics
- Style: Blossom's Barrier (level 3)
- Type: Passive
- Range: Self
A passive blessing of the wild. You and your allies cling to natural surfaces like spiders, so this ability is felt out of combat rather than during a fight.
Out of combat
On adventure rolls, whenever you or your group climb or cross anything made of wood or other natural materials, you may reroll 1s (group). You and your group also gain +3 when dealing with natural-terrain hazards such as thorns (group).
How to use
Arm before a roleplay roll: invoke natures_grasp
Target ally gains +1 point of verdant aura
Mechanics
- Style: Blossom's Barrier (level 1)
- Type: Tactical
- Speed: Slow
- Range: An ally in reach
You touch a friendly target with restorative qi, granting them one point of verdant aura. Any damage-over-time effects already afflicting that ally have their remaining duration shortened by one round, and any that drop to zero rounds end at once.
Out of combat
Type soothe to ease an ally's aches with a gentle, personalized touch, an emote shared with them and the room that changes nothing mechanically. Type qi_gift to prime a transfer of one of your qi regeneration ticks to that ally, which is delivered the next time you assist them.
How to use
Used in combat. Chosen automatically in this stance.
Command: soothe, qi_gift
The civic year flips with public feasting, fireworks, and the first lanterns of the season.
O
12 omens of fate and destiny.
All enemies who enter a hex next to you take 5 damage.
Mechanics
- Style: Shattered Star (level 2)
- Type: Tactical
- Speed: Fast
- Range: Self
- Cost: -4 to your other abilities this round, easing by 2 each round
A tactical action that whirls the meteor hammer into a wide orbit around you for the rest of the round. Any enemy who moves into a hex adjacent to you takes 5 bludgeoning damage from the spinning head, once per enemy per round. Forced movement that shoves an enemy into reach triggers it too. Costs a -4 penalty to your other abilities that fades by 2 each round, and the orbit must be re-declared each round to keep spinning.
Out of combat
Typing orbit_show puts on a spinning hammer display; for the next 5 minutes your next non-combat roll to impress onlookers gains a +3 performance bonus. On adventure rolls this ability also grants +5 when you are trying to prevent someone from approaching or to keep them at bay.
Adventure use
You spin your meteor hammer in a slow orbit, nothing enters easily.
- On prevent approach or keep away tasks, you roll +5.
Arm it before the roll with invoke orbiting_spiral.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke orbiting_spiral
Command: orbit_show
P
Defensive style using ice and metal, focused on counterattacks against those who strike the practitioner or allies.
The swordsman's art of the Mirrored Tempest, Patient Edge wins fights by absorbing them. In Mirror Stance the practitioner halves their offense to store an enemy's blows; when the stance ends, every stored bonus returns as a reflected strike. Ice armor coats allies, frozen zones slide charging enemies off their lines, and counters ride every melee swing back to its source. The chess player who waits longest moves last, and hits hardest.
Combat bonuses
- Melee +5
- Ranged +3
- 1 HP threshold +7
- 2 to 3 HP threshold +9
Damage defense
- Resistance: piercing, 3 less taken
- Vulnerability: bludgeoning, 3 more taken
Unique Mechanic: Mirror Stance
When in Mirror Stance all main action rolls are halved, but half of other people's main action rolls against you are stored (or, if NPC, half their damage), storing the max each round if multiple. When switching out of the stance, all your main action rolls get those added as bonuses in inverse order. So if you stored 4 in round 1 and 6 in round 2, then switch out of Mirror Stance, you'd get a 6 point bonus in round 3 and a 4 point bonus in round 4.
Mastery Bonus
For (mastery) rounds after switching out of this style, continue to benefit from the bonuses acquired during Mirror Stance.
Abilities
- Mirror Stance. Instant tactical. Mirror Stance is a tactical action you toggle on or off
- Counter Kick. Average main. Ready this as a reactive counter
- Ice Armor. Fast main. Wrap an ally in a shield of ice equal to your main roll, plus 4 more if you are guarding them or standing back to back with them
- Counter Blizzard. Instant main. Ready a freezing reprisal
- Reflective Strike. Instant main. Ready a mirrored riposte
- Ice Zone. Fast tactical. Sheet the ground around you in ice, a 19-hex field centered on where you stand
- Swirling Blizzard (advanced)
- Perfect Lunge (advanced)
- Elemental Mirror (advanced)
The element of slow ruin and the careful hand.
How to poison an enemy: the venom abilities of the Silken Viper combat style.
Poison in Romance of Five Kingdoms is a combat tool, not a vial you buy and smear on a blade. The only way to poison someone is to learn and fight in the Silken Viper style, taught by the Veiled Grace school. Every Silken Viper venom is thrown as part of a strike in combat; there is no separate step where you coat a weapon, and no coat, envenom, or apply poison command.
How to poison someone
- Learn the Silken Viper style (a Veiled Grace style). Its venoms unlock as your style level rises.
- Out of combat, make Silken Viper your active style with
stance silken_viper. You cannot change stance mid-fight. - In a fight, choose a venom ability from the combat menu on your turn. The venom is delivered by that attack — you do not poison a weapon ahead of time.
The venoms
- Wilting Venom (style level 1). Poison damage over time: 5 poison damage at the end of each round for 1 + a third of your main roll, in rounds. Re-applying extends the duration rather than stacking.
- Slowing Venom (level 2). Halves the target's movement speed for a few rounds.
- Disorientating Venom (level 4). The target deals 50% less ranged damage for a few rounds.
- Compromise (level 5). Throws an amplifier toxin that extends every venom already on the target. It deals no damage of its own; the point is to prolong what is already in the blood.
- Weakening Venom (level 6). The target deals 50% less melee damage for a few rounds.
- Toxic Mastery (level 9, passive). While Silken Viper is your active style, you take 25% less poison damage.
Because the debuff venoms (slowing, disorientating, weakening) all linger, Silken Viper rewards layering several on one target and then using Compromise to keep them all running.
style silken viper for the full style, ability wilting venom (and the other venoms) for exact numbers, school veiled grace for how to learn it, and stance for switching your active style. For the in-fiction lore of poison as a cultivation element, see element poison.
help poison
The empire's ports & docks network: 4 named entries.
Stormbreaker ability: Pressure Zones.
Mechanics
- Style: Stormbreaker (level 1)
- Type: Passive
- Range: Self
Passive. The first ranged hit you land on a given enemy each round seeds the air with a pressure zone, a broad charged footprint centered on their hex (+3 there and on the six hexes around it) and spreading +1 across the next two rings out. Pressure keeps building each round you keep landing ranged hits on the same target and lasts the whole fight, stockpiling the charge that Call Lightning, Thunderclap, and Hail Storm later cash in. It only fires when you carry a ranged weapon.
How to use
Used in combat. Chosen automatically in this stance.
Create an area of concealment on your hex and all surrounding hexes that lasts (main roll)/3 rounds
Mechanics
- Style: Stormbreaker (level 3)
- Type: Tactical
- Speed: Very Fast
- Range: Self
- Cost: -4 to your other abilities this round, easing by 2 each round
Summon a thick mist over your hex and the six around it, granting concealment to whoever stands in it. The mist lasts a number of rounds equal to a third of your main roll and follows you, re-anchoring on your new position whenever you move and at the start of each round. Casting it also seeds a pressure zone on your hex. The mist makes no combat noise, so you can raise it while hidden.
Out of combat
When the mist is contextually available, the party rerolls 1s on stealth and avoid-ranged rolls in adventures. After casting in a fight, you can type summon_fog with an area to roll out a fog effect over an outdoor area for one in-game hour.
Adventure use
The mist parts only for those you keep, fumbles fade in the haze.
- On stealth or avoid ranged tasks, you reroll any die showing 1.
Arm it before the roll with invoke protecting_mist.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke protecting_mist
Command: summon_fog
Q
The inner vital force a cultivator refines through breath, forms, and pills.
The great central-northern forest, heart of the continent
Wealth is freedom. Success depends less on what you know than on whom you know, and adaptability is the key to opportunity. The Merchant Princes champion individual liberty and the virtue of living one's most pleasurable life by whatever means one sees fit, and the importance of amassing the fortune to sustain it.
Npc_sect_leader of The Gilded Abacus
Uncanny, twisted peak in the central mountains
Pc_sect_leader_npc of The Unbleeding Seal
A herders' gathering point turned border market where Sìshuǐ grassland meets the Qiāncuì forest and Tōngzhì territory beyond
Governor of Northeastern Táimí Region
Consort of Tōngzhì
Lower, forested mountain range in the southwest near Qiānjīn. Mixed forest on its slopes with grassy hills between peaks
A mountain valley below Qīngmù Lǐng, whose snowmelt feeds a lake so clear you can count stones on the bottom at three fathoms
The year's great romance night, when the magpies bridge the celestial river so two star-spirits can meet.
R
Radiant Chorus School — Where other schools channel qi through the body, this school projects it outward, turning kicks and strikes into elemental projectiles, forming shields, or infusing allies with qi to empower or heal them.
Where other schools channel qi through the body, this school projects it outward, turning kicks and strikes into elemental projectiles, forming shields, or infusing allies with qi to empower or heal them. Styles include healing and restorative arts prized by every kingdom, defensive techniques that generate barriers and wards from elemental qi, and offensive channelling that rivals the destructive power of gunpowder munitions.
Styles taught by this school
- Blossoms Barrier. Supportive style channeling wood, earth, and water to protect and strengthen allies while snaring enemies.
- Radiant Edge. Melee style that empowers attacks with elemental force.
- Solar Song. Offensive channeling style with high single-target and area damage.
Melee style that empowers attacks with elemental force.
The twin-saber art of the Radiant Chorus, Radiant Edge pairs melee and qi projection into a self-reinforcing loop. Each melee strike sharpens the next ability; each ability sharpens the next swing; push either side too far and the bonuses backfire. Blades deflect piercings in flurries, flare into fire arcs, and finish with a shield-ignoring slice when the eyes gleam brightest. A swordsman's discipline, at the tempo of a fireworks show.
Combat bonuses
- Melee +9
- Ranged +3
- 1 HP threshold +5
- 2 to 3 HP threshold +7
Damage defense
- Resistance: slashing, 3 less taken
- Vulnerability: bludgeoning, 3 more taken
Unique Mechanic: Radiant Edge
Every round you use a melee attack, you gain a point of Gleaming Eyes, giving your main action abilities +2. Every time you use a main action ability, you gain a point of Radiant Edge, giving your melee attacks +2. If either bonus reaches +6 it backfires, losing all bonuses and inflicting (bonus size) damage to you.
Mastery Bonus
For (mastery) rounds after switching out of this style, continue to stack/benefit from Gleaming Eyes and Radiant Edge.
Abilities
- Deflecting Flurry. Instant main. You weave your twin sabers into a deflecting guard, raising a shield worth twice your main roll that soaks only slashing and piercing damage; any other damage type passes straight through unabsorbed
- Dazzle. Very Fast tactical. You flash blinding glare across an enemy's eyes, shifting their damage thresholds 3 points easier to cross for one round, so the same raw damage carves deeper wounds
- Dazzling Flurry. Average main. You drive a dazzling melee strike into an adjacent foe for metal damage equal to half again your main roll (your main roll times three, divided by two, rounded down)
- Twirling Flurry. Slow main. You spin both blades in a wide arc, striking your primary target for slashing damage equal to half your main roll (rounded down), plus the same amount to up to two other enemies standing adjacent to YOU
- Distracting Blades. passive. A passive that runs the whole time you hold the Radiant Edge stance
- Blazing Slash. Fast main. You loose a blazing cut that sears your adjacent target for fire damage equal to half your main roll (rounded down), then sweep a two-wide by three-long swath of flame across the hexes behind them, away from you, burning every enemy caught there for the same amount
- Blinding Eyes (advanced)
- Radiant Bullet (advanced)
- Perfect Slice (advanced)
The empire's railways network: 33 named entries.
Create an additional pressure zone at the hex of your target.
Mechanics
- Style: Stormbreaker (level 1)
- Type: Tactical
- Speed: Very Fast
- Range: A hex you target
- Cost: -3 to your other abilities this round, easing by 3 each round
A tactical action that channels atmospheric pressure into a hex you target and the rings around it (the same broad footprint as a natural pressure zone), stacking onto any pressure already there. It deals no damage; it simply builds the charged zone so Call Lightning, Thunderclap, or Hail Storm can later cash it in. Because it makes no combat noise, you can use it while staying hidden. It costs a -4 penalty to your other abilities that fades by 2 each round.
How to use
Used in combat. Chosen automatically in this stance.
Quick melee style focused on debuffs and damage over time.
The fan-dancer's art of the Veiled Grace, Razor Petals kills to music. Its practitioner spins through a crowd on bladed fans, leaving a trail of shallow cuts that deepen into bleeding wounds, crippled footwork, and thresholds shaved to nothing. Pirouettes carry them through allies and enemies alike; fan dances redirect enemy strikes onto whoever stands nearest. At court the practitioner passes for an entertainer. Until the first cut opens, and the dance is already over.
Combat bonuses
- Melee +7
- Ranged +5
- 1 HP threshold +9
- 2 to 3 HP threshold +3
Damage defense
- Resistance: slashing, 3 less taken
- Vulnerability: piercing, 3 more taken
Unique Mechanic: Shallow Cuts
Melee attacks apply stacks of shallow cut to the target, which can be exploited.
Mastery Bonus
Attacks continue to apply shallow cut stacks for (mastery) rounds after switching out of the style.
Abilities
- Dancer's Grace. Instant tactical. You move with qi lightness for one round, gaining its nimble footwork without paying the usual loss of qi dice regeneration
- Whirling Fans. Average main. You sweep your bladed fans at every enemy adjacent to you (one hex away), each taking slashing damage equal to half your main roll
- Concealed Weapon. passive. A passive that hides your fans until you strike
- Fan Storm. Average main. You loose a cascading arc of blades that seeks out every enemy within seven hexes who is carrying Shallow Cuts
- Shred. Instant tactical. You mark an enemy so the next hit they take, of any kind, is doubled
- Fan Dance. Very Fast main. You weave a decoy dance so that the next attack aimed at you may instead be redirected onto an adjacent combatant
- Pirouette (advanced)
- Crippling Slashes (advanced)
- Blood Sacrifice (advanced)
When struck in melee range with an attack or ability, do (taken damage) * (main roll) * 8 % damage back to the aggressor
Mechanics
- Style: Patient Edge (level 5)
- Type: Main
- Speed: Instant
- Range: Melee
- Cost: -2 to your other abilities this round, easing by 2 each round
Ready a mirrored riposte. The first enemy to wound you in melee this round has a share of that harm reflected straight back as metal damage. The amount scales with the HP that hit cost you and with your main roll (the formula is HP lost times main roll times 8 percent, never less than 1), and its output lands as raw metal damage through the normal thresholds. Only the first attacker each round is answered. When it fires it costs a -2 penalty to your other abilities that eases by 2 each round; if nothing triggers it, you pay nothing.
Adventure use
Every studied movement becomes a mirror, returning what was given.
- On methodical or counter response tasks, you roll +5.
Arm it before the roll with invoke reflective_strike.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke reflective_strike
Weave your rope dart around yourself in a confusing dance of movement
Mechanics
- Style: Snaring Storm (level 4)
- Type: Tactical
- Speed: Very Fast
- Range: Self
- Cost: -4 to your other abilities this round, easing by 2 each round
You spin into a whirling ribbon dance, raising your 1-HP threshold band by 5 for one round so glancing blows that would have nicked you for a point of HP fall short instead. The deeper wound bands are unaffected. Costs a -4 penalty to your other abilities that fades by 2 each round.
Out of combat
On a roll to distract someone with a ribbon dance or to pass as a civilian dancer, you gain a +5 bonus.
Adventure use
Your ribbon dance commands every eye in the room, and frees every other hand.
- On distract or dance or disguise dancer tasks, you roll +5.
Arm it before the roll with invoke ribbon_dance.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke ribbon_dance
Create a fire hazard on your current hex and all surrounding hexes
Mechanics
- Style: Solar Song (level 1)
- Type: Tactical
- Speed: Very Fast
- Range: Self
- Cost: -6 to your other abilities this round, easing by 3 each round
Flames rise from your hex and the six hexes around you for one round, leaving fire hazards on the ground that can ignite spilled oil or be lit further by other fire effects. The hazards do no damage on their own as they are placed. For that round you cannot catch fire yourself and take 50 percent less fire damage. Costs a -6 penalty to your other abilities that fades by 3 each round.
Out of combat
After casting Rising Flames in a fight you can type flare_candles to briefly flare up all candles and fires in the room. In adventures, grants +5 to any roll involving fire.
Adventure use
Flames rise where you ask them to.
- On fire tasks, you roll +5.
Arm it before the roll with invoke rising_flames.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke rising_flames
Command: flare_candles
You can use wall running as if you use qi-lightness, but cannot make melee attacks while doing so
Mechanics
- Style: Snaring Storm (level 2)
- Type: Tactical
- Speed: Instant
- Range: Self
You anchor the rope spear and run the walls with qi lightness for the round, which means you cannot make a melee attack while wallrunning. Any ally standing adjacent to you when you launch may follow your wallrun to your landing hex, and you and each adjacent ally gain back-to-back defense for the round. No penalty to your other abilities.
Out of combat
On an adventure roll to swing on or anchor a climb with the rope, you cannot roll below 4.
Adventure use
The rope finds its anchor; the swing carries you true.
- On swing or climb anchor tasks, every die counts as at least 4.
Arm it before the roll with invoke rope_anchor.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke rope_anchor
The community rules everyone playing Romance of Five Kingdoms agrees to follow.
These rules keep the game fair, the fiction immersive, and the community safe. Read them once, then play.
The Rules
- One account per person. Do not create alt accounts to evade limits or interact with yourself.
- Remain in character at all times. Public rooms and channels are IC; use OOC tools when you need to step out.
- Do not use OOC information ICly. Anything you learn from Discord, the wiki, or other players out-of-character does not belong to your character.
- No harassment, hate speech, or slurs. Do not harass or abuse anyone OOCly, and never use hate speech or slurs in any OOC communication.
- Protect yourself as a player. Use
permissions blocksand related tools to stop unwanted OOC contact, DMs, or interaction from players you find unpleasant. - No powers you do not have. Do not roleplay abilities, authority, or knowledge your character has not earned, and do not roleplay around the game's code or established lore.
- No hidden information in roleplay. Do not include details others could not perceive, such as your character's internal thoughts. Show inner state through action and speech.
- Keep IC themes PG-13 by default. Engage in sexual roleplay only when you and the other participants are under the private flag. Engage in other disturbing, triggering, or mature themes only in Unrestricted scenes where everyone has opted in.
- No exploits. Do not deliberately exploit any aspect of the game design in a way that was not intended.
Tips
- Use
permissions consentto set your content consent preferences and per-player overrides. - Use
tickets newto report bugs, unintended behaviour, or rule violations to staff. - Use
permissions blocksto block players who are harassing you OOCly.
help rules
A working port on Qiānjīn's western shore near Zhūwān, where the Jiāyǐng marshland gives way to dense jungle that almost closes over the anchorage
S
Imperial offices close as the jade seals are locked away until midwinter ends.
Punch a target in melee, doing (main roll) * (1 + furnace heat/2) metal damage and consuming all furnace heat
Mechanics
- Style: Iron Claw (level 6)
- Type: Main
- Speed: Average
- Range: Melee (1 hex)
- Cost: -9 to all your rolls this round, easing by 3 each round; -8 to your other abilities this round, easing by 4 each round
You drive a heat-charged punch into an adjacent foe for metal damage multiplied by your banked furnace heat: once at heat 0 to 1, double at heat 2 to 3, triple at heat 4 to 5, quadruple at heat 6 to 7, and five times at heat 8. Then you shove them back a number of hexes equal to your heat. The strike spends all of your heat. It carries two costs that decay separately: a -8 penalty to your other abilities fading by 4 each round, and a -9 penalty to all of your rolls fading by 3 each round.
Out of combat
After landing Searing Fist you can type brand in a room with a flammable surface to sear a lasting handprint into it that persists for 24 hours.
Adventure use
Burning fingers methodically reduce the flammable to ash.
- On destroy or flammable tasks, you reroll any die showing 6, 7, and 8.
Arm it before the roll with invoke searing_fist.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke searing_fist
Command: brand
16 sects and orders of the empire.
Spirits of warriors that died in dishonor and cannot move on.
The element of misdirection and the unseen strike.
Perform a powerful spin kick; at the conclusion of the kick, a shadow replica launches from your body to deliver the kick to the target at range, doing (main roll)*3/2 shadow damage and adding a point of disorientation.
Mechanics
- Style: Darkened Veil (level 3)
- Type: Main
- Speed: Average
- Range: 6 hexes
- Cost: -6 to your other abilities this round, easing by 3 each round
You perform a powerful spin kick, and as it finishes a shadow replica of you launches from your body to deliver the kick to a target up to six hexes away, dealing shadow damage equal to your main roll times three halves. On a hit it also marks the target with a point of disorientation. Costs a -6 penalty to your other abilities that fades by 3 each round. Can be used while stealthed.
How to use
Used in combat. Chosen automatically in this stance.
Shadows seem to transform into illusory soldiers who strike anyone with disorientation
Mechanics
- Style: Darkened Veil (level 6)
- Type: Tactical
- Speed: Fast
- Range: All enemies on the battlefield
- Cost: -4 to your other abilities this round, easing by 2 each round
Your shadows rise into a host of illusory soldiers that fall upon every disoriented enemy at once, regardless of distance. For each foe, all of their disorientation is consumed, and in exchange their damage thresholds drop by four for every point consumed, lasting the rest of this round and the next; the more disorientation they had stacked, the harder they are to defend and the more HP your blows tear from them. Does no direct damage. Costs a -4 penalty to your other abilities that fades by 2 each round. Can be used while stealthed.
Out of combat
On an adventure, conjuring a host of shadow soldiers can grant a +5 bonus on intimidation tasks, subject to a narrative judgement that the situation involves frightening, misdirecting, or confusing a target. You can also type shadow_constructs out of combat to add a shadow-soldier line to the room description for about ten minutes.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke shadows_dance
Command: shadow_constructs
At the end of the round you snap back to the position you started the round in
Mechanics
- Style: Darkened Veil (level 5)
- Type: Tactical
- Speed: Very Slow
- Range: Self
- Cost: -6 to your other abilities this round, easing by 3 each round
You leave a shadow of yourself where you began the round, then act freely. At the end of the round you snap back to that starting position (if it is occupied, you slip to the nearest open hex within three). While the technique is armed, anyone who strikes you in melee gains a point of disorientation for their trouble; ranged attackers are unaffected. Costs a -6 penalty to your other abilities that fades by 3 each round. Can be used while stealthed.
How to use
Used in combat. Chosen automatically in this stance.
You fade into the shadows
Mechanics
- Style: Darkened Veil (level 1)
- Type: Tactical
- Speed: Instant
- Range: Self
- Cost: -3 to your other abilities this round, easing by 3 each round
You fade into the shadows. Until you take your first attack or ability action, any ranged attack against you deals only half damage; melee blows are unaffected. The veil holds until the moment you act offensively, and acting spends it. Costs a -3 penalty to your other abilities that fades by 3 each round. Can be used while stealthed.
Out of combat
On an adventure, fading into shadow lends you a +3 bonus on stealth tasks, but only when the task itself involves shadow or darkness.
Adventure use
You melt into shadow, a pooling silence.
- On stealth tasks, you roll +3.
Arm it before the roll with invoke shadows_veil.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke shadows_veil
Aggressive style focused on area damage and dazing opponents.
The meteor-hammer art of the Ember Fist, Shattered Star fights by orbital mechanics. Its practitioner winds the weighted chain into wide arcs, building momentum across the battlefield: every hex of travel between targets adds force to the next blow. Strikes chain from one enemy to the next, shatter shields, knock foes prone, and rain down from above. The meteor hammer, they say, does not swing. It falls.
Combat bonuses
- Melee +9
- Ranged +7
- 1 HP threshold +3
- 2 to 3 HP threshold +5
Damage defense
- Resistance: piercing, 3 less taken
- Vulnerability: slashing, 3 more taken
Unique Mechanic: Momentum
Gain a damage boost the greater the distance between the location of your previous round's main target and the location of the current round's main target, including when it's the same target (due to movement). Every hex of distance is a +0.5 bonus, max +2 per round, max +6 overall. Resets on any round where you make no melee attacks or your target is in the same place.
Mastery Bonus
Continue to stack and gain benefits from momentum for (mastery) rounds after switching out of this style.
Abilities
- Whirlwind Strike. Fast main. You sweep the meteor hammer through a full arc
- Orbiting Spiral. Fast tactical. A tactical action that whirls the meteor hammer into a wide orbit around you for the rest of the round
- Side Swipe. Average main. You sweep the hammer laterally in a rhythmic side-to-side pattern, dealing your main roll in bludgeoning and shoving the target 3 hexes to one side
- Shattering Blow. Fast main. You drive the meteor hammer straight through the target's guard
- Flying Strike. Average main. You launch forward and crash the hammer down
- Double Strike (advanced)
- Gravity's Friend (advanced)
- Falling Star (advanced)
Attack a target with a melee attack that destroys any damage shields they have, then does (main roll) damage.
Mechanics
- Style: Shattered Star (level 4)
- Type: Main
- Speed: Fast
- Range: 4 hexes (meteor hammer reach)
- Cost: -6 to your other abilities this round, easing by 3 each round
You drive the meteor hammer straight through the target's guard. Any damage shields protecting the target are stripped first, then your main roll lands as bludgeoning damage. Your Momentum bonus is added to the main roll before damage is calculated. Costs a -6 penalty to your other abilities that fades by 3 each round.
Out of combat
On adventure rolls where you spend qi to break an object or obstacle, your roll explodes (rolls again and adds) on a 6, 7, or 8.
Adventure use
Qi flows through your strike and the obstacle shatters at the node.
- On break object or break obstacle tasks, your dice explode on 6, 7, and 8.
Arm it before the roll with invoke shattering_blow.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke shattering_blow
The foreign kingdom across the eastern sea, three times invader.
Do double damage to a target attacking someone on the opposite side from you (i.e
Mechanics
- Style: Razor Petals (level 5)
- Type: Tactical
- Speed: Instant
- Range: An enemy whose rear arc you stand in (no fixed distance is enforced)
- Cost: -6 to your other abilities this round, easing by 3 each round
You mark an enemy so the next hit they take, of any kind, is doubled. This only works when you stand in the target's rear arc and the target is committed to attacking someone other than you, rewarding coordinated flanking. The mark lasts one round. Costs a -6 penalty to your other abilities that fades by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
A water-purification weekend of bathing pavilions, drunken poetry contests, and quiet courtship.
At the foot of Cāngyán Jǐ, where the great mountain's volcanic soil flattens into terraces of rocky, fertile ground
Spirit of Honor
Ambassador of Zhuwan
Founded by war refugees who found a forest hollow in the Dōngyuè Cuìwéi deep enough that pursuing soldiers lost the trail
The most isolated settlement in Táimí, deep in the Qiāncuì where the canopy is so thick the sky is rarely seen
Swing the meteor hammer around, doing (main roll) damage and knocking your target three hexes left
Mechanics
- Style: Shattered Star (level 3)
- Type: Main
- Speed: Average
- Range: 4 hexes (meteor hammer reach)
- Cost: -3 to your other abilities this round, easing by 3 each round
You sweep the hammer laterally in a rhythmic side-to-side pattern, dealing your main roll in bludgeoning and shoving the target 3 hexes to one side. The push alternates side each time you use it (left, then right, then left again), resetting to the left side whenever you re-enter the stance. Your Momentum bonus is added to the main roll first. Costs a -3 penalty to your other abilities that fades by 3 each round.
Out of combat
On adventure rolls, grants +5 when redirecting force or using a fulcrum or lever to mechanical advantage.
Adventure use
You lean into the leverage point and redirect the force entirely.
- On redirect or fulcrum tasks, you roll +5.
Arm it before the roll with invoke side_swipe.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke side_swipe
Mixed melee and ranged style using poison, shadow, and nimble movement across the battlefield.
The poison-and-shadow art of the Veiled Grace, Silken Viper refuses to hold still. Its practitioner leads with a clawed hand and answers with a throwing dagger, slipping between melee and ranged so nimbly that each shift sharpens their defense. Every strike carries a toxin: some that slow, some that weaken, some that linger for days, some that amplify whatever else is already in the blood. Serpents do not duel; they choose the moment.
Combat bonuses
- Melee +7
- Ranged +9
- 1 HP threshold +5
- 2 to 3 HP threshold +3
Damage defense
- Resistance: piercing, 3 less taken
- Vulnerability: bludgeoning, 3 more taken
Unique Mechanic: Evasive
Adds +1 to all HP thresholds every round you alternate between melee and ranged, e.g. if you used melee last round and ranged this round you get the bonus. Using a mix of both in a round counts as either one beneficially. Using abilities does not count. Max +5. Resets when you lose an HP. Also gain +2 to all HP thresholds for attacking different targets, based on how many rounds it's been since you attacked that target, e.g. attacking two targets alternating would keep you at +2 constantly; attacking three on a rotation would be +4 constantly. Using a targeted ability counts. Max +8. Resets when you lose an HP.
Mastery Bonus
Continue to stack and benefit from stacks of Evasive for (mastery) rounds after switching out of this style.
Abilities
- Wilting Venom. Average main. You throw a dagger coated in a decay toxin, afflicting the target with a poison that deals 5 poison damage at the end of each round for 1 + main roll/3 rounds
- Slowing Venom. Average main. You throw a dagger coated in a sluggish toxin that halves the target's movement speed for 1 + main roll/3 rounds
- Disorientating Venom. Average main. You throw a dagger coated in a disorienting toxin that cuts the target's outgoing ranged damage by 50 percent for 1 + main roll/3 rounds
- Compromise. Fast main. You throw a dagger coated in an amplifier toxin
- Weakening Venom. Average main. You throw a dagger coated in a weakening toxin that cuts the target's outgoing melee damage by 50 percent for 1 + main roll/3 rounds
- Kick Off (advanced)
- Slither Step (advanced)
- Toxic Mastery (advanced)
Pc_sect_leader_npc of The Keepers
Sky Eyes — Passive ability (level 5)
Mechanics
- Style: Stormbreaker (level 5)
- Type: Passive
- Range: Self
Passive, with no combat effect. It is an ambient weather-sense: you read the sky well enough to see storm fronts coming from twice the usual distance.
Out of combat
Sky Eyes lets you spot storm fronts at twice the normal range, and lends a bonus to weather-related rolls in adventures.
Adventure use
You read the sky and the front beneath it; nothing on the horizon escapes you.
- On weather or forecast tasks, you roll +5.
Arm it before the roll with invoke sky_eyes.
How to use
Arm before a roleplay roll: invoke sky_eyes
Hit the target with a dagger coated in a toxin that reduces their movement by 50% for this round and (main roll)/3 rounds afterwards.
Mechanics
- Style: Silken Viper (level 2)
- Type: Main
- Speed: Average
- Range: One enemy (no fixed distance is enforced)
You throw a dagger coated in a sluggish toxin that halves the target's movement speed for 1 + main roll/3 rounds. Re-casting on an already-afflicted target adds to the remaining duration rather than refreshing or stacking. The venom is tagged as a toxin, so Compromise can later prolong it. Casting it has no penalty.
Out of combat
On an adventure, when you spend qi on a roll to chase someone, the dice explode on 6s, 7s, and 8s (each such result rolls again and adds on).
Adventure use
A whisper of toxin in the air drags at their stride.
- On chase tasks, your dice explode on 6, 7, and 8.
Arm it before the roll with invoke slowing_venom.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke slowing_venom
Ranged melee style that whittles opponents down with light wind attacks, then entangles them with the rope when they try to close, or redirects with throws.
The rope-spear art of the Mirrored Tempest, Snaring Storm fights at the perfect distance. Its practitioner keeps opponents one hex out, close enough to whittle, too far to retaliate, and punishes every attempt to close. Those who charge are tripped and flung past; those who flee are dragged back; those who crowd together are tangled into each other. The rope is a leash, the wind a sting, and the geometry of the fight belongs to the Snaring Storm.
Combat bonuses
- Melee +7
- Ranged +5
- 1 HP threshold +9
- 2 to 3 HP threshold +3
Damage defense
- Resistance: slashing, 3 less taken
- Vulnerability: piercing, 3 more taken
Unique Mechanic: Perfect Distance
Can melee attack at 1 hex range. Enemies you've struck at that range with a melee attack cannot hit you with melee or ranged attacks while at that range.
Mastery Bonus
For (mastery) rounds after switching out of this style, can continue to benefit from Perfect Distance.
Abilities
- Sting. Average main. You sting an enemy in melee or up to two hexes away, dealing your main roll in damage and leaving a lingering wound that shifts the target's whole wound-penalty curve down by one for 20 rounds, making them that much easier to hurt
- Rope Anchor. Instant tactical. You anchor the rope spear and run the walls with qi lightness for the round, which means you cannot make a melee attack while wallrunning
- Stinging Wind. Very Fast tactical. You fling stinging wind at an enemy up to three hexes away, halving the damage of their ranged attacks for one round
- Ribbon Dance. Very Fast tactical. You spin into a whirling ribbon dance, raising your 1-HP threshold band by 5 for one round so glancing blows that would have nicked you for a point of HP fall short instead
- Wind Trip. Very Fast tactical. You arm a reactive trip
- Confounding Pull. Very Fast main. You hook an enemy up to three hexes away and deal your main roll in damage
- Lashing Pull (advanced)
- Whispering Winds (advanced)
- A Thousand Needles (advanced)
Attack a single target at range for (main roll)*3/2 damage.
Mechanics
- Style: Solar Song (level 6)
- Type: Main
- Speed: Slow
- Range: 10 hexes
- Cost: -6 to your other abilities this round, easing by 3 each round
You pour a concentrated barrage of solar fire into a single target up to 10 hexes away, dealing one and a half times your main roll in fire damage plus your Solar Dance stack bonus. A target beyond 10 hexes is out of range and the cast is rejected. Costs a -6 penalty to your other abilities that fades by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
Your target and anyone adjacent to them takes 25% more ranged damage and cannot benefit from concealment for this round and the next.
Mechanics
- Style: Solar Song (level 3)
- Type: Tactical
- Speed: Very Fast
- Range: A target (no fixed distance enforced)
- Cost: -4 to your other abilities this round, easing by 2 each round
You mark a target and the six hexes around it with a solar beacon, stripping concealment from everyone standing there. For this round and the next, those marked take 25 percent more damage from ranged attacks and cannot benefit from concealment at all (this lights both enemies and allies in the area). Costs a -4 penalty to your other abilities that fades by 2 each round, plus a -4 penalty to your other rolls that fades by 4 each round.
Out of combat
In adventures, when you spend qi on a roll all of your allies gain +5 to rolls dealing with darkness or obscured vision.
Adventure use
A solar beacon answers the dark; your companions see clearly.
- On darkness or obscured vision tasks, you roll +5.
Arm it before the roll with invoke solar_beacon.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke solar_beacon
Solar Song ability: Solar Dance.
Mechanics
- Style: Solar Song (level 1)
- Type: Passive
- Range: Self
While Solar Song is active you build one Solar Dance stack at the start of every round, with no cap, and each stack adds +2 fire damage to your fire-channel attacks and to your damaging Solar Song abilities (Solar Lance, Fireball, Solar Barrage, and the rider from Infuse the Sun). The heat is dangerous up close: if an opposing fighter is in melee range with you at both the start and the end of the same round, and you still hold stacks, the accumulation detonates on you for 3 fire damage per stack and splashes 1 fire damage to everyone adjacent on both sides, then your stacks reset to zero. When you switch out of Solar Song with any mastery, your stacks freeze and keep feeding your ranged and ability damage for a number of rounds equal to your mastery; during that bleed the melee fire bonus is gated off and any detonation deals 2 damage per stack instead of 3.
How to use
Used in combat. Chosen automatically in this stance.
Offensive channeling style with high single-target and area damage.
The fire-channeling art of the Radiant Chorus, Solar Song turns its practitioner into a rising sun. Stacks of Solar Dance build round by round, feeding brighter lances, wider fireballs, and targets that simply catch and burn; linger in melee too long and the practitioner detonates the accumulation on themselves. Fire dances twist arrows aside, a solar beacon strips enemies of concealment, and a final chorus infuses allies' weapons with the same flame. Offensive channeling that, as the school boasts, rivals gunpowder.
Combat bonuses
- Melee +5
- Ranged +9
- 1 HP threshold +3
- 2 to 3 HP threshold +7
Damage defense
- Resistance: piercing, 3 less taken
- Vulnerability: slashing, 3 more taken
Unique Mechanic: Solar Dance
Every round gain +1 stack, increasing fire channeling and ability damage by +2. If an enemy stays in melee range with you the whole round, your stacks explode, doing 3 damage per stack to you and 1 to all adjacent characters and resetting the stacks.
Mastery Bonus
For (mastery) rounds after switching out of this style, ranged attack and ability damage continues to benefit from Solar Dance bonuses. The bonus no longer stacks, but stacks can explode; damage is 2 per stack however.
Abilities
- Rising Flames. Very Fast tactical. Flames rise from your hex and the six hexes around you for one round, leaving fire hazards on the ground that can ignite spilled oil or be lit further by other fire effects
- Solar Dance. passive. While Solar Song is active you build one Solar Dance stack at the start of every round, with no cap, and each stack adds +2 fire damage to your fire-channel attacks and to your damaging Solar Song abilities (Solar Lance, Fireball, Solar Barrage, and the rider from Infuse the Sun)
- Fire Dance. Instant tactical. You weave a flickering fire dance, and for one round you take 25 percent less damage from ranged attacks and 50 percent less from fire and from shadow
- Solar Beacon. Very Fast tactical. You mark a target and the six hexes around it with a solar beacon, stripping concealment from everyone standing there
- Ignite. Very Fast main. You set a target ablaze, applying a burn that lasts for half your main roll in rounds and deals fire damage each round; recasting refreshes the burn to the longer of the two durations rather than stacking
- Fireball. Fast main. You hurl a fireball that bursts on the target hex
- Solar Barrage. Slow main. You pour a concentrated barrage of solar fire into a single target up to 10 hexes away, dealing one and a half times your main roll in fire damage plus your Solar Dance stack bonus
- Fire Breath (advanced)
- Infuse the Sun (advanced)
- Solar Lance (advanced)
Summon a shield of spinning stone fragments around you
Mechanics
- Style: Earthen Guardian (level 6)
- Type: Main
- Speed: Fast
- Range: Self
- Cost: -6 to your other abilities this round, easing by 3 each round
A whirl of stones orbits you for 2 rounds. Any adjacent enemy that attacks you in melee takes your main roll as an immediate reactive strike. At the end of each round, every adjacent enemy that did not attack you in melee takes a third of your main roll. The roll is fixed when you cast and is reused unchanged across both rounds. Costs a -6 penalty to your other abilities that fades by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
An individual who has gained great elemental powers by ritually consuming a spirit, causing natural damage as a consequence.
Every household carves a mask of its household spirit and wears it for the weekend; the mask is a person.
Individuals who serve spirits by allowing less-powerful ones lacking corporeal form to possess their bodies.
All spirits can assume a human guise, and most shift freely between apparently male, female, and androgynous forms. Their appearance changes regularly, sometimes between encounters, sometimes mid-conversation. A few spirits favor one presentation over others, but even these choose rather than submit to constraint. In human guise, spirits can pass for mortal to the untrained eye, though cultivators and Spirit Walkers often sense an uncanny stillness or intensity about them. When a spirit manifests its true form, there is no ambiguity: the air changes, animals flee, and the natural world bends toward it.
Steadfast Authority — Passive ability (level 4)
Mechanics
- Style: Earthen Guardian (level 4)
- Type: Passive
- Range: Self
A passive bearing with no direct combat effect. Its weight is felt out of combat, when you stand behind a promise of protection.
Out of combat
On persuasion adventure rolls where you promise protection (safety, shelter, or defense), you may reroll results of 1 or 2 once. The connection to a protection promise is judged from the task text, with no qi required.
How to use
Arm before a roleplay roll: invoke steadfast_authority
Gain a 10 point shield against piercing damage, decaying by 5 per round.
Mechanics
- Style: Iron Claw (level 3)
- Type: Tactical
- Speed: Very Fast
- Range: Self
- Cost: -4 to your other abilities this round, easing by 2 each round
You harden your skin into a 10-point shield that absorbs only piercing damage, decaying by 5 each round until it is gone (about two rounds). Reapplying it refreshes the shield rather than stacking. Activating it costs a -4 penalty to your other abilities that fades by 2 each round.
How to use
Used in combat. Chosen automatically in this stance.
sticky keeps a command in your input box after you send it; stickymode makes that the default for temporary output.
sticky and stickymode are webclient input helpers that make repeating commands painless. They are handled by the web interface itself, so they work in the browser client (not over a raw telnet connection).
sticky <command>
Prefix any command with sticky to send it and leave it sitting in your input box, ready to fire again with a single press of Enter. Its result is also kept in the main feed rather than tucked into the observe pane.
sticky roll 2d6— roll, then roll again and again without retypingsticky say Yes?— repeat a line during a busy scenesticky look— re-check the room as things change around you
It combines with the pane prefixes, in any order: sticky asleft say hi keeps the command in your box and sends it as if typed in the left (OOC) pane.
stickymode
Type stickymode on its own to toggle sticky behaviour on or off for all temporary output. While it is ON, transient results (rolls, looks, and similar) stay in your main feed instead of going to the observe pane — no need to prefix each command. Type stickymode again to turn it back off. The client confirms the new state with a 📌 notice.
In short: use sticky <command> for a one-off, and stickymode when you want it to stick around.
sticky <command> | stickymode
Sting an enemy in melee or up to two hexes away with a whittling strike, doing (main roll) damage and reducing their HP thresholds by 1 for 20 rounds
Mechanics
- Style: Snaring Storm (level 1)
- Type: Main
- Speed: Average
- Range: Melee or up to 2 hexes
- Cost: -3 to your other abilities this round, easing by 1 each round
You sting an enemy in melee or up to two hexes away, dealing your main roll in damage and leaving a lingering wound that shifts the target's whole wound-penalty curve down by one for 20 rounds, making them that much easier to hurt. The sting stacks, so each cast piles on another shift. Costs a -3 penalty to your other abilities that fades by 1 each round.
How to use
Used in combat. Chosen automatically in this stance.
Summon a gust of wind to sting someone's eyes, reducing their ranged damage by 50% for the rest of the round.
Mechanics
- Style: Snaring Storm (level 3)
- Type: Tactical
- Speed: Very Fast
- Range: 3 hexes
- Cost: -4 to your other abilities this round, easing by 2 each round
You fling stinging wind at an enemy up to three hexes away, halving the damage of their ranged attacks for one round. Costs a -4 penalty to your other abilities that fades by 2 each round.
Out of combat
On a group stealth roll where you could fling wind to blind guards, you gain a +5 bonus.
Adventure use
A sudden sting of wind into the guards' eyes, your companions slip past unseen.
- On stealth or blind guards tasks, you roll +5.
Arm it before the roll with invoke stinging_wind.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke stinging_wind
Anchor yourself
Mechanics
- Style: Earthen Guardian (level 1)
- Type: Tactical
- Speed: Very Fast
- Range: Self
You root yourself to the ground and enter the Stone Anchor stance, becoming immovable. While anchored, your 2-and-3 health-point damage thresholds shift favorably, so moderate blows shed a health point less often, and any attempt to push, shove, or knock you back is nullified. The stance has no cost and persists round after round until you explicitly leave it with Stone Anchor Exit.
Out of combat
On adventure rolls for planting yourself or resisting being pushed or moved (tasks tagged avoid push, avoid move, or resist forced movement), you gain a +5 bonus.
Adventure use
You plant yourself; the ground refuses to let you slide.
- On avoid push or avoid move or resist forced movement tasks, you roll +5.
Arm it before the roll with invoke stone_anchor.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke stone_anchor
Earthen Guardian ability: Stone Anchor Exit.
Mechanics
- Style: Earthen Guardian (level 1)
- Type: Tactical
- Speed: Very Fast
- Range: Self
You release your roots and leave the Stone Anchor stance. The favorable threshold shift and the immovability both end the moment this resolves. It costs nothing and is only useful while you are anchored.
How to use
Used in combat. Chosen automatically in this stance.
Whole villages fish the spring stone-eel migration from causeways and pole-bridges.
Deliver a punch with a fist of stone, doing (main roll) earth damage to an enemy and knocking them back 4 hexes, or 6 if in anchored stance.
Mechanics
- Style: Earthen Guardian (level 5)
- Type: Main
- Speed: Slow
- Range: Melee (1 hex)
- Cost: -3 to your other abilities this round, easing by 3 each round
Your fist packs with earth and slams an adjacent enemy for your main roll in earth damage, knocking it 4 hexes away. While you are anchored, the knockback reaches 6 hexes instead. Costs a -3 penalty to your other abilities that fades by 3 each round.
Out of combat
On methodical adventure rolls aimed at breaking, destroying, or shattering something (when you spend qi), your qi die cannot roll below 5. Out of combat you can also type statue followed by a description to shape a small stone statue that decorates the room for 24 hours (once per day).
Adventure use
Methodical pressure cracks stone like old bread.
- On break or destroy or shatter tasks, your qi die counts as at least 5.
Arm it before the roll with invoke stone_fist.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke stone_fist
Command: statue
Channeling style that uses ice, wind, and shadow to confuse enemies and deal area damage.
The lightning-channeling art of the Mirrored Tempest, Stormbreaker weaponizes the sky itself. Every ranged attack seeds the battlefield with pressure zones; when pressure rises high enough, the practitioner calls lightning down onto every enemy standing in it. Chain bolts skip between targets, mist trails the practitioner for cover, and hail storms wring the harvested pressure into rolling damage. By the time the first clap of thunder arrives, the weather has already been arranged.
Combat bonuses
- Melee +5
- Ranged +9
- 1 HP threshold +7
- 2 to 3 HP threshold +3
Damage defense
- Resistance: bludgeoning, 3 less taken
- Vulnerability: slashing, 3 more taken
Unique Mechanic: Pressure Zones
First ranged attack you make against a target, or on some abilities, creates a pressure zone. Pressure is +3 at the target hex and surrounding hexes, and +1 on the two surrounding layers of hexes from that. Pressure stacks and is exploitable.
Mastery Bonus
For (mastery) rounds after switching out of this style, continue to apply pressure zones with ranged attacks and targeted offensive abilities.
Abilities
- Pressure Zones. passive. Passive
- Raise the Pressure. Very Fast tactical. A tactical action that channels atmospheric pressure into a hex you target and the rings around it (the same broad footprint as a natural pressure zone), stacking onto any pressure already there
- Thunderclap. Fast main. A blast that only works when the target stands on a hex already carrying at least 6 pressure; without that charge it fails and does nothing
- Protecting Mist. Very Fast tactical. Summon a thick mist over your hex and the six around it, granting concealment to whoever stands in it
- Chain Lightning. Fast main. Loose a bolt that strikes your target for half your main roll in wind damage, then arcs from one body to the next
- Sky Eyes. passive. Passive, with no combat effect
- Hail Storm. Average main. Wring the nearest pressure zone out of the sky into a rolling hail storm
- Ride the Lightning (advanced)
- Lifting Winds (advanced)
- Call Lightning (advanced)
Pc_sect_leader_npc of The Crimson Cleavers
Life flows like a river, nourishing the land, finding a path around every obstacle. Never stopped, only redirected. All water drawn from the river returns to it. This house counsels patience, tolerance, and a light hand that steers natural flows rather than forcing them.
Where swamp, jungle, and open grassland meet between Tànmù and the Táiyōu capital, the land is low, wet, and extraordinarily productive
Where the Fāng Yǔ Lín jungle, Chéngyuè lake, and the Língjiè Shuǐ converge, the settlement exists in green twilight on stilts above damp ground, connected by plank walkways
A bay where pine forest meets sandy beach on the Qífēng coast, near Hán Kuàng Lǐng's highland mines
T
Individuals who have discovered a method of consuming spirits whole, devouring their essence to absorb their power, memories, and influence over natural forces.
The omen of one caught between two forces: two kingdoms, two cultures, two worlds.
A loose confederacy of nobles, regional loyalists, and disaffected officials who believe the Emperor to be a tyrant wrongly imposed on the five kingdoms through an unholy spirit union and that each kingdom should govern itself as it did before unification.
Children under thirteen walk the city unescorted; shopkeepers give small gifts; magistrates open their gates to questions.
Kingdom_class of Jīnjiǎ
Ask in any Jīnjiǎ market and they will point you to them without ceremony: the commoners of the iron kingdom, the forge-hands of the Táigang valleys, the dockmen hauling war-cargo down the Shíliú, the dry-plateau farmers coaxing grain from stone. You will see them in the lower tournament courts too, a stamped brass disc from some neighborhood bout worn on a cord at the collar, the one ornament their station allows.
They have no love for House Zhancalius, only the old bargain: that any spine with enough iron in it might climb the tournament ladder. A handful do, in every generation, and the taverns keep those names polished. The rest keep the ledger of conscripted sons who did not return, of grain levies, of mountain herbs now bought up by colonels' apothecaries to feed the cultivation pills of their betters.
They are known for blunt practicality and a low, unhurried voice. They do not plead. They count, and they wait.
Kingdom_class of Qiānjīn
Ask anyone where Qiānjīn's true engine turns, and they'll point you not to the gilded halls of House Jindoro but to the dockfronts and stall-rows of Zhuwan, where the commoners of Qiānjīn unload the dawn crates, haul the tidal nets of Pearl Bay, and set the day's prices before the Merchant Princes have lifted their tea. They are the fishers, the craftsmen, the rope-braiders and sail-stitchers, the market-vendors whose voices carry over every harbor in the kingdom.
They are not a fixed caste. A clever dockmaster may end the decade owning a minor trading house, and a ruined speculator may end it back on the wharf by week's end. They have known the Merchant Princes' bargain for generations: productivity in exchange for deep harbors, passable roads, and a market loose enough to let a common fisher deal with a foreign buyer.
They are known for fair weights and sharp tongues, populist without being preachers. Their argument is never that they suffer, only that they are being cheated, and they sharpen the kingdom's own gospel of fair commerce into a blade. Lately they speak, dryly, of a "second harbor wall."
Kingdom_class of Sìshuǐ
Walk any wharf in Zhuwan before the mist lifts, or follow the irrigation ditches inland along the Jīnhé's tributaries, and you will find them: the commoners of Sìshuǐ, the river's own people. Fisherfolk, rice-farmers on the terraced floodplains, dockhands hauling foreign lacquer off the barges, net-weavers and reed-paper makers in the canal towns. In every kingdom the small folk feed the throne, but here they say it differently: they feed the river, and the river feeds the Emperor.
Their bargain with House Lanaris is old. A lighter hand on the tax-rolls, grain depots stocked against the flood years, and in return a loyalty that runs deeper than law. They believe the wearer of the jade bracelet truly speaks for the water, and they have, for generations, addressed the Court not by petition but by offering, leaving their grievances at river-shrines for the spirit to carry upstream.
They are known now for their grief. The northern branch of the Grand Middle Canal silts up while palace annexes rise, and the shrines along its banks groan with tripled offerings. Ask one about it and you will hear that patient, weathered voice: "The old people say they have not seen the water this color since the great silt." No demand. Only witness, and the river remembering what the Court has forgotten.
Kingdom_class of Táimí
The commoners of Táimí are the farmers, fishers, weavers, and grove-keepers you will meet in every valley and along every river-bend of that kingdom. You will know them by the shuttle-patterns at their cuffs (each valley its own design) and by the bone-white spirit-sigil worn openly at the throat. They are not a peasantry as Sìshuǐ would name one. They are the people the land speaks through, and they will tell you so without raising their voices.
Their bond with House Liradi has always been less rule than negotiation. The speaking seasons, those festival-assemblies where elders bring grievance before noble holders, are old as the river-pacts themselves, and the commoners remember exactly which lords honored them and which did not. Fields, it is whispered, remember too. Just now, the road-surveying parties of Liradi's younger faction have set every grove-village muttering, for no proposed route avoids some spirit's claim.
What they are known for is patience, the slow, immovable kind. They argue not by principle but by witness: this stream, this stone, what happened the last time a boundary was moved without asking. They are not threatening. They are informing.
Kingdom_class of Tōngzhì
Ask in any Tōngzhì tea-house who keeps the kingdom running, and the answer comes with a shrug toward the next table: the commoners themselves, the farmers and fishers and craftsmen and dock-hands of House Shuveri's lettered realm. You will see them at harbor weigh-stations filing catch reports, at the mill gates reading the day's grain register, at the ward office queuing with neatly folded petitions. They are, by some measure, the most literate common folk in the empire, and quietly proud of it.
Their bargain with the Crown is old. The throne builds schools, mends roads, propitiates the river-spirits; the commons pay taxes, supply levies, and send their cleverest children up the examination ladder into the bureaus. Generations have lived inside that compact, raised on agricultural manuals, guild examinations, and the steady hum of paperwork.
These days they are known for petitions, not pitchforks. They cite statute, quote founding precept, and point politely to the gap between stated intent and current practice. When their patience cracks, it is the eastern fishing villages, and the silence is loud.
A guild of hunter-cooks who track and kill dangerous, exotic monsters and creatures of all types, then turn their kills into elaborate feasts, experimenting with different flavors and cooking techniques to create novel meals.
The omen of the sworn protector, one who serves.
The omen of prophecy.
In the long years of the War of Five Banners, when no kingdom could keep the peace for long, Jīnjiǎ broke into Sìshuǐ at the head of an iron column, and Queen Yuèhé Lanaris led her army out to meet them. She fought to the last sword. Her banners were cut down in the silt, her riders scattered, and Yuèhé herself was struck from her horse and carried away by the current.
The fire that consumed the southern half of Zhūwān forty-seven years ago, and left the quarter cursed and unsettled.
The omen of cunning.
A sprawling criminal empire of opium, gambling, smuggling, and protection rackets made up of countless individual fiefdoms and gangs that coordinate loosely throughout the Empire.
A week-long open sparring tournament in every Jīnjiǎ town's main square; wagers legal only this week.
A network of storytellers, historians, and traveling performers who see stories as an almost holy thing, carrying their own spiritual essence and helping to shape the world's meaning.
A secretive organization dedicated to cataloguing, verifying, and protecting the bloodlines of the noble houses in the Empire.
A network of merchants, reformers, and disillusioned officials who believe the Empire should join the Aldermark Commonwealth.
Lanterns burn nightly until the third Saturday of January, the year's great public courtship night.
For one day in Tōngzhì, anything said is presumed false; contracts void, oaths unhonored, confessions inadmissible.
A drunken intellectual carnival on the longest night, held together by rare-book races, token-thefts, and tall-tale tournaments.
The omen of the reluctant ruler.
Kingdom_class of Jīnjiǎ
Ask after the Supply-Pillars in any tea-house from Zhuwan's brass-lantern quarter to the dustier inns along the Ironsand Roads, and someone will point you to the merchants of Jīnjiǎ. You will know them by the charcoal wool coats cut to a soldier's shoulder, the double row of brass buttons stamped with the Pillar sigil, and the road-weight in their stride. They are not counter-clerks. They are caravan-masters and harbor brokers who wear rank on their lapels because the kingdom demands it shown.
Their charter is old as the Zhancalius consolidations. The first lords needed coin for their campaigns, and the road-clans and barge-houses gave it, in trade for toll rights, court petition, and the Supply-Pillar title that buys a merchant a soldier's standing. Every decade still, by oath, each great house outfits a company of troops.
They speak in tactical assessments, not pleas. Press them on the Internal Toll Gates and you will hear, in measured low cadence, a war plan dressed as a ledger.
Kingdom_class of Qiānjīn
Ask any traveller stepping off the Pearl Bay docks who truly runs Qiānjīn, and they will laugh and point you to the counting-rooms above the silk arcades. The merchants of Qiānjīn are no single guild but a living lattice, caravan-masters, money-changers, and silk-and-spice houses whose ledgers reach across three continents. You will see their factors everywhere worth seeing: at the tariff houses of Zhuwan, in the embassy quarter teahouses, leaning on the rails of ships that have not yet finished unloading.
They are old as the road itself. Long ago they struck a quiet compact with House Jindoro: the throne licenses the routes and hangs the bandits, the houses fund the festivals and the fleet. Each generation renews it over banquets nobody admits are negotiations.
They are known for the smile that means math. Warm, measured, precise, allergic to shouting, fond of precedent. By the time their position reaches the throne, it already sounds like everyone's idea.
Kingdom_class of Sìshuǐ
The Merchants of Sìshuǐ are the river's own gentry, the silk-and-tea houses, money-changers, and caravan-brokers whose counting-halls line every wharf of the Jīnhé. You will spot their factors in the lock-towns and the Pearl Bay embassies of Zhuwan, and you will see their spokesman seated, by quiet ancient right, in the outer ring of the Imperial court itself.
They rose, so the saying goes, not beside the throne but because of the water. In the early consolidation centuries, when House Lanaris was knitting the five kingdoms into one cloth, it was merchant credit and merchant caravans that did the stitching. The favors granted in return, gentle tolls on the Jīnhé locks, preferential berths at Pearl Bay, were never written down. Merchants, after all, prefer their compacts renegotiable.
They are known for never raising their voices. They speak in the language of flow and nourishment, smile, defer, and adjust a caravan route three provinces upstream. By the time you notice, you have already agreed.
Kingdom_class of Táimí
Ah, the merchants of Táimí, yes. You will know them by the open-diamond weave of their wool, by the spirit-marks renewed at the wrist before any meeting of consequence, by the small offering-pouch that hangs at the belt beside the ledger. They are the walkers of the kingdom, the caravan-masters and shopkeepers who keep a shrine behind every counter and pour millet wine for the hearth-spirit before opening the shutters.
They were never the silk-and-ledger houses of Sìshuǐ, nor the pearl consortiums of Qiānjīn. Táimí grew its merchants slow, generation by generation, out of the hard art of asking permission, of grove-spirits and river-dragons and stone-elders who decide which pass opens in which season. House Liradi has long found them useful and watched them sidelong, and they remember every favor asked and every petition delayed.
In council they are deferential in form, patient in substance, speaking of rivers and stones when they mean profit. Broad calloused hands rest open on the table. The voice is low, unhurried, and very rarely finished.
Kingdom_class of Tōngzhì
You will see them in the licensed counting-houses of every Tōngzhì city, in the back rooms of the Collegium of Records where re-certifications are stamped, and at the long tables of the merchants' councils in Zhuwan. They are the empire's most precisely organized trading class, not its richest (that honor belongs to Qiānjīn's silk-and-spice dynasties), but its most thoroughly woven into the bureaucratic apparatus of House Shuveri.
Generations ago, the throne understood that goods carry intelligence along with their weight, and the trading houses were cultivated rather than left to grow wild. Caravan-masters file route reports. Money-changers note the wear on foreign coin. The licensing and examination system that binds them was, in time, learned and weaponized by the cleverer houses themselves.
They are known for documenting rather than shouting. Pressure, in their hands, arrives as a ledger, a projection, an amendment request perfectly within the rules. Patient, sorrowful, precise, they believe any obstacle yields to enough well-organized information, and they can outwait almost anyone.
Kingdom_class of Jīnjiǎ
Ask any traveller who has passed through Jīnjiǎ's garrison gates, and they will tell you the same thing: the Military is not a branch of the kingdom, it is the kingdom. From the mountain passes of the north to the dueling yards beside every barracks, the officer class holds the bones of Jīnjiǎ together. You will see them at court in ox-blood coats and high mandarin collars, brass buttons catching the lamplight, an empty sword-frog at the hip that somehow speaks louder than a drawn blade.
They were forged alongside House Zhancalius itself, and they have never let the throne forget it. Two generations past, when the Counting Empress tried to trim their budgets, bandits troubled the eastern roads until the coin returned. The lesson took.
In debate they are patient, courteous, and quietly devastating, finishing arguments the way a duelist finishes a bout. Of late, they speak more often of cultivation, of herbs, of merit, and the throne is learning to listen.
Kingdom_class of Qiānjīn
Walk the wharves of Pearl Bay any morning and you will see them: the officers of Qiānjīn's standing army, sea-teal coats cut close as any merchant's, gold sash hung with campaign seals instead of tassels. They keep posts in the counting-house cities and the customs gates, as much fixtures of the market square as the spice-weighers, and they bow to the Merchant Princes of House Jindoro with a politeness that is famously, deliberately exact.
They were never a temple-bred warrior caste. The corps grew up beside the trading fleets, cutting its teeth on pirates along the Pearl Bay coast and on the smugglers who slip the kingdom's porous borders. Generals here hold shares in the very convoys they protect, which is why old garrison families and newly-purchased commissions still, somehow, share a table.
In council they speak low and clipped, the voice of professionals tired of being remembered only when the silver stops moving.
Kingdom_class of Sìshuǐ
Ask any merchant who has watched a tribute caravan roll out from the capital, and they will point to the men in the deep navy overcoats with the tight river-wave braid at the cuffs. The Military of Sìshuǐ is the Imperial Court's standing arm, its garrison commanders and ceremonial captains, the officers you see flanking the throne at audience and riding the long roads between the border forts and the inner provinces.
They are an old institution, grown around the House Lanaris the way reeds grow along a riverbank. Their senior families have served the throne for three or four generations, and many of their colonels rose as much by examination ink and court connection as by sword. They have held the Qiānjīn passes, chased pirates out of Zhuwan's waters, and escorted more tribute trains than any chronicler cares to count.
They are known for impeccable bearing and a baritone politeness that never quite raises itself. They do not argue; they submit memorials. When displeased, they grow more formal, not less, and a banner quietly missing from an honor guard tells the courtiers everything.
Kingdom_class of Táimí
Ask any traveller who has crossed a Táimí border-pass and they will tell you the same thing: you do not meet a general here, you meet a warden. The military of Táimí is the loose brotherhood of valley officers and garrison commanders who keep the kingdom's mountain roads, grove-marches, and bay-side watchtowers. You see them at the threshold of a sacred wood, baton at the belt beside a polished river-stone, the spirit-mark of their valley stitched in bone-white thread along the shoulder of an earth-toned robe.
Most of them began as village wardens, the sort of officer sent to escort herbalists through spirit-marked terrain or to settle a quarrel where a river-spirit's grievance carried as much weight as a farmer's. House Liradi has never given them a central command, which suits the throne and chafes the officers in equal measure. They are soldiers raised inside the animist web, not above it, and their rank means less here than it would anywhere else in the empire.
What you notice first is the patience, a low and measured baritone that waits for weather, for sign, for the proper moment. Press them on the coast, though, on Pearl Bay and the foreign sails testing the tidal flats, and the patience tightens. They will not override a spirit-speaker in public. They will, gently and repeatedly, reframe every petition for readiness as a duty owed to the land itself.
Kingdom_class of Tōngzhì
In Tōngzhì, when folk speak of "the Military," they do not mean a man on horseback. They mean an institution, a slate-coated officer corps you see walking the ramparts of the mountain-pass forts, surveying river-mouths with brass instruments, or seated quietly in the back rows of academic councils in the capital. Their officers wear midnight long coats with mandarin collars, dark-steel spectacles, and rank stitched so subtly into the cuffs that only another officer would read it.
Three generations past, the old warlord clans were dissolved, and their retainers folded into a single examination-credentialed corps. The trade was negotiated, not imposed: hereditary command surrendered in exchange for permanent funding, a seat for the Marshal-Assessor on the Court's council, and a place within the kingdom's revered examination hierarchy. They have not forgotten the terms.
They are known for patience. Where other kingdoms field armies that march, Tōngzhì fields armies that watch, record, and wait, speaking softly precisely because everyone present understands they could speak otherwise.
On every new-moon weekend, Tōngzhì cities open a lantern-lit market for rare books, banned editions, and information.
A sprawling network of beggars, laborers, and displaced commoners whose members are ranked by the number of cloth pouches on their belts and whose operatives are embedded in every city, slum, and labor camp in the Empire.
Kingdom_class of Jīnjiǎ
Travelers riding the iron roads of Jīnjiǎ will sooner or later cross paths with one of the titled lords of House Zhancalius's old compact, the men and women in ox-blood coats whose brass buttons clink with tournament seals. You see them in garrison courtyards, at the high tables of provincial assize halls, and in the upper tiers of the Grand Assembly, sitting with that soldier's stillness that the kingdom teaches its highborn from the cradle.
Their grandfathers won those titles, the gossips say, sword in hand on the borderlands, when the early emperors needed lords willing to bleed for their seats. From that bargain came the Compact of Earned Names, the old charter that still lets any titled house challenge a crown decree in open court. Every estate, every hill-county, every river pass, was paid for in service, and they will remind you of it.
They are known for ceremony sharp as a blade. A grievance becomes a formal challenge, a rivalry becomes a duel, and their voices, low and iron-weighted, quote the dynasty's own founding philosophy back at the throne whenever centralization presses too close.
Kingdom_class of Qiānjīn
You will see them at the harbor courts of Qiānjīn and along the colonnades of the Regional Assemblies, robed in layered silver-white silk with sea-teal at the cuff, a single band of gold thread at the hem, pearl ropes at the throat. The titled class of the kingdom, they sit on the licensing benches, sign the toll-rolls, and convene the local magistracies. Mark the lacquered tide-wave sash-clasp and the rings on exactly three fingers: that is how old wealth tells itself apart from new.
Most of their patents were granted within living memory, gifts of the Jindoro Merchant Princes to able governors, cadet kin, and a few old houses that learned to invest before they were taught to bow. They have always lived in productive friction with the throne, and lately in quieter friction with the Pearl Compact, whose Zhuwan-registered trusts have been buying out their tenantries.
In speech they are low, deliberate, resonant, fond of dressing self-interest in the language of stewardship, balance, and the kingdom's "productive inheritance."
Kingdom_class of Sìshuǐ
Walk any market town along the Jīnhé tributaries and you will hear them spoken of simply as the Houses, the titled stewards of Sìshuǐ whose jade pendants mark them at a glance in any banquet hall from the capital to the lacquer-forest provinces. They hold the irrigation licenses, the ferry charters, the flood-wall contracts, and the ceremonial care of the lesser river-spirits. To meet one is to meet a straight-backed figure in Imperial navy and ivory, water-motif gold at the cuffs, ink faint at the inner knuckle of a long-fingered hand.
Their roots reach to the old river-pacts that first bound the Imperial heartland together, and for centuries they have made themselves indispensable to House Lanaris rather than rivals to it, supplying the prefects who collect the revenue and the commanders who walk the inland passes. Cadet Lanaris blood runs in many of them, which is why some Houses outlast three generations of mortal competitors without seeming to hurry.
They are known, above all, for patience. They do not refuse a throne's request, they request a further consultation; they do not protest a reform, they lament on behalf of precedent and the river-spirits. Their voices are low and deliberate, their objections arrive in triplicate, and a policy that displeases them tends, somehow, to take a very long time to reach the water.
Kingdom_class of Táimí
Ask after the keeper-families of Táimí, and any merchant on the Zhuwan road will know whom you mean: the moss-robed lords and ladies of the valley clans, the holders of grove and river-bend, whose painted spirit-marks run from collarbone to jaw. You will see them at no glittering court. You will see them on hillside paths, at the stone markers of their domains, and twice or thrice a year at the Conclave of Named Places, where they gather whenever the throne's quill strays too near sacred ground.
Their houses were not bent by the early Liradi sovereigns but folded in, granted titles on the condition that the local spirits did not object. So their oaths bind them to the land first and the crown second, and they will tell you, with no embarrassment, that House Liradi is the first among spirit-listeners, not a master above them.
They are known for patience that wears down stone. They lead with obligation, never interest, reframing every road and tax as a question of whether the earth was asked. They accommodate, they defer, they agree to study a matter, and then study it for a generation. When at last they refuse, it is with the quiet sorrow of those who have listened, and found the answer to be no.
Kingdom_class of Tōngzhì
You will see them in Tōngzhì at every place where paper outranks steel: seated at the high table of a regional college's examination hall, walking the colonnades of a provincial archive, presiding over a tax audit as though it were a recital. They are the landed gentry of the kingdom, governors and estate-holders both, recognizable by the spare midnight-slate coat, the parchment-linen collar, and the small jade estate-seal worn flush at the left lapel. The ink stains at the first two fingers of the right hand are practically a badge of office.
Most are cadet kin or sworn affiliates of House Shuveri, descended from the families who funded the first colleges when the throne built its examination network. They have held their lands by being useful to that apparatus ever since, placing sons in archives, daughters in spiritualist licensure, cousins in quiet corners of the Court.
They are known for the long view and the longer footnote. They do not shout in audience; they annotate. Their petitions arrive cross-referenced, their objections phrased as questions a reasonable administrator would naturally wish to resolve. Speak with one, and the voice is low, measured, and dry, the tone of someone who has read your family's file and is too well-bred to mention it.
Kingdom_class of Jīnjiǎ
Ask any traveller who has passed through Jīnjiǎ and they will speak, half in respect and half in wariness, of the Priesthood of the Iron-Crowned Shrines. You see them at every consequential threshold of the kingdom, consecrating the banners before a campaign rides out, certifying duels in the courtyard squares, pronouncing the will of the spirits at the opening of court. Charcoal and dried-blood crimson robes, brass medallions at the breast, a short bronze rod at the sash: once you have seen the silhouette, you do not mistake it.
They were forged alongside the kingdom itself, useful first to House Zhancalius as a quiet means of declaring rivals inauspicious, and rewarded with temple-lands, conscription exemptions, and a monopoly on the training of spirit-mediums. Centuries of such favors made them rich enough to stop needing favor. Now they walk beside the throne rather than behind it.
They are known for pronouncements, not pleas. They cite the omens, recall what befell rulers who ignored them, and offer a path back into alignment, low and deliberate, as a scout delivers a report before battle.
Kingdom_class of Qiānjīn
Walk the harbor districts of Zhuwan and you will find them: the Priesthood of Qiānjīn, robed in sea-teal and aged ivory, presiding over shrines tucked between counting houses where pearl-glass wind-chimes whisper of favorable tides. Their temple-keepers and oracles are as much a fixture of Qiānjīn's commercial quarters as the brokers and the bonded warehouses, and no Merchant Prince takes his seat, no fleet leaves on the long passage, without their blessing first inked upon a lacquered tablet.
They are an ancient body, older by generations than the current Jindoro line, and their relationship with that House has always been a careful dance of patronage and pride. Harbor-front endowments, tax exemptions, ritual fees from venture-blessings: these were the old compacts. Yet the throne, ever fond of novelty, has more than once flirted with foreign diviners to thin the temples' hold, and the Priesthood remembers each slight the way a ledger remembers a debt.
They speak in the oracle's mode, oblique and weighted, framing spiritual service as the invisible foundation beneath Qiānjīn's prosperity. Cross them, and the auspicious winds turn ambiguous; honor them, and the tides somehow favor your hull.
Kingdom_class of Sìshuǐ
Ask any boatman on the Jīnhé who blesses his nets, and he will point you toward the Priesthood of Sìshuǐ. They are the robed keepers of the river compact, seen most grandly at the Grand Rite Hall of the Imperial Capital, where senior elders in deep navy and ivory, marked by a pale celadon water-drop at the chest, preside over the seasonal rites that confirm the Emperor's bracelet-merge. But they are also the old woman at your neighborhood hearth-shrine and the oracle on the mountain road.
Their lineage runs back to the patriarchs who first brokered the compact between the founding Empress of Sìshuǐ and the river spirit itself. Since then, throne and Priesthood have leaned upon one another, partners more often than rivals, though every Emperor who tried to trim their shrines has found omens turning suddenly murky until the matter was forgotten.
They are known for an unhurried, resonant manner, speaking in sacred precedent rather than open argument. They never threaten. They simply let the river's silence speak first.
Kingdom_class of Táimí
Ask in any Táimí village who speaks for the unseen, and you will be pointed not to a great temple but to a hearthstone shrine, a fog-pooled mountain spring, or a square where the spirit-medium dances at the turn of the season. The Priesthood of Táimí is less an order than a thousand quiet offices, each tending its own grove or river-bend, robed in moss and bone white, mantles stitched with the marks of whatever shrines they serve.
They grew, so the elders say, from the soil itself, older than House Liradi and written into the founding compact of the kingdom: the throne does not rule the spirits, it listens, and the Priesthood is the ear. Every road laid, every levy raised, every treaty signed has passed through their ritual consultation, sustained meanwhile by household offerings of grain, oil, bone, and dyed cloth.
They are known for never quite arguing. They testify, they report what the river has already decided, and they wait. Cross them, and the omens multiply.
Kingdom_class of Tōngzhì
You will know them by the charcoal coats and the small silver pin at the breast, a disc cut with the character for "threshold." The Priesthood of Tōngzhì are the kingdom's temple-keepers and oracle-readers, though to call them only that is to undersell the matter. They walk the halls of the Ash-Smoke Oracle in the capital, the mountain shrines along the eastern passes, and, more quietly, the antechambers of every administrative college that requires a rite consecrated before its doors may open.
Their station is older than House Shuveri's rule. When the Shuveri consolidated Tōngzhì three generations ago, they did not raze the temples but embedded Doctrinal Examiners within them, a compromise the Priesthood accepted with visible grace and, the tea-houses say, a deeper reserve held in private.
They are known for arriving with documents rather than prayers, speaking in low and measured cadence, and meeting the Court on its own ground. When displeased, they perform a rite flawlessly, then pronounce the day inauspicious. The message, as they say, is received.
The omen of change.
A covert group that operates outside the formal Imperial hierarchy to investigate and deal with threats to the Empire and Imperial rule.
A cult of blood sorcerers who value their own arcane power and knowledge above any moral concern.
The omen of forbidden knowledge.
An exclusive society of aesthete-criminals who steal only from the powerful, never through violence, and almost always leave a calling card at the scene.
A monastic order for cultivators who renounce noble life entirely.
A chivalric order dedicated to the cultivation of romantic devotion as both spiritual practice and martial discipline, whose members strive to give themselves as completely as possible to the cause of love through extravagant demonstrations of affection and a willingness to throw themselves into danger on behalf of their sworn beloved.
A militant order dedicated to the total eradication of blood sorcery in all its forms, including the "harmless" village sacrifices and battlefield mercy-oaths many people consider acceptable.
The omen of the survivor.
The omen of the rebel.
Traditionalists who believe that foreign technology corrodes the spirit.
The omen of one who breaks away, drawn to belonging and home but unable to stay for long.
The omen of tragic love.
The omen of sacrifice.
The volcanic eruption of Yānshān and the ashfall crisis in the eastern kingdoms.
Take 50% damage from fire damage for this and the next round.
Mechanics
- Style: Iron Claw (level 2)
- Type: Tactical
- Speed: Fast
- Range: Self
You steel yourself against flame so that all incoming fire damage is halved for this round and the next. Reapplying it refreshes the effect rather than stacking. It carries no activation penalty and can be used without breaking stealth.
Out of combat
On adventure rolls tagged as fire challenges, your result cannot fall below a floor of 3, so even a poor roll still clears a basic fire hazard.
Adventure use
Your skin drinks flame; the heat cannot slow you.
- On fire tasks, every die counts as at least 3.
Arm it before the roll with invoke through_the_flame.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke through_the_flame
If the target is in a high pressure zone of at least 6, consume the pressure zone to daze the target
Mechanics
- Style: Stormbreaker (level 2)
- Type: Main
- Speed: Fast
- Range: A targeted enemy
- Cost: -4 to your other abilities this round, easing by 2 each round
A blast that only works when the target stands on a hex already carrying at least 6 pressure; without that charge it fails and does nothing. On a hit it consumes all the pressure at that hex and deals half your main roll in wind damage to the target. For one round it also weakens the target's outgoing damage by five percent for each point of your main roll, and shifts the target's wound thresholds by half your main roll in the direction that makes them HARDER to wound for that round, not easier.
Out of combat
When known, Thunderclap lends a bonus to rolls for startling or scaring a crowd in adventures.
Adventure use
A clap of thunder cracks the air; the crowd flinches as one.
- On startle or scare crowd tasks, you roll +5.
Arm it before the roll with invoke thunderclap.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke thunderclap
Major events of the Àolǎng Empire from year 0 through year 919.
Patron Spirit of Jīnjiǎ
Ambassador of Zhuwan
Iron has been smelted here since before the empire, in the rocky heights where the Zhōngyuè Qiónglǐng ridge meets the Wànshí range
A fortress commanding the only viable pass between Jīnjiǎ and the interior, barely wide enough for two carts abreast, sheer walls on both sides
Dark forest in southeastern Jīnjiǎ, used for military training
Prospectors followed iron-stained streams uphill into the Qiāncuì forest edge and found the rock riddled with ore
Southeastern river flowing through Jīnjiǎ military lands
A highland ford on an open plateau between the Hánshā desert and the Dōngyuè Cuìwéi highlands, where the Tiělěng Chuān runs wide and shallow over gravel, fordable in dry season, treacherous in spring melt
The formal border crossing between Sìshuǐ and Jīnjiǎ, where the Wànshí range splits at a river gorge
Do (main roll)/2 slashing damage to your target and up to two other adjacent enemies.
Mechanics
- Style: Radiant Edge (level 4)
- Type: Main
- Speed: Slow
- Range: Melee (1 hex)
- Cost: -4 to your other abilities this round, easing by 2 each round
You spin both blades in a wide arc, striking your primary target for slashing damage equal to half your main roll (rounded down), plus the same amount to up to two other enemies standing adjacent to YOU. When more than two extra foes qualify, the lowest-numbered are hit; adjacent allies are spared. Costs a -4 penalty to your other abilities that eases by 2 each round.
How to use
Used in combat. Chosen automatically in this stance.
One of the oldest settlements in Táimí, predating the empire, a logging camp that refused to leave
The world is alive, and every part of it has a voice worth respecting. Throughout the wider empire, people pray to spirits and offer sacrifices, yet they draw a clear line between religious life and daily life, between those who dedicate themselves to the spirits and those who do not. In the spirit lands of Numinveld, no such line exists. Everyone trains from childhood to remain aware of the spirits at all times and to weigh their wishes in every action.
Knowledge is the source of all real power. Any problem can be solved once it is understood well enough. The kingdom maintains some of the greatest libraries and intelligence networks in the empire. Its people dedicate significant resources to spiritual practice, though they emphasize understanding spirits rather than simply venerating them.
V
Veiled Grace School — The school of the unseen strike, the redirected gaze, and the principle that the fight you win best is the one your opponent never knew they were in.
The school of the unseen strike, the redirected gaze, and the principle that the fight you win best is the one your opponent never knew they were in. Its practitioners cultivate speed, misdirection, and precision. Styles lean toward shadow and poison manipulation, acrobatics, and assassination techniques refined into high art.
Styles taught by this school
- Darkened Veil. Ranged mystic style that confuses and distracts opponents.
- Razor Petals. Quick melee style focused on debuffs and damage over time.
- Silken Viper. Mixed melee and ranged style using poison, shadow, and nimble movement across the battlefield.
W
The element of flow, redirection, and the great river Jīnhé.
Hit the target with a dagger coated in a toxin that reduces their melee damage by 50% for this round and (main roll)/3 rounds afterwards.
Mechanics
- Style: Silken Viper (level 6)
- Type: Main
- Speed: Average
- Range: One enemy (no fixed distance is enforced)
You throw a dagger coated in a weakening toxin that cuts the target's outgoing melee damage by 50 percent for 1 + main roll/3 rounds. It only weakens their melee attacks, not their ranged. Re-casting on an already-afflicted target adds to the remaining duration rather than refreshing or stacking. The venom is tagged as a toxin, so Compromise can later prolong it. Casting it has no penalty.
Out of combat
On an adventure, gives a +3 bonus to rolls to identify injuries, diseases, or causes of death.
Adventure use
Wound and ailment alike speak in a language you have learned to read.
- On identify injury or identify disease or identify cause of death tasks, you roll +3.
Arm it before the roll with invoke weakening_venom.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke weakening_venom
Superior rival
Superior ally
Do (main roll)/2 damage to all adjacent enemies and apply a stack of shallow cuts to them all.
Mechanics
- Style: Razor Petals (level 2)
- Type: Main
- Speed: Average
- Range: Melee (1 hex)
- Cost: -6 to your other abilities this round, easing by 3 each round
You sweep your bladed fans at every enemy adjacent to you (one hex away), each taking slashing damage equal to half your main roll. Every target that survives the sweep picks up one Shallow Cut. Costs a -6 penalty to your other abilities that fades by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
Strike your primary target for (main roll)*2/3 damage, and up to two adjacent other enemies for (main roll)/2 damage.
Mechanics
- Style: Shattered Star (level 1)
- Type: Main
- Speed: Fast
- Range: Melee (1 hex)
- Cost: -3 to your other abilities this round, easing by 3 each round
You sweep the meteor hammer through a full arc. Your primary target takes heavy bludgeoning equal to two thirds of your main roll, and up to two other enemies standing adjacent to you (lowest-numbered first if more qualify) are caught in the backswing for half your main roll each. Your Momentum bonus is folded into the main roll before damage is figured. Costs a -3 penalty to your other abilities that fades by 3 each round.
How to use
Used in combat. Chosen automatically in this stance.
Hit the target with a dagger coated in a toxin that does 5 poison damage this round and for (main roll)/3 rounds afterwards.
Mechanics
- Style: Silken Viper (level 1)
- Type: Main
- Speed: Average
- Range: One enemy (no fixed distance is enforced)
You throw a dagger coated in a decay toxin, afflicting the target with a poison that deals 5 poison damage at the end of each round for 1 + main roll/3 rounds. Re-casting on a target that already carries Wilting Venom adds to its remaining duration rather than refreshing or stacking. The venom is tagged as a toxin, so Compromise can later prolong it. Casting it has no penalty.
Out of combat
On an adventure, gives a +3 bonus to any roll to interrogate a target.
Adventure use
The wilting venom loosens the tongue; resistance withers.
- On interrogate tasks, you roll +3.
Arm it before the roll with invoke wilting_venom.
How to use
Used in combat. Chosen automatically in this stance.
Arm before a roleplay roll: invoke wilting_venom
The element of speed, breath, and shifting tempo.
If any target who was not already in melee with you charges into melee with you, you trip them with your rope, knocking them prone and then sending them 3 hexes past you.
Mechanics
- Style: Snaring Storm (level 5)
- Type: Tactical
- Speed: Very Fast
- Range: Self
- Cost: -4 to your other abilities this round, easing by 2 each round
You arm a reactive trip. When an enemy who began the round at a distance (two or more hexes away) charges in adjacent to you, the wind sweeps their feet, knocking them prone and flinging them three hexes past you along their charge. It fires once per cast, on the first such charger, and then disarms. Costs a -4 penalty to your other abilities that fades by 2 each round.
How to use
Used in combat. Chosen automatically in this stance.
The element of growth, healing, and quiet strength.
A rocky promontory on the northeast coast near the Hǎifēng Sōng pine forests, commanding views where you can see weather systems building far out at sea
A highland market town on grassy plains between Dìnghú and the ocean, set back from the coast, coastal raids taught an earlier generation to keep their distance
An old hill-crossing settlement where the southern road meets the route from Qiānjīn, near the Cāngyán Jǐ foothills
The great southern range, continental spine from SW to E
The only easy route through the Wànshí range for fifty miles, hard against the Zhōngyuè Qiónglǐng ridge with Dìnghú visible below
Governor of Western Tōngzhì Region
A fertile clearing in the Qiāncuì where centuries of leaf-fall have composted into rich, dark soil
A river bend in the forest near the Táimí border, where the Huáimù Hé curves through dense woodland creating a sheltered pocket of flat ground
Governor of Eastern Jīnjiǎ Region
X
Inferior rival
Inferior ally
Heir of Jīnjiǎ
Ambassador of Zhuwan
Heir of Táimí
Governor of Zhūwān
The Sacred Island off the northwest coast, where the spirit world is closest to the mortal realm.
Isolated white peak north of the great lake, sacred
A valley that opens southwest toward Cāngyán Jǐ, catching long afternoon sun while the hills block cold wind, a trick of geography that made it the premier wine-producing settlement in Qiānjīn
Governor of Eastern Táimí Region
Y
Endurance, warmth, quiet strength.
Grace, justice, clarity.
Rebirth, passion, transformation.
Intuition, subtlety, hidden knowledge.
Boldness, magnetism, restless energy.
Loyalty, hunger, instinct.
Heir of Sìshuǐ
Pc_sect_leader_npc of The Unforged
Spirit of Love
Hundreds of hand-built stone terraces climb the hillsides between the Qiāncuì forest edge and the Wànshí foothills, each wall representing a family's generations of patient labour
The smouldering volcano in the eastern mountains of Jīnjiǎ.
Great northern lake, mist never lifts, unknowable depth. Between Tōngzhì and Sìshuǐ
Flows through the northern forest into the great lake
Deep in the Qiāncuì forest at the Táimí-Tōngzhì border, invisible until you are practically inside it
Governor of Northwestern Sìshuǐ Region
Z
The only firm ground in a landscape of reed beds, peat bogs, and still black pools where Chéngyuè lake meets the Jiāyǐng marshland and the Fāng Yǔ Lín forest edge
Pc_sect_leader_npc of The Chainless Compact
Patron Spirit of Tōngzhì
Governor of Northern Tōngzhì Region
Imposing central massif in the heart of the island, near Sìshuǐ. Bare mountain and rocky hills dominate
Geographically inside Qiānjīn but politically its own special economic zone, the empire's largest port and the single place where the Five Kingdoms meet foreign goods, foreign money, and foreign ideas on equal terms
How to reach the Zhūwān Ruins, the burned and cursed southern half of the port city of Zhūwān, and how to descend into the delves beneath them.
The place people call the "Zhūwān Ruins" is the Zhūwān South Ruins, the burned southern half of the great port city of Zhūwān. About forty-seven years ago a fire tore through the southern quarter and left it a cursed wreck; it has stood abandoned and dangerous ever since, and only the Jīnhé river kept the flames from crossing to the living city on the north bank. For the story behind it, read help The Fire of Zhūwān.
Getting there quickly
The fastest way is to type walk delve. This routes you across the river to one of the ruins on the south bank and walks you there automatically, dropping you in a spot from which a delve can be started. You can also type walk delves, and any of the movement verbs work the same way, such as go delve or run delve. It picks a ruin for you, so you will not always arrive at the same one.
Getting there on foot
The Ruins are not a separate place on the world map; they are the south bank of Zhūwān itself, just across the river from the living northern city. If you would rather travel the route yourself:
- If you are in another town, use
journey to Zhūwānto plan the overland trip, thenetato check how long it takes. You will arrive in the living city on the north bank. Seehelp journeyfor the full travel options. - From northern Zhūwān, make your way to the riverfront and cross to the south bank over one of the Jīnhé bridges. Three bridges span the river: the Tōngjīn Shìqiáo, the Gāoàn Shīqiáo, and the Gǔdù Shíjiāo. You can
walkto a bridge by name, or simply keep headingsouthuntil a bridge carries you over the water into the Ruins. - Use
lookandexitsto see which way leads toward the river, andmap cityto view the whole street grid, where the river divides the living city to the north from the Ruins to the south.
Descending into a delve
Reaching the Ruins only brings you to the surface. To actually enter one of the instanced dungeons below, stand inside a ruin and type delve enter. Type delve enter deep to brave a deeper, riskier descent. If you are not standing in a ruin, the game will tell you so. See help delve for how delving works, including time limits and fog of war.
A word of warning
The Ruins are shunned for good reason. The lingering curse breeds dangerous phenomena among the burned streets and in the catacombs beneath them, and few who venture in stay long. The one draw is that rare cultivation ingredients grow nowhere else, which is why the occasional cultivator braves the ash. Go prepared, and do not expect help if you get into trouble down there.
look shows your surroundings, exits lists every way out, and heading north back over a bridge carries you toward the living city.
6 zodiac years shaping fate and character.
A
The post-use roll penalty (malus) that abilities place on your later rolls, and how abilities resolve.
Many combat abilities cost you a temporary penalty on your later rolls. Ability text often calls this a malus to your "ability rolls." It is a real, tracked cost, not flavour text: using a strong ability makes you a little less sharp for a few rounds while you recover.
The two kinds of penalty
- Ability-roll penalty hits only your OTHER ability rolls. It never touches your basic attack roll, and it never penalises the very ability that caused it. Most abilities use this kind.
- All-roll penalty hits EVERY roll you make, both basic attacks and abilities (again excluding the ability that caused it). A few heavy abilities carry this on top of the ability-roll penalty.
Penalties are negative numbers added to your roll total, so they make a roll lower (and a lower roll is easier to fully resist). Each penalty fades on its own: every round it recovers by a fixed amount until it reaches zero and disappears. A larger penalty, or a smaller per-round recovery, means it lingers longer.
Do abilities roll?
Yes. An ability resolves with its own roll, to which your relevant stat modifier and any active penalties are added. The ability's own listed effect is the source of truth for what it adds; it does not borrow your basic attack modifier. Abilities that simply shield, buff, or reposition still roll, but they do not roll to "hit" an opponent the way a basic attack does, which is why they can feel like they do not roll. Spending Qi on an ability adds extra exploding dice to that ability's roll.
Tracking your active penalties
Your current ability-roll and all-roll penalties appear under "Your Status" in the combat status command, with how many more rounds each one will last. In the web client they also show in the combat status bar as a warning tag, with the per-round recovery shown as a superscript.
What an adventure is and how it differs from a delve. An adventure is a GM-narrated story session the game starts automatically when your character is idle out in the world. There is no adventure command to start one. Eligibility needs you alive, online, idle a few minutes, not disguised, off cooldown, with enough energy, and outside Zhūwān and the capitals. Starting one spends energy and sets a cooldown. While it runs you shape the story with the assert command and Destiny. View and join adventures and missions with activity. A delve, by contrast, is player-started with delve enter in the Zhūwān ruins.
An adventure is a guided story session that the game runs for you. There is no adventure command to start one yourself. Instead, the world watches for a player who has settled into a quiet moment and offers them an unfolding tale: a chance encounter, a problem to solve, a turn of fortune. When that happens you are dropped into a narrated scene and invited to play it out.
How an adventure begins
Adventures start on their own when you are idle. If your character has been standing still for a few minutes, is alive and online, is not in disguise, and has enough energy to spare, the game may choose you for one. You also need to be out in the wider world: adventures do not begin while you are inside Zhūwān or a kingdom capital, where there is already plenty to do. After one finishes there is a cooldown of about half an hour before that same character is eligible again, so they are an occasional event rather than something you grind.
Starting an adventure spends some of your energy, so keep an eye on your reserves with score. You can build energy back up through offline work; see help earning money and help activity.
Playing through one
While an adventure is running it is narrated for you, scene by scene, and you respond in character. You can also help steer the story with the assert command, which lets you spend Destiny to assert facts about the world: a new arrival, a complication, a sudden gift or revelation. See help assert for the kinds of things you can assert, and help destiny for how Destiny is earned and spent. Completing an adventure pays out rewards such as treasure you can sell, standing, and crafting ingredients.
Adventures versus delves
It is easy to confuse the two, so here is the difference:
- An adventure comes to you. It is a narrated story session the game starts automatically when you are idle out in the world. You shape it through play and the
assertcommand. - A delve is something you start on purpose. Type
delve enterinside the ruins of southern Zhūwān to explore a procedural dungeon for loot and treasure. Seehelp delve.
help activity to view and join adventures and missions, help assert and help destiny for shaping a story, and help delve for player-started dungeon runs.
No command. Adventures start automatically when you are idle. An overview topic. See also: activity, assert, destiny, delve.
The game uses AI for things you see in play: NPCs that hold conversations, generated room and town descriptions, polished combat prose, composed names, and optional story beats. If an NPC reply or a generated description looks wrong or strange, report it with the bug command (a ticket), noting what was said, where, and when. Separately, there is a community policy on AI-generated art: it is welcome, but you must disclose AI art whenever it could be mistaken for art you made by hand (mostly the Discord sharing channels). The art policy is a community guideline, not an engine mechanic.
This topic covers two separate things: the AI built into the game that you meet while playing, and the community policy on AI-generated art that players share outside the game. They are unrelated, so read whichever you came for.
The AI built into the game
Some of what you see while playing is shaped by AI working behind the scenes. In plain terms, that includes:
- Animated characters who hold a conversation. Many of the people you meet can talk back, react, and act in their own voice rather than repeating a fixed line.
- Generated places. Room, building, and town descriptions, along with the weather and the mood of a scene, are often written for the moment rather than picked from a short list.
- Polished combat writing. The blow-by-blow of a fight is turned into flowing prose, on top of the underlying dice and rules.
- Composed names. Names and their meanings are put together for new people and places.
- Optional story beats. Missions, adventures, small activities, and the auto storyteller can offer threads for you to follow.
This writing is generated, so once in a while it can come out wrong: a person might say something that does not fit, a description might contradict what is in the room, or a name or detail might read oddly. That is worth reporting, and it is easy to do.
Reporting an AI oddity
Yes, you can report it. Use the ticket system, the same channel you use for any other problem. Type bug (or tickets and choose Submit Ticket) to open the report form, then describe what happened. The most useful details are:
- What was said or shown — quote the odd NPC reply or paste the strange description if you can.
- Where — which room, building, or town, and which character or fight it came up in.
- When — roughly the time it happened, so staff can match it to the logs.
Your current location, character, and any active fight or activity are attached to the ticket automatically, so you do not have to restate them. Filing the ticket alerts staff and keeps a record you can follow with tickets. For the full picture of reaching staff and tracking replies, see help contacting staff.
Short answer: you are welcome to use AI-generated art in and around the game. The one rule is disclosure: you must declare that a piece is AI-generated whenever there is any reasonable chance someone would otherwise conclude it is art you made yourself.
When do I have to disclose?
Whenever someone could reasonably mistake the AI output for your own handiwork. If a viewer might look at it and think you drew, painted, or designed it, say up front that it is AI-generated. In practice this comes up most often with AI art posted to the sharing channels on the Discord, but the same principle applies in any other situation where the same confusion could arise.
When don't I have to disclose?
If the generation is photographic, or otherwise not something anyone could reasonably imagine was art you actually made, you don't have to disclose it. The rule is only about preventing AI work from being mistaken for your own original art — not about labelling every image that ever touched a model.
The rule in one line
Use AI art freely — just don't let anyone believe you made it by hand when you didn't. When in doubt, declare it.
No command. The community policy on AI-generated art: it is allowed, but you must disclose AI art whenever it could be mistaken for art you made yourself (mostly the Discord sharing channels). Photographic or obviously-not-hand-made output needs no disclosure.
B
The backstory you wrote during character creation is saved with your character. Read it, and edit it at any time, on your web profile page under the Edit Details tab, in the Background sub-tab. The in-game profile command shows identity and status only, not the full backstory text.
The backstory you wrote during character creation is saved with your character. You can read it again, and change it at any time, on your web profile page.
Where to find it
Open your profile page in the web client (the Profile link in the menu, at the /profiles address). Choose the Edit Details tab, then the Background sub-tab. Your saved Backstory appears there in full, along with your Personality, Goals, and narration point of view.
Changing your background
Your appearance, background, and voice can be edited at any time. Update the Backstory text in the Background sub-tab and use Save Background. There is no waiting period for these changes.
No command. Open the web profile page (Profile link, /profiles), then the Edit Details tab and the Background sub-tab.
How to fight giant multi-part monsters. A big beast is one monster made of several parts (head, claws, tail), each with its own health. Choosing Attack on the beast opens a limb menu: Auto strikes the closest part each swing, or pick a specific limb to lock onto it. The part marked ⚔ WEAK POINT (a red dot on the battle map) only pays off if you Mount the beast from an adjacent hex and Climb for several rounds — Cling to hold on safely against shake-offs — after which your next attack deals triple damage to every living part at once, and the beast flings you off. Big monsters trample anyone they run over. Movement options include moving toward or retreating from the beast, plus clicking any hex on the map. See help attack, help combat, help flee.
Some foes are too big to fight face to face. A giant beast — a chimera, a great serpent, whatever horror the wilds produce — enters the fight as a single monster made of several parts: a head, claws, a tail, and the like. Each part has its own health, tracked separately, and the beast fights on until its body as a whole gives out — so ruining one limb is real progress even while the rest still snaps at you.
Fighting it limb by limb
- Choose Attack from the combat menu and pick the beast; a limb menu opens listing every living part with its health and distance.
- Auto (closest limb) strikes whichever part is nearest each swing — the sensible default while the beast wheels around.
- Pick a specific limb to lock onto it and concentrate your damage. A part battered to nothing is destroyed and menaces you no more.
The weak point
One part is marked ⚔ WEAK POINT in the limb menu and shows a small red dot on the battle map. The mark is a promise, not a shortcut: attacking it from the ground is just a normal hit. To collect on the promise you must climb the beast itself:
- Mount. Move adjacent to the beast; the Movement menu then offers Mount.
- Climb. Each round while mounted, choose Climb to work toward the weak point — it takes several rounds, and the menu shows your progress — or Cling to simply hold on. The beast will try to shake you off: a climbing rider risks being hurled to the ground (perhaps into a hazard), while a clinging rider always keeps their grip. Climbing is faster; clinging is safer.
- Strike. Once you reach the weak point, your next attack is devastating: triple damage, dealt to every living part of the beast at once.
- The fall. The blow enrages the beast and it flings you off. Pick yourself up, close back in, and start the climb again.
You can choose Dismount at any time to drop off safely instead.
Keep moving
- The Movement menu offers Move toward and Retreat from the beast, alongside Stand Still — and Mount when you are beside it.
- On the battle map you can also simply click any hex to move there.
- Do not loiter in a charging beast's path: a big monster tramples whoever it runs over, battering them and shoving them aside — and anyone with nowhere to be shoved is knocked flat.
help attack for striking, help combat for reading the battlefield, and help flee for leaving a fight that has gone wrong.
No typed command. Use the combat menu: Attack → the beast → pick a limb; Movement → Mount / Move toward / Retreat from. See also: attack, combat, flee.
C
How chemistry works. Chemistry is the private bond, romantic or rivalrous, that builds between your character and another. It is not a command and it is not alchemy (for pills, herbs, and elixirs see help cultivation). Chemistry passes through tiers Spark, Kindling, Flame, Blaze, Inferno, and Transcendent, and it sets your Qi Level, the size of the qi dice you roll in combat shown on score. The bond weighs most when the other person is near and most of all when you face them across a fight, where a duel multiplies your qi the hardest; bright enough qi gives a visible radiant glow. Build it by roleplaying together: flirtation, wit, rivalry, vulnerability, gestures, and care raise it, while spreading yourself thin or some intimacies lower it. See also help qi, help relationship, and help score.
Chemistry is the bond that builds between your character and another, whether the pull is desire or the sharper heat of rivalry. It is not a command you type and it is not the same as cultivation: pills, herbs, and refining qi through training belong to help cultivation and help qi. Chemistry is about people, and it shapes how brightly your qi burns in a fight.
What chemistry is
- The game tracks a private chemistry level between you and each character you grow close to. As it rises it passes through named tiers: Spark, Kindling, Flame, Blaze, Inferno, and at the very peak, Transcendent.
- Chemistry is one-directional and personal. How you feel about someone and how they feel about you are scored separately.
What it does
- Chemistry sets your Qi Level, the size of the qi dice you roll in combat (shown on your
scoreas a word from Four up to Twenty). A higher tier means larger dice, so your qi swings harder behind an attack, a defence, an ability, or a burst of movement. - The bond counts for most when the other person is near. Sharing a room weighs full, the same building or city less, and a partner you have not seen in days fades toward the floor.
- It counts for most of all in conflict. When you face someone you share chemistry with across the line of a fight, the heat between you multiplies your qi, fiercest of all in a one-on-one duel.
- Once your qi burns bright enough you take on a visible radiant glow that others in the room can see.
How to build it
- Roleplay together. Flirtation and strong scene-craft earn a first foothold on their own, though flirting alone only carries you to the lower tiers.
- Beyond that first spark, your shared scenes are weighed for what makes a bond deepen: wit and banter, playful rivalry, real vulnerability shown before others, meaningful gestures, dressing for the moment, and genuine care. Crudeness, cold distance, condescension, and mere passivity all work against you.
- Rivalry counts as surely as romance. A worthy adversary whose feelings are sharpened by conflict can raise your qi as much as a lover.
- Bonds are not free. Spreading yourself across many partners quietly cools the rest, and some intimacies can lower a bond rather than raise it.
Can you see who you have chemistry with?
- There is no list. Chemistry is kept private on purpose, so there is no command or panel that names the individual people you share it with, and no one can read yours.
- What you can see is the result. Your
scoreshows a single Qi Level, the word that reflects your strongest bond, and once your qi burns bright enough others in the room see your radiant glow. Watch your Qi Level rise as a bond deepens. - The surest sign is the roleplay itself. Chemistry grows from your shared scenes, so the people you keep returning to are the people you are building it with.
score. For qi as a force of the world read help qi; for marriage, friends, and boundaries read help relationship. Looking for pills, herbs, or elixirs instead? That is alchemy in the cultivator sense; read help cultivation.
No single command. A how-to for interpersonal chemistry and how it sets your Qi Level. See also: qi, relationship, score, cultivation.
Clear the messages from your screen. Typing clear (or cls) in the webclient empties both the out-of-character and roleplay feeds for a clean view. It is a display-only reset: it affects only your own screen, undoes nothing in the world, and leaves your connection running normally.
Type clear (or cls) to wipe the messages from your screen. It empties both feeds — the out-of-character panel on the left and the roleplay panel on the right — so you start with a clean view.
This is a webclient action, not something the world sees. It only tidies your own display: nobody else is affected, nothing you said or did is undone, and you stay right where you are. It is handy for clearing clutter before a scene or after a long stretch of combat output.
Because it clears only what is on screen, the connection keeps running normally. New messages appear as they arrive, and the server never resends lines you have already cleared.
clear | cls
How to get clothes: buy ready-made from a shop, or design and commission a custom item.
You start with whatever you are wearing and nothing handed to you, so getting more clothes means visiting a shop. There are two ways to do it: buy something ready-made off the rack, or design a custom piece and have a shopkeeper make it for you. Once you own a garment, put it on with wear <item> and take it off with remove <item>.
Buying ready-made (fastest)
Find a clothing shop (a tailor, outfitter, or general store) and use shop to browse what is in stock, then buy <item> to purchase it. The garment goes straight into your inventory and you can wear it right away. Most everyday clothing is priced in Silver Li (the common silver coin; one thousand Silver Li make one Gold Dollar), so even a new character can usually afford the basics. If you change your mind, sell a recent purchase back to the shop for a refund (full refund within fifteen minutes of buying).
Designing your own (custom)
To make a one-of-a-kind piece, use design (also blueprint) to open the designer and draft a pattern — you choose the wording and look, and it stays a draft you can refine as much as you like. Use design list to see your saved drafts and design edit <name> to revise one. Designing is always available and costs nothing on its own; you only pay when you have it made. See help design.
Commissioning a design
A design is only a blueprint until a shopkeeper makes it real. Stand inside a shop and use commission <design name> (also order or craft). The shopkeeper examines your design, quotes a price (usually in Silver Li, sometimes with a discount if they are impressed or if you are carrying useful materials), and gives an estimated completion time. Choose how to pay and the work begins. See help commission.
Commissioning permanently locks the design: the moment you commission it, the blueprint is fixed and can no longer be edited or deleted. If you want a different version later, make a brand-new design and commission that one. Use addamount to order more copies of the same locked design.
Delivery
At a credit shop (such as the newbie school outfitter) the item is made on the spot and handed to you at once, charged to your credit tab. At an ordinary shop the order takes time; when it is ready it waits at the shop until you collect it, or you can have it delivered to your home.
wear <item> to put it on, outfit to manage saved outfits, and wardrobe to store and retrieve clothing.
help clothing
There are no MUD color codes to type. The web client colors text for you: red means harm or failure, green means success, amber means caution, blue is system info. Change theme, fonts, and spacing on the Settings page.
There are no color codes to type. Unlike older telnet muds, this game runs in a styled web client, so colors and formatting are applied for you automatically. You do not need to (and cannot) prefix your text with codes like {r, %^RED%^, or escape sequences. Just type normally and the client takes care of the look.
What you can customize
Open the Settings page from the menu to adjust how the game looks on your screen:
- Theme picks the overall color scheme. Choose System Default, Dark, or Light, or use the quick theme toggle in the navigation bar.
- Panel fonts let you set a different typeface for the out-of-character panel and the roleplay panel.
- Line height adjusts the vertical spacing of text in each panel for easier reading.
- Backgrounds and pictures can be turned off if you prefer a plainer view or a faster, mobile-friendly layout.
What the colors mean
The client tints certain words and panels to help you read the action at a glance. You never set these yourself; they follow what is happening in the game. The general scheme is:
- Red marks harm or trouble. In combat it highlights health lost and knockouts, and a foe's health bar turns red when it runs low or critical. Red also flags a command that failed and effects working against you.
- Green marks the good news: an action that succeeded, and full or healthy health bars.
- Yellow or amber is a caution color, used for a health bar in the middle range and for warnings.
- Blue and cyan are for system and status notes from the game itself.
- Purple sets apart Game Master narration during guided scenes.
Treat these as helpful hints rather than strict rules. If you turn on the high-contrast option in Settings, some colors shift to stay readable, but their meaning stays the same.
Visit the Settings page to change theme, fonts, and line height.
How to reach staff: file a ticket with the tickets command (or the bug, typo, report, request, and suggest shortcuts).
There is no pray or petition command in this world. The way to get a staff member's attention — to report a problem, ask for help, or make a request — is the ticket system. Filing a ticket alerts the staff right away, and your ticket keeps a record so you can track the reply.
Filing a ticket
Type tickets (or just ticket) to open the ticket menu, then choose Submit Ticket — or jump straight to the form with tickets new. Fill in a category, a short subject, and a description. When you submit, the staff are notified and your ticket is logged. Your current location, character, and any active fight, activity, or adventure are attached automatically, so you do not need to describe where you are.
Quick shortcuts
For common kinds of reports you can skip the menu and open the form directly:
bug— report something that is broken or behaving wrongly.typo— report a spelling or text mistake.report— report a behaviour or conduct concern.request— ask staff for something (assistance, a change, access).suggest— offer a suggestion or idea.
Each of these is just a shortcut into the same ticket form with the category preset; use whichever fits, or use tickets new and pick the category yourself.
Tracking your tickets
Use tickets to see your open tickets and tickets all to include resolved ones. Read a specific one with tickets view <id> (for example tickets view 42). When staff resolve or close a ticket you get a notice in-world, and the staff reply shows up under that ticket.
help <topic> — for example help combat or help movement. The help system answers questions instantly; use a ticket when you need a person.
help contacting staff
How items and containers work. A container (pouch, bag, sack, or pack) can hold other items: put <item> in <container> places a carried item inside one you can reach, get <item> from <container> takes it back out, and look <container> shows the contents. put <item> with no container, like drop, sets it down. Give hands items to someone, hold and pocket move an item between your hands and away, a worn holster sheathes a weapon, and the wardrobe is longer-term storage at your home.
You can hold items inside other items here. A container — a pouch, bag, sack, or pack — can carry smaller items, and a handful of simple commands move things between your hands, a container, the ground, and longer-term storage. The everyday tools are below.
Putting things into and out of containers
- Put.
put <item> in <container>tucks a carried item inside a container you can reach — one you are carrying or wearing, or one on the ground here. For example,put cigarette in pouch. (intoandontowork too.) A container holds only so much, and you cannot put money inside one. - Get from.
get <item> from <container>takes an item back out, for exampleget cigarette from pouch. - Look inside.
look <container>(orexamine <container>) lists what is inside it. In yourinventory, a container shows how many items it holds.
If you drop, give, or stash a container, whatever is inside travels with it. To stash or sell a container, empty it first.
Picking things up and putting them down
- Get.
get <item>picks an item up from the room.get alltakes everything on the ground, andget moneyorget 100collects coin. The aliasestake,pickup, andgraball do the same. - Drop.
drop <item>puts an item down in the room for others to see and pick up.drop allsets everything down at once.put <item>with no container, andput down <item>, also drop to the room. - Give.
give <item> to <name>hands an item or coin straight to another person in the room.
Holding, pocketing, and holsters
- Hold.
hold <item>takes an item into your hands so others can see it. The aliaseswieldanddrawdo the same. - Pocket.
pocket <item>puts a held item away so it is no longer on show. The aliasesstowandsheathedo the same. (To send an item to long-term storage instead, use thewardrobebelow;stashis a wardrobe shortcut.) - Holsters. The one thing that holds another item here is a worn holster, which carries a sheathed weapon. If you are wearing a compatible holster,
pocket <weapon>sheathes the weapon into it, andhold <weapon>ordraw <weapon>draws it back out.
Seeing what you have
inventory (or inv, or just i) lists everything you are carrying along with your coin. equipment shows what you are holding and wearing. examine <item> reads a single item in detail.
Longer-term storage
For items you want to keep but not carry, use the wardrobe. It is your personal storage, reached at your home or a storage facility: wardrobe store <item> (alias stash) puts an item away and wardrobe retrieve <item> brings it back. This is the closest thing to a chest the game has, and it is tied to your storage locations rather than carried around.
store/stash only put away items you are carrying. To send clothes you are wearing straight into storage in one step, use strip stash (everything you have on) or outfit stash <name> (a saved outfit's items).
help get, help drop, help hold, help pocket, help give, help inventory, help equipment, or help wardrobe.
put <item> in <container> | get <item> from <container> | look <container>. See also: get, drop, put, give, hold, pocket, inventory, equipment, examine, wardrobe.
Money in the realm: Gold Dollar, Silver Li, and how prices work.
Money across the realm comes in a few denominations.
Gold Dollar ($) is the standard paper currency and the value anchor. It is reserved for genuinely high-value, national-treasure-tier dealings. One Gold Dollar is roughly equivalent to one hundred contemporary US dollars in purchasing power, so think of prices accordingly.
Silver Li (Li) is the everyday silver coin. One Gold Dollar is worth one thousand Silver Li. Almost every price you will see in shops, on patterns, and in markets is quoted in Silver Li, so a tag of "45" means 45 Silver Li, not 45 Gold Dollar. Even a master-forged sword is priced in Silver Li.
Gold Talen (T) is a heavy gold coin worth five Gold Dollars. It can be broken down for change.
Frontier Li is the Frontier region's own minting of the Silver Li. It is slightly devalued against the standard Silver Li because of its rough strike, so coins from the Frontier are worth a touch less when exchanged at a bank.
To see how much you are carrying and what is in the bank, use the "balance" command (also "money", "wallet", or "cash").
Paying when a shop charges you
When you buy from a shop, the price is taken from your own money straight away, in whatever currency the price is quoted in. Since almost everything is priced in Silver Li, that means your Silver Li really is spent: the shop draws from your bank account first and then your wallet for any remainder. A cash-only shop ignores your bank and takes only what is in your wallet. Shops do not convert between currencies at the till, so if a price is in Silver Li you need Silver Li to pay it; holding the value in Gold Dollars instead means a trip to a bank to exchange first.
You only fall back on credit when you genuinely cannot pay. If you cannot cover the cost in the right coin and you are still within your first two weeks as a new arrival, the purchase goes on your credit tab instead of being refused; the newbie-school shops always offer credit this way too. Otherwise an unaffordable purchase is simply turned down, and nothing is charged. See help debt for how the credit tab works and clears.
help currency
D
Two kinds of debt: energy debt and your shop credit tab, and how each is repaid.
Two very different things in the game are called debt, and both repay themselves automatically. There is no pay or repay command; you do not settle either one by hand.
Energy debt
When you commit to an undertaking you can spend a little more energy than you have on hand, running your reserve as low as −1,000. While your energy is negative you are in energy debt: any reward you earn is held in escrow rather than handed over. Energy keeps building passively even from below zero, and the held rewards are released to you the moment your reserve climbs back to zero. So energy debt repays itself simply by waiting for your energy to recover; it only ever delays a reward, never destroys it. See help energy for the full picture of how energy builds and what spends it.
Your credit tab (money owed to shops)
This is the "financial affairs" debt. First, an important point: a normal shop does not rack up debt by default. When you buy something you can afford, the price is taken from your money there and then, in the currency it is quoted in (almost always Silver Li), drawing your bank account first and then your wallet. Your coin really is spent; you only land on the credit tab when you genuinely cannot pay in cash.
Credit kicks in as a fallback in two cases. In your first 14 days any shop will let you buy or commission on credit when you cannot cover the cost in cash, and the newbie-school shops always extend credit. Whatever you put on the tab becomes an outstanding balance, tracked in Silver Li, up to a limit of 250,000 Li. Outside those cases, a purchase you cannot afford is simply refused rather than charged to a tab. Check what you owe any time with balance, which shows your Credit Tab (owed).
You never pay the tab off with a command. It clears two ways, both automatic:
- An earnings skim. While you owe anything, 10% of every Silver Li payment you earn is applied straight to the tab until it reaches zero (at least 1 Li is taken whenever you are paid, so even tiny earnings chip away at it). Moving your own money around, such as bank withdrawals, currency exchange, and transfers, is never skimmed; only fresh earnings are.
- Reselling what you bought on credit. If you sell an item you originally bought on the tab, the proceeds go back toward that item's unpaid balance first, and only the surplus reaches your pocket.
So you repay money debt simply by earning and trading; there is nothing else to do.
help debt
What a martial discipline is, and how to browse the schools and styles and begin one.
help discipline
How to donate: give money to charity via the influence command (which grants influence in return), or give money and items directly to other players with the give command.
There is no donate command in this world, but there are two real ways to give, and one of them rewards you.
Donating to charity (and the reward)
Use the influence command (also reachable as affairs or estate), choose the Charity action, and enter an amount. Donating money to charity spends that money and grants you influence in return — influence is your standing in society, which opens up estate and financial options over time. The reward scales with how much you give and with your current charity return rate, which falls off the more you have given recently, so spreading donations out is worth more than dumping everything at once. There is a minimum contribution (currently 100 Li). The influence screen shows your current influence, your charity return rate, and a worked example before you commit.
Giving directly to another player
To hand money or an item straight to someone standing in the same room, use the give command (it also answers to offer, gift, hand, and pass). For example give 100 to Mei transfers money, and give sword to Mei transfers an item. This is a plain transfer between players with no in-game reward; it is simply how you share or pay someone face to face.
tickets command (see help contacting staff).
help donating
E
How to earn Silver Li: offline work, selling, adventures, delves, crafting, and wagers.
Coin does not appear on its own. Most everyday earnings are paid in Silver Li (the common silver coin; one thousand Silver Li make one Gold Dollar). Here are the ways to make money, and the commands to do it.
Offline work (main income)
Type influence (also affairs or estate) and choose the Offline Work action. Enter a multiple of 5 as the energy amount; every 5 energy converts to $1 Gold Dollar (1,000 Silver Li). This is the primary income path for most characters — energy regenerates passively over time, so offline work scales with how often you log in and bank your reserves. Energy cannot be exchanged directly; this is the only way to turn it into cash.
Spending influence
Also in the influence command, the Spend Influence action converts accumulated influence points to money at a fixed rate (enter a multiple of 5). Influence is earned through activities, adventures, and society events, so this is a secondary cash-out path once you have a surplus.
Selling items
Take goods you no longer want to a Floating Market stall and use sell <item> to put them into the secondhand resale pool, or sell <item> to <stall_code> to sell raw materials (ore, silk, jade, and the like) to a material buyer. The payment lands in your wallet in Silver Li, usually a fifth to a half of an item's recorded value (a better standing earns a better price). Treasure you carry out of an adventure sells at a Floating Market stall the same way, and pays its full set value. An adventure haul can include oddly named curios — a carved jade token, a sealed letter, an old relic; whatever its name, if you do not want to keep it, it is treasure to sell at a Floating Market for Silver Li. Away from a Floating Market, sell instead returns a recent purchase for a refund (full refund within one hour of buying or commissioning).
Adventures
Adventures are narrated story sessions the game starts for you when your character is idle out in the world — there is no command to start or join one, and they are not the same as the activities listed under activity. When one comes to you, playing it through pays out treasure you can sell, plus standing (influence) and crafting ingredients; better outcomes pay more. See help adventure for how they begin and how to shape them.
Delves
Type delve enter in the Zhūwān ruins to explore a procedural dungeon. You gather supplies and loot as you go and carry them out when you leave safely; be defeated or abandon the run and you lose roughly half of what you gathered, so know when to climb back to daylight. delve enter deep costs no energy but holds no supplies on its upper floors — the rewards only start several floors down, where the danger is just as high. See help delve.
Crafting to sell
Use design to draft a pattern, then commission (also order or craft) a shopkeeper to make it for you. Commissioning a shopkeeper is the way to turn a design into a finished item — one you can wear, use, or sell on at a market. See help commission.
Wagers
At a society event you can use wager to bet on the running activity. Winning predictions split the pool parimutuel-style and pay out in the wagered currency. Like any bet, you can also lose your stake.
Checking your money
Use balance (also money, wallet, or cash) for your wallet and bank, and bank while at a bank to manage deposits. See also help currency for how the denominations and prices work.
help earning money
Items cannot be renamed or re-described after creation; proof your design before commissioning, and remake it if it is already made.
An item's name and short description are fixed when the item is created. There is no command to rename, relabel, or rewrite the description of something already in your inventory, so a typo or a formatting error baked into a finished piece cannot be corrected on that item directly. The wording comes straight from the design it was made from, and once a design has been made into a real object it is locked.
Fix it before you commission
While a piece is still just a design (a blueprint), it is fully editable. Use design list to see your drafts and design edit <name> to open the designer and revise the wording as many times as you like. The designer is where you proofread: check the exact text and formatting there before you have it made, because the moment you commission the design it is permanently locked and can no longer be edited or deleted.
If it has already been made
If you have already commissioned and received the item and only then spotted the error, the item itself stays as it is. The fix is to start over with a corrected version: sell the flawed item back to a shop with sell <item>, then create a brand-new design with the wording right, proof it in the designer, and commission the new one. The original (locked) design stays in your list, so make a fresh design rather than trying to edit the old one.
describe for your appearance and rename to retitle a room you own. Neither of those touches items.
help editing items
How to check the active effects, buffs, and penalties on your character, in and out of combat
Yes. How you check the effects on your character depends on whether you are fighting.
During a fight
Use combat status (or just combat) while a fight is active. It lists your active effects by name under Status, along with your wound penalty and any roll penalties left on you from abilities, each with the number of rounds until it clears. This is where buffs and debuffs such as being snared, burning, shielded, or empowered show up.
Outside a fight
Combat effects, buffs, and debuffs are temporary. They last only while the fight runs and clear on their own when the fight ends, so there is nothing left to view once you walk away. If a lasting change is riding on one of your stats, it appears on your character record: type score (also stats), and any temporary modifier is shown in parentheses beside the stat, such as (+2). Your record also shows your Health, Energy, Qi Level, and Influence at any time.
combat status during a fight, score for your lasting record.Your personal reserve: how energy regenerates, what spends it, and how to turn it into income.
Energy is a passive resource that builds up every minute, whether you are logged in or away. It is the readiness and stamina you bring to demanding undertakings, and the wellspring of your offline income. Your cap is 2,000 and there is no decay. Check it any time with score, which shows your total, your cap, and your live accumulation rate.
How it regenerates
Energy accrues automatically and fastest when you have the least: about 0.1/min below 1,000, 0.05/min from 1,000 to 1,499, and 0.025/min from 1,500 to the cap. Two multipliers stack on top: a +10% bonus while you are online and recently active in roleplay or combat, and your RP quality grade (from automatic reviews of your roleplay), which scales regen from 0.2× to 2.5× — raising it is the single biggest lever on your long-term energy. Energy does not accrue while you are still in the newbie school.
What spends it
Major undertakings draw on your reserve. A Jianghu adventure takes up to 1,000 — whatever you have, capped there — and that amount becomes your personal reward budget, so arriving with a full 1,000 pays the most. Hosting or attending a society event costs 50 to 500 by role and converts to influence. Drafting a stealth plan costs 250, and entering a delve costs 50. An adventure or stealth plan returns your energy if it never gets underway, but a delve charges its cost the moment you step inside and does not refund it.
Turning energy into money
Energy is not a currency and cannot be exchanged at a bank, but a surplus converts to coin: type influence (also affairs or estate) and choose Offline Work, where every 5 energy becomes $1 Gold Dollar (1,000 Silver Li), in multiples of 5. Because energy accrues while you are away, this rewards logging in to bank your reserves. See help earning money.
Energy debt
You may spend a little beyond what you have, running down to −1,000. While your reserve is negative, rewards you earn are held for you and released the moment it climbs back to zero — so spending into debt defers a reward, it never forfeits it.
help energy
What the realm's exotic (raw luxury) materials are, roughly what each is worth, and how to acquire them. You buy materials at a Floating Market stall: use market to view stalls, walk to a material stall, then buy or buy <n> to take units into your pouch. List your stacks with materials, sell them back with sell, and spend them on a commission. They are not gathered, mined, or dropped as loot; the kingdom beside each material is lore-flavour. Catalog grouped by the five producing kingdoms with a rough price per unit in Gold Dollars (the same figure the materials command shows; 1 Gold Dollar = 1000 Silver Li).
Across the five kingdoms a handful of raw luxury goods are prized far above ordinary stock — court jades, folded war-steel, sea silk, deep-water pearls, and the rest. These are the exotic materials: you can buy and sell them, carry them as stacks (see materials), and feed them into a commission so a master maker works them into something finer than anything off a shop shelf.
The kingdom listed beside each material is where it is produced in the world's lore. It is flavour, not a place you have to travel to. You do not gather, mine, or harvest these materials yourself, and they are not handed out as adventure loot. There is exactly one way to get them.
How to get exotic materials
- Find a Floating Market and type
marketto see every stall and what it is selling today. Each stall has a short code (the codes change as the market rotates, so always read them off the currentmarketlist rather than memorising them) and sits in its own spot, so walk to the stall you want. - Look for a stall whose row shows a material name with a price per unit, such as Imperial Jade at $12 per ounce. The market only carries a few materials at a time and the line-up changes daily, so on any given day there may be just one material stall, or none. Check back another day if the one you want is not in.
- While standing at that material stall, type
buyto purchase one unit, orbuy 5to purchase five at once. The material drops into your pouch as a stack. - Check what you are carrying any time with
materials. To sell a stack, find a stall that is buying that kind of material (its row says what it accepts), then usesell <material> to <stall code>with the code shown on the current market list.
You never need to own a material to design or commission an item. When you commission a design, the maker sources whatever it needs and the cost is built into the price. Buying materials yourself is optional: a maker who can use a stack you are already carrying will knock its worth off your bill, which is handy for pricey goods like diamond or sea silk.
Worth is quoted in Gold Dollars per unit — the same figure the materials command shows for the stacks you hold (1 Gold Dollar = 1000 Silver Li). Prices are rough catalog values; rarity, quality, and local demand move the real asking price.
Sìshuǐ — the Imperial court
- Royal Ruby ($18/carat) — deep blood-red gem reserved for crown jewels and signet rings.
- Imperial Jade ($12/oz) — translucent green court stone, carved into seals and worn as a mark of rank.
- Imperial Brocade ($8/bolt-ft) — stiff silk shot with gold thread in dragon and phoenix patterns, for court robes.
- Royal Pearl ($6 each) — flawless pearl from the imperial fisheries, strung for necklaces and headdresses.
- Cloud Cotton ($4/bolt-ft) — downy cotton that holds warmth without weight; prized for fine inner garments.
- Imperial Saffron ($4/oz) — crimson stigmas picked by the thread; both a costly cooking spice and a dye.
- Cassia Cinnamon ($1/oz) — fragrant bark used in cooking and medicine; the cheapest of the court tributes.
Táimí — the Spirit Lands
- Forest Emerald ($16/carat) — vivid green gem grown deep in the spirit forests, said to hold a sliver of their life.
- Ironwood ($8/board-ft) — near-unbreakable dark timber that turns a blade; favoured for hafts, shields, and frames.
- Heartwood ($6/board-ft) — close-grained red timber from a tree's living core; carves and polishes to a deep lustre.
- Forest Amber ($5/oz) — warm golden resin, sometimes with an insect trapped inside; set in beads and jewellery.
- Wild Vanilla ($3/pod) — fragrant seed pod gathered from forest vines; flavours sweets, perfumes, and liqueurs.
- Heartwood Indigo ($2/oz) — deep blue dye rendered from forest leaves; colours everything from work cloth to fine silk.
Jīnjiǎ — the mountain forges
- Diamond ($30/carat) — the hardest and most precious gem of all, cut to throw fire from every facet.
- Platinum ($25/oz) — dense silver-white metal that never tarnishes; the setting of choice for the finest gems.
- Mountain Cashmere ($9/bolt-ft) — feather-light wool combed from highland goats; warm, soft, and costly.
- Chìyán Folded Steel ($8/lb) — blade steel folded many times over; the heart of any master-forged weapon.
- Predator Leather ($5/sq-ft) — tough, supple hide from mountain beasts; worked into armour, boots, and harness.
Qiānjīn — the Merchant Princes
- Gold ($20/oz) — the universal precious metal; coin, leaf, and the standard wealth is weighed against.
- Cloth-of-Gold ($14/bolt-ft) — fabric woven from real gold thread, blindingly rich and worn only by the powerful.
- Sea Silk ($12/bolt-ft) — rare golden-brown silk spun from the threads of a deep-water mollusc; lighter than air.
- Tyrian Purple ($7/oz) — the royal purple dye wrung from sea snails; for centuries the colour of kings.
- Silk ($3/bolt-ft) — smooth, lustrous standard silk; the merchant houses' everyday luxury cloth.
- Silver ($2/oz) — bright precious metal for coin, tableware, and jewellery; far cheaper than gold.
Tōngzhì — the Scipian scholars
- Sapphire ($22/carat) — brilliant blue gem prized by scholars and jewellers alike for its clarity.
- Opalescent Dye ($18/oz) — shifting rainbow dye that changes colour with the light; an artificer's marvel.
- Umbra Dye ($18/oz) — a black so deep it seems to swallow light; rare, dear, and unsettling to wear.
- Black Pearl ($10 each) — dark iridescent pearl from cold waters; rarer and costlier than the white kind.
- Lapis Lazuli ($8/oz) — deep blue stone flecked with gold; ground for pigment or carved for ornament.
- Whisper Leather ($7/sq-ft) — supple hide cured to make no sound; favoured by those who move unseen.
- Royal Purple Lacquer ($6/oz) — glossy, hard-wearing purple lacquer that seals and adorns fine woodwork.
- Worked Crystal Glass ($5/sheet) — flawless clear glass cut for lenses, windows, and instruments.
market to view stalls and buy to purchase a material, materials to list the stacks you carry, sell to sell them back, and commission to have a maker craft with them.
No command. A catalog of exotic materials, what they are, and their rough prices, plus how to acquire them. Buy them at a Floating Market stall with the buy command; list yours with materials; sell them back with sell; spend them on a commission. See also: market, buy, materials, sell, commission.
F
How to manage your family and noble house. Every family is sworn to one of the five Houses (Lanaris, Liradi, Zhancalius, Jindoro, Shuveri). You found a family and pick its House from the web character pages, not an in-game command, and your characters take the family surname. Use score to see your family and estate, and influence (also affairs or estate) to manage house affairs and estate value. A family martial manual is a secret style recovered page by page through the mission command, granting a martial ability. Use marry (or propose) for marriage, and commit at the Starlight Order monastery to renounce your noble house for good.
Your character belongs to a family, and every family is sworn to one of the five great noble Houses of the empire. Your House sets your standing, your surname, and the embassy your kin answer to. There is no single family command; instead a small set of commands and the web character pages let you found a family, see where you stand, and live out a noble house.
The five Houses
When you found a family you choose its House. Each House is the ruling line of a different kingdom:
- House Lanaris of Sishui, the Imperial Kingdom.
- House Liradi of Taimi, the spirit lands of Numinveld.
- House Zhancalius of Jinjia, the kingdom of Provatia.
- House Jindoro of Qianjin, the Merchant Prince Kingdom.
- House Shuveri of Tongzhi, the Scipian Kingdom.
Read help culture and the lore guides for the character of each land.
Founding and joining a family
You found a family from the web character pages when you create a character, not with an in-game command. Pick a name and a House, and your new character is born into it. During the alpha each account may hold one family at a time. Once a family exists, any new character you make on that account can be raised in it, taking the family name as a surname.
Seeing where you stand
scoreshows your sheet, including your family name and the value of its estate.influence(alsoaffairsorestate) opens your house affairs: it shows your influence, your family estate value, and the rates for charity, offline work, and cashing out influence, and lets you act on them.
Family martial manuals
A family martial manual is a secret style passed down a house, recovered page by page. You gather its pages by running the missions in mission; when a manual is complete it teaches your family a martial ability. This is the real meaning of a "family manual": a treasured fighting art, not a settings menu.
Marriage and renouncing your house
marry <name>(alsopropose) proposes marriage to someone in the room; they choose to accept or decline.commit, taken inside the Starlight Order's monastery, renounces your noble family for good: you give up your House and surname and are known only by a single given name. It cannot be undone.
help score, help influence, help mission, help marry, or help commit. For the setting, read help culture.
No single command. A family and noble house how-to. See also: score, influence, estate, affairs, mission, marry, propose, commit, culture.
How to leave a fight. There is no flee command to type; escaping combat is a choice in the combat menu. Flee is under the Movement section and is offered only when you are at the edge of the battle map with a real adjacent room to run to. A flee succeeds only if you take no damage that round; any hit cancels it and you stay in the fight, and on success you break off and step into the next room. Surrender is on the Action menu: you go helpless and cannot act until the fight ends, and the victors may take you prisoner. If you and everyone else choose Pass, the fight just ends. See help combat, help attack, help movement.
Yes, you can leave a fight. There is no flee command to type; instead, escaping combat is a choice you make in the combat menu while a round is being set up. There are three ways out: fleeing to an adjacent room, surrendering, or everyone agreeing to pass.
Fleeing to safety
- Open the Movement section of the combat menu. If escape is possible, you will see Flee options, one per exit you can run through.
- You can only flee from the edge of the battle map, and only where that edge opens onto a real adjoining room. If you are in the middle of the fight, move toward an edge first; the menu will not offer a Flee direction you cannot use.
- A flee succeeds only if you come through the round untouched. If any foe lands a hit on you that round, the escape is cancelled and you are still in the fight. Choosing to flee means giving up your strike to slip away, so it is safest when you are out of reach or your enemies are busy elsewhere.
- When it works, you break off and step into the next room, arriving at the edge you fled toward. Your foes do not follow automatically.
Surrendering
- Surrender is on the main Action menu. Choosing it gives up the fight outright.
- You go helpless, sitting and unable to act, until the fighting around you ends. You are not knocked out, but you cannot defend yourself, and the victors may take you prisoner.
- Surrender is the way out when you cannot reach an exit and cannot win, but be sure you would rather be at your enemy's mercy than keep fighting.
When nobody wants to fight
- If you pick Pass (also on the Action menu) and every other fighter passes too, a fight between people simply ends. This is the clean way to break off a brawl by mutual agreement, with no one fleeing or yielding. A wild beast will not call off the hunt this way, so against monsters you still need to flee or win.
help combat for reading the battlefield, help attack for striking, and help movement for getting to an edge so you can flee.
No typed command. Choose Flee from the combat Movement menu, or Surrender / Pass from the Action menu. See also: combat, attack, movement.
G
A short Week One checklist for new players: read your score and profile, learn to look and travel, earn your first Silver Li through offline work, try an adventure or delve, design and commission an item, and learn a combat style. No starting money is handed out; see earning money for how to make coin.
Welcome to the grid. Fresh out of character creation, there is a lot to take in and the world is large, so here is a short checklist of things worth doing in your first week. Work through it between roleplay at your own pace. There is no rush.
First steps
- Read yourself. Type
scorefor your statistics and current status, andprofilefor your identity. The backstory you wrote in creation lives on your web profile page; seehelp backgroundto find it. - Get your bearings. Type
lookto see where you are, thendirectoryto list the public buildings in town. Seehelp navigationfor the full guide to moving around. Using home will take you to your personal starting room, and you can use where to find other PCs online. - Learn to travel. Step a room at a time with
north,south,east,west, head toward a place withwalk, or ride across town withtaxi to.
Activities
Grow your character
When you are ready to fight, learn a combat style. Browse the styles with help style, and deepen your inner power with cultivate (see help cultivate). These shape how you handle combat and the abilities you unlock over time.
help for any command, or just help to browse. Good early picks: help earning money, help navigation, help score, and help style.
No command. A getting-settled checklist. See also: score, profile, look, directory, navigation, influence, earning money, balance, activity, delve, design, commission, style, cultivate.
How to give an appropriate, thematic greeting. Custom is to bow on meeting, bowing deeper for more respect: use a degree bow (such as 30bow Lifen) or a kneeling kbow for the deepest deference. Add a free gesture with emote (also pose or :), a discreet one with subtle, or a touch like a handclasp with attempt, which the other person may refuse. Speak with say or whisper, and carry an honorific: Wei superior, Xia inferior, Me ally, Di rival. See help honorifics and help culture.
A thematic greeting in the Empire is part gesture, part word, and part the honorific you choose. There is no single greet command; you build the moment from the tools below. Custom is to bow when you meet someone, bowing deeper and holding it longer for greater respect, then speak. Outright omitting an honorific reads as cold or coy, so most greetings carry one.
The bow
- Bow.
<degrees>bow <name> [roleplay text]bows from 1 to 90 degrees. A higher number is a deeper, more respectful bow. A casual nod to an equal might be15bow Lifen; deep respect to a superior,60bow the magistrate. - Kneeling bow.
<degrees>kbow <name> [roleplay text]kneels first, for the deepest deference, as in90kbow the magistrate, presenting your respects. Save it for elders, superiors, and grave occasions. - Add flavour after the name:
30bow Lifen with a quiet smile. Observers see your bow rounded to the nearest fifteen degrees, while the exact figure stays in the roleplay log.
Gesture and word
- Free gesture.
emote <action>performs any greeting motion the bow does not cover, with your name added automatically:emote inclines her head and touches a fist to an open palm. The aliasesposeand:do the same, so:raises a hand in greetingworks as shorthand. - Quiet gesture.
subtle <action>is a small motion only those right beside you notice, good for a discreet nod across a crowded room. - Greet a touch.
attempt <name> <action>proposes a greeting that touches another person, such as a clasp of hands; they choose to allow or refuse it. Use it for anything that lands on someone else, and respect a refusal. - Speak.
say <message>greets aloud;whisper <name> <message>greets one person privately. Both carry honorifics.
Choosing the register
Honorifics do much of the work. Wei marks the other person as your superior, Xia as your inferior, Me as an ally, and Di as a rival; they combine, so Weime greets a respected ally and Xiadi a lesser rival. Names are given forename first, so you greet Yuèhé Lanaris as Yuèhé. Match the depth of your bow and the warmth of your words to where the two of you stand. For the full table, read help honorifics.
help bow, help emote, help subtle, help attempt, help say, or help whisper. For the customs behind them, read help honorifics and help culture, and for roleplay basics, help roleplaying.
No command. A greeting and etiquette how-to. See also: bow, emote, subtle, attempt, say, whisper, honorifics, culture, roleplaying.
H
How to find what is happening in the world and what to roleplay about right now. There is no single happenings command; current events are spread across several pages. news lists fresh bulletins in announcement, ic (in-character news of the world), and ooc categories; news ic shows the goings-on your character would have heard. calendar (also festivals) shows ongoing and upcoming festivals for your kingdom; calendar all lists the year. notices (also unread) gathers unread notices from the boards you belong to; stand at a board and type notice to read it, and ambassadors and sect leaders pin bulletins there. messenger fetch notices all brings distant postings to you. events lists player-hosted gatherings, with events here and events my. who shows who else is online and what they are doing, giving you living people to react to.
Wondering what your character should be doing or talking about right now? The world keeps moving while you play. There is no single happenings command; instead the game spreads current events across a handful of pages, and this guide points you to all of them.
News of the realm
newslists what is fresh, sorted into announcements, ic (in-character news of the world), and ooc. Typenews icfor the goings-on your character would actually have heard about, andnews <id>to read one in full.
Festivals and the season
calendar(alsofestivals) shows the festivals ongoing and coming up in your kingdom. A festival in full swing is the easiest thing in the world to talk about. Usecalendar allfor the whole year, orcalendar "<name>"for a festival's lore.
Notice boards and bulletins
notices(alsounread) gathers every unread notice waiting on the boards you belong to, such as your home building and your sect or order. It is the quickest way to catch up on local chatter.- Stand at a board and type
noticeto read it, ornotice <n>for a single posting. Ambassadors, sect leaders, and ordinary folk all pin word here, so the boards fill with the latest quarrels, gatherings, and rumours. - Far from a board you care about? Send a runner with
messenger fetch notices allto bring the postings to you.
Gatherings and people
eventslists player-hosted gatherings you can join;events hereshows what is happening at your location andevents myshows the ones you are part of. A gathering is a ready-made scene to walk into.who(alsowhere) shows who else is about and what they are doing, so you always have living people to greet, react to, and trade rumours with.
help news, help calendar, help notices, help notice, help events, or help who. For how to act it all out, see help roleplaying.
No command. A how-to for finding current world events and roleplay hooks. See also: news, calendar, notices, notice, events, who, roleplaying.
How to recover your own health (HP) after a fight: full health returns after six or more hours offline, on the spot with delve recover in a delve or activity heal on an adventure, and in town by paying admission at the Mineral Springs Tea House and soaking in the hot pool. Degraded maximum health mends itself six hours after you last took damage. If a fight knocks you out you come round on your own about ten minutes after it ends, or a friend can wake you once the first minute has passed. The Heal ability and Wood element mend allies, not yourself.
Wounds you take in a fight cost you health (HP). Check yours any time with score. There is no command to instantly heal your own HP just by standing still, but your health does come back through a few reliable routes.
Resting between sessions
The simplest cure is time away. If you log out wounded and stay offline for six hours or more, your health is restored to full the next time you log in. Stepping away for a night is the everyday way to shake off injuries.
Recovering on an adventure or delve
- Delves. Inside a delve,
delve recoverlets you rest and heal back to full HP. It takes about five minutes of in-delve time, so weigh it against the clock. - Adventures and activities. Group activities have rest rounds. When one comes up,
activity healmends the damage you have taken. Note that very heavy wounds can leave a little lasting damage that a single rest will not buff out (see degraded max health below).
Soaking at the Mineral Springs Tea House
Back in town, the Mineral Springs Tea House (the Cuìquán Teahouse) lets you mend without waiting for a long log-off. Step up to the Front Desk and use pay admission (just pay works too). For 2 Gold Dollars Mistress Sūn stamps you a four-hour cellar pass and hands you a towel, robe, and swimsuit, then waves you down the stairs to the grotto. Settle into the hot mineral pool and stay put: while you soak, the spring water slowly restores your current health and, point by point, claws back any degraded maximum health as well. The healing comes in gentle steps every quarter hour or so, so linger a while to feel the benefit. This is the handiest way to refill your health in town when you would rather not log off for the night.
Degraded max health
Taking a great deal of damage can temporarily lower your maximum health, not just your current health, so your ceiling sits below its usual value for a while. This recovers on its own: six hours after the last time you were hurt, your maximum health climbs back to normal. The clock resets every time you take fresh damage, so stay out of harm's way to let it mend. A soak at the Mineral Springs Tea House (above) also restores this ceiling, point by point, while you are in the pool.
Being healed by others
In combat, an ally trained in a mending art can patch you up with the Heal ability, and the Wood element favours cultivators who mend bone and soothe wounds (see help element wood). These techniques target a companion rather than the user, so they are how you help a friend in a fight, not how you heal yourself.
Waking after a knockout
If a fight beats you senseless, your health falls and you drop unconscious. You cannot be woken while the fight is still going. Once the fight ends, the wake clock starts: left alone, you come round on your own after about ten minutes, with nothing required of you. A companion can speed this up by using wake on you, but only after the first minute has passed; before that you are too dazed to be roused. Coming round restores your awareness, not your wounds, so use the recovery routes above to mend the health you lost. See help wake.
Avoiding injury altogether
If you only want to practise fighting without the bruises, spar runs a friendly match that scores touches instead of dealing real damage, so no one loses any HP. See help spar.
pay admission, then stay in the pool), use delve recover in a delve or activity heal on an adventure, and let degraded max health mend itself after six hours without taking damage. Check your health with score.
No command of its own. See also: score, wake, pay admission, delve recover, activity heal, spar, element wood, combat.
J
The jianghu, the wandering martial world of sects, schools, and rogue cultivators, and how you enter it.
The jianghu is the wandering martial world: the whole community of cultivators, sects, wandering swordsmen, scholars, healers, thieves, and outlaws who live by the code of the martial arts rather than by court rank alone. It is sometimes called the rivers and lakes, because its people move freely across the five kingdoms wherever fortune, feud, or duty carries them. The Àolǎng Empire has its magistrates and its noble houses; the jianghu is the parallel society that runs alongside them, where a person is measured by their skill, their word, and the company they keep.
Who walks it
Cultivators sit at its heart. By refining qi through disciplined breath and rare herbal pills, a cultivator can shatter stone with a palm, stride across water, and turn a single sword into a decisive force. Most who study the art belong to one of the four great schools that shape it into rival traditions: the Ember Fist (overwhelming power and iron-bodied endurance), the Veiled Grace (speed, poison, and the unseen strike), the Mirrored Tempest (counters, throws, and the reading of a fight), and the Radiant Chorus (qi projected outward as shields, healing, and elemental bolts). Read about them with help schools, help discipline, and help styles.
The sects, where the jianghu is organized
The jianghu is not formless. It is held together by its sects, the established martial and scholarly orders of the realm. They already exist in the world; you do not found them, you join them. Their concerns span the whole spread of the wandering life: the beggar network of The Ninth Pouch, the gentleman thieves of The Silken Gloves, the shadow-investigators of The River Wardens, the monster-hunting cooks of The Crimson Cleavers, and the wandering storytellers of The Inkstone Society, among others. Some keep their membership secret, so that fellows know one another only by a chosen handle. A few are not sects you simply join: The Starlight Order, for instance, takes its renunciant wanderers through a permanent and life-changing vow rather than a swift oath. Together they are the visible shape of the jianghu, and binding yourself to one is how most people truly step into it.
How you enter it
sect list— see the sects of the realm and any you have joined.sect info <name>— read what a sect stands for before you swear to it.sect join <name>— bind yourself to a sect by name, no invitation required.sect roster— see who shares your allegiance.
You may belong to up to three sects at once, and you can speak with your fellows in real time using channel <sect name> <message>. For the full mechanics of membership, see help sect; for the lore of every order, see help sects.
help jianghu
L
Whether the game has laws, crime, or enforcement, and whether carrying weapons is legal. There is no automated law system: no crime, contraband, arrest, jail, bounty, or confiscation mechanic, and no item is flagged illegal. Carrying weapons is unrestricted and nothing auto-punishes you for it. Jails, magistrates and wanted posters in cities are setting flavour and roleplay, not mechanics. "Law" is player-driven: consequences are social, decided by other players and roleplaying NPCs. What the engine does enforce is anti-grief combat zoning (safe zones block PvP, consent zones need an accepted challenge, captives cannot start fights, sparring is exempt), not legality. In the fiction the Five Kingdoms are governed by an Emperor, Kings/Queens, Governors and Magistrates, but that is story, separate from any engine rule.
Short answer: there is no automated law system in the game. Nothing in the engine treats any deed as a crime, marks any item as contraband, or has a guard arrest you, confiscate your belongings, fine you, or throw you in a cell. Carrying weapons is unrestricted: you can walk anywhere openly armed and the world will not auto-punish you for it. The jails, magistrates, constables, and wanted posters you read about in cities such as Zhūwān are setting flavour and roleplay, not a mechanic that acts on player characters.
Is it legal to carry weapons?
Yes, in the sense that matters to the engine: nothing stops you. A weapon is just an object you own, carry, and equip. No room scans you for arms, no NPC takes them away, and no penalty is applied for being armed. The only weapon-related rule is a combat one: a melee style needs you to actually be carrying the right kind of weapon (see help weapons). Any sense of a place where going armed is "frowned upon" comes from roleplay, not from a system that enforces it.
So how is "law" handled?
By people. "Law" in this world is whatever the players and the roleplaying NPCs around you choose to make of it. If a misdeed is answered, it is because another character decides to answer it: a rival draws on you, a sect disowns you, an offended noble turns cold. Consequences are social and dramatic, told through play, rather than handed down by an automated justice routine. This is the same idea the help weapons topic points at when it says enforcement is left to player characters.
What the engine actually enforces
Where the game does step in, it is to keep fighting fair, not to police legality. Every room carries a combat mode:
- Safe zones block player-versus-player attacks outright, so you cannot open hostilities against another player there.
- Consent zones let you fight another player only after they accept a challenge, so no one is jumped without agreeing to the duel.
- A captive who has been taken hostage cannot start a fight while held.
- Sparring is exempt from these gates, so friendly bouts are always allowed.
These are anti-grief rules about who may attack whom and where, not declarations of what is "illegal". Attacking and capturing other players where the zone allows it is a normal part of play, not a crime the world prosecutes.
Law and order in the fiction
The setting itself is fully governed: an Emperor rules over the kings and queens of the independent Kingdoms, Governors hold the districts beneath them, and Magistrates run the towns with their own small bands of enforcers. Political figures issue decrees and react to one another and to player deeds through the living politics of the world. All of this is story, the texture of a world that has rulers and laws of its own, and it is distinct from any rule the engine applies to your character. Read it as colour for your roleplay, not as a system that will arrest you.
help weapons for whether you need a weapon to fight, help roleplay for playing your character, and help hostage for capturing other players where the zone allows it.
No command. An overview of laws, crime, enforcement, and whether carrying weapons is legal. See also: weapons, roleplay, hostage.
How locking works: secure your own property with property lock/unlock, and secure prisoners with hostage relock.
There is no single all-purpose lock command. Locking in the game is handled by a couple of specialized commands, depending on what you want to secure.
Locking your own property
If you own a room or building, use the property command to control its doors. property lock locks the doors in the room you are standing in, and property unlock opens them again. You can also grant or revoke individual characters access to rooms you own.
property lock— lock the doors in your current room.property unlock— unlock them again.property grant Lin Mei— give a character permanent access.
Securing a prisoner
If you are holding a hostage, hostage relock moves that prisoner into a different room within your building and secures them there.
hostage relock 12 42— move hostage #12 into room #42 and lock them in.
What you cannot lock
Ordinary world doors, gates, and loose containers are not locked with a player command. Passage between rooms is governed by the doors and gates themselves: a closed door or gate blocks movement, while an open one lets you through. You can only lock and unlock doors in property you actually own.
help property for managing your own rooms and access, and help hostage for handling prisoners.
property lock | property unlock | hostage relock <id> <room>
The Lotus Boat (Nongshui Lou): a pleasure craft in Zhuwan with private suites.
The Lotus Boat, properly the Nongshui Lou or "Water-Play Pavilion," is a many-decked pleasure craft moored in the bay south of Harbour Street in Zhuwan. It does not sit on the city grid; it rides at anchor in the river mouth and is reached only by dinghy.
To board, walk south along Library Avenue to the dinghy at the end of the dock and step aboard. The boat carries you across the bay on its own. You arrive at the Mooring alongside the lacquered hull, which is strung with red silk lanterns carved with overlapping lotus blooms.
On the boat you will find an Open Salon on the main deck, a Gambling Floor, a Smoking Lounge, a Bar, the Open Sky Lounge on the top deck, and a tier of named Private Suites on the upper deck (the Crane, Lotus, Peony, Phoenix, Pearl, and Dragon).
A private suite is not rented at a counter. It opens when you buy a premium bottle of liquor from the bar: the bottle's name matches the suite, the price covers the room and the company, and a rental begins the moment the purchase clears. Any followers in your party are pulled in with you, the suite's sing-song hosts walk in and bow, and the doors close to anyone you have not invited.
To end a suite rental early and settle up, use the "leave session" command (also "pay tab" or "end session"). The hosts depart with a bow, the curtain is drawn back, and the booth becomes available to other patrons.
help lotus boat
M
How to see emotes, speech, and roleplay you missed: there is no history command, but missed messages come back to you automatically and you can scroll up to re-read them.
There is no history, replay, or recap command for re-reading past emotes or roleplay. You do not need one: anything you miss in your own room comes back to you on its own, and you can scroll the message pane to re-read what is still on screen.
Roleplay you missed while away
When you log back in, the speech and emotes spoken in your room earlier the same day are replayed into the roleplay panel for you, so you arrive already caught up on the scene around you. Lines from earlier days are not replayed, to keep your screen clear, but anything still in the panel can be re-read by scrolling up.
Roleplay you missed during a dropped connection
If your connection stutters or drops for a moment, the game notices when you reconnect and quietly fetches the lines that went by while you were gone, dropping them back into your panels in order. You do not have to ask for them.
Re-reading what is on your screen
To look back over recent emotes and speech, simply scroll up in the roleplay panel. Channel chatter and out-of-character messages scroll the same way in the left-hand panel.
Quiet mode catch-up
If you turn on quiet to silence the channels and chatter, the game offers to catch you up on what you missed when you turn it back off. See help quiet for the details on quiet mode.
In short: there is nothing to type to review missed emotes. They are returned to you automatically when you log in or reconnect, and you scroll up to re-read the rest.
help missed emotes
How horses and mounts work: you do not buy or own a horse. A horse is one of the travel speeds the world-travel route uses for you automatically.
You do not buy, tame, or keep a personal horse, and there is no stable, livery, kennel, or beast market to visit. A horse is not something you own; it is simply one of the travel speeds the game uses for you when you cross the world.
How a horse is used
When you take a long trip with journey to <destination> and choose Standard Travel, the route is matched to the fastest land, water, or rail transport the age allows. A horse is the land mount of older, more rustic eras. In the present gaslight era a land trip usually rides by carriage rather than on horseback, with steamships and steam trains for the longer hauls. You never pick or own the animal yourself; you simply name a destination and are carried there by whatever the road and the times provide. Once under way, check your transport and arrival time with eta.
Getting around town
Short hops within a single city are quicker on foot with walk, or by hiring a ride with taxi, cab, or rickshaw. Reach for journey only when crossing between cities and far-flung landmarks.
What about an animal of my own?
If you want a small animal at your side for company, or to run your letters, that is a companion, which is a different thing from travel. Type make companion to create a free pet (see help companion). Companions are creatures no larger than a dog, not mounts, and you do not ride them.
journey to <destination> and the game carries you by horse, carriage, ship, or train as the route and era allow. For a pet at your side, use make companion.
journey to <destination> | eta | make companion
How movement works: rooms connect along shared open edges, so you can step into any adjoining room that is not walled off, and leaving simply moves you toward a neighbouring room rather than a fixed previous one.
Getting around in this world does not follow fixed, one way doorways. Instead, rooms are laid out on a shared map, and you can move between any two rooms that have an opening. If a room sits next to you and nothing blocks the way, you can step into it.
Moving by direction
- Step one room at a time with a direction:
north,south,east,west, and the diagonals, or the short formsn,s,e,w. - North is always up on the map. A room that is higher on the map than you is to your north, and a room lower on the map is to your south.
upanddownmove between floors or levels where they connect.
Moving toward something you can see
walk(alsomove,go, andrun) heads toward a direction, a named place, or a character, for examplewalk north,go to market, orwalk to the gate.- You can often see nearby rooms, buildings, and people in adjoining areas. Walking toward one of them carries you there a step at a time.
entersteps into a named building or room that adjoins you, for exampleenter shoporenter lobby.
Walls, doors, and open ground
- Where there is no wall, passage is always open. This is why an indoor hall can open directly onto the shops or rooms beside it.
- A wall blocks the way unless there is an opening in it. Archways and plain openings are always passable.
- Doors and gates only let you through when they are open. Use
openfirst if one is closed. - Outdoor rooms always connect to the outdoor rooms beside them.
Leaving a room
- There is no fixed "previous room" that you are sent back to. To leave, you simply move toward an adjoining room, by direction, by name, or with
leaveoroutto head for the nearest way out. - This means a room can have several neighbours. If a shop adjoins both the hall you arrived from and another area, walking out can leave you in either, depending on the direction you choose. Use
lookandexitsto see which rooms border you before you move.
look shows the rooms that border you, exits lists every way out, and map draws your surroundings. See also help navigation for finding and travelling to distant places.
north | south | east | west | up | down | walk <target> | enter <place> | leave | out
N
How you come to know, and keep knowing, another character's name.
help names
P
Change your character's portrait, the picture shown beside your name, on the web profile page under Edit Details, in the Appearance sub-tab.
Your character's portrait is the picture shown beside your name. You can set or replace it at any time from the web client. There is no in-game command for it: the picupdate command only changes the image on an item you are carrying, not your own portrait.
Where to change it
In the web client, open the World menu and choose Characters (the character directory at the /profiles address). Click your own character to open your profile page. There, choose the Edit Details tab, which only appears on your own profile, then the Appearance sub-tab. You have two ways to set the picture there:
- Paste a web link into the Picture URL field (it must begin with http:// or https://), or
- Pick a file from your device with Or upload a picture.
Then press Save Appearance. Your new portrait takes effect right away, and there is no waiting period for this change.
profile command displays your portrait but cannot change it. To set or replace your portrait, use the web profile page as described above. To rewrite how your body and clothing read in the game, see help describe; to set the image on an item you own, see help picupdate.
help picture
See your designs with design list, and open a draft in the designer with design edit to read and proof the full blueprint.
A design is a blueprint you draft before having a shopkeeper make it real. There is no separate one-line "view" or "show" command that prints a design's full wording, but you can still look over everything you have drafted without making any changes.
See all your designs at a glance
Use design list (the design command is also blueprint) to print every design you have saved, each tagged as either draft (still editable) or commissioned (finished and locked). This is the quick overview when you just want to remember what you have and which name to type next.
Read and proof the full blueprint
To see a design's full look and wording, use design edit <name>. This opens the draft in the designer, where you can read the exact text and formatting and proofread it before you have it made. Opening a draft this way does not change or charge anything; you simply close the designer again if you only wanted a look. You can match a design by part of its name, so design edit silk dress works.
design list as commissioned, but it can no longer be reopened in the designer. If you want a different version, make a brand-new design. See help design and help commission.
help previewing a design
R
How relationships work. There is no single relationship command and no divorce command. Use marry (or propose) to propose marriage to someone in the room; they accept as true love or convenience, and a marriage is permanent. Use permissions (also perms, prefs, block, unblock, unfriend, consent) to manage friends, blocks, and content consent. Use society interactions to mark liked or avoided guests for event grouping. There is no separate ally roster; allies are bound through the social and group commands. Use score and help family to see your family and House.
The empire offers no single relationship command. Instead a handful of commands cover the ways your character bonds with, marries, or shuts out the people around them. This page gathers them so you know where to look.
Marriage
marry <name>(alsopropose) proposes marriage to a character in the same room. The proposal is announced to the room and the other person is shown a menu to accept or decline.- When they accept they choose a marriage of true love, which changes the rules that govern fidelity and attraction, or a marriage of convenience, which makes no such change.
- Both partners must be unmarried and of opposite legal gender. A marriage is permanent: there is no
divorcecommand, so wed only when you mean it.
Friends, blocks, and boundaries
permissions(alsopermsorprefs) opens your control panel for who may interact with you. Set defaults for everyone, or a custom rule for one person, covering location visibility, messages, leading and following, dressing, channels, and group matching.block <name>shuts someone out entirely, or out of one channel only, using a type of dm, ooc, channels, interaction, or perception.unblock <name>lifts it.unfriend <name>resets your standing with someone without blocking them; running it again restores the friendship.consentmanages which heavy or dark themes you allow in shared scenes; sensitive content needs every player in the room to opt in.
Allies and social standing
- There is no separate ally roster. In play, an ally is simply someone you have chosen to fight, travel, or scheme alongside; you bind them with the social and group commands rather than a ledger.
society interactionslets you mark other guests as liked or avoided so that a host groups you together, or keeps you apart, during dances and other event activities.scoreshows your character sheet, including your family name and your House. For kin and noble houses, readhelp family.
help marry, help permissions, help society, help family, or help score.
No single command. A relationships, marriage, and friendship how-to. See also: marry, propose, permissions, block, unfriend, society, score, family.
How to roleplay: the basic interaction commands and light etiquette. Say speaks aloud, whisper is private, think is an inner monologue, emote (also pose or :) performs an action everyone sees, subtle is a nearby-only action, and attempt asks another character for consent. Use describe for your appearance and look to read others. Speech and emotes are in character; use ooc for out-of-character notes. Stay in the fiction, act only for your own character, and respect a refusal.
This is a roleplaying game. You are not just running commands; you are playing a person who lives in this world. Most of what makes a scene come alive is talking and acting in character with the people around you. The commands below are the everyday tools for doing that. For the world your character lives in, see the lore and culture guides.
Talking
- Speak aloud.
say <message>talks to everyone in the room. The quick forms"<message>and'<message>do the same. Add an adverb for tone, as insay quietly I have a secret, or direct it withsay to <name> <message>. - Whisper.
whisper <name> <message>tells one person something privately; others see only that you whispered, not what you said. - Think.
think <thought>shows an inner monologue that only you and anyone with telepathy can read. Verbs likeponder,wonder, andfeelflavour it.
Acting
- Emote.
emote <action>performs an action everyone sees, with your name added automatically, as inemote bows deeply. The aliasesposeand:do the same, so:smiles warmlyworks as a shorthand. - Subtle action.
subtle <action>is an emote only the people right beside you notice. It is good for a quiet gesture or passing a note in a crowded room. - Ask permission.
attempt <name> <action>proposes something that needs the other person's consent, such as a hug or a handshake; they choose to allow or deny it. Use it for actions that touch another character.
Appearance and reading others
Use describe to open the editor for your own appearance: height, build, dress, scars, bearing. This is what others read when they study you. To read someone else, look <name> shows their description, and look on its own shows the room and who is present.
In character and out of character
Speech and emotes are in character: they are your character speaking and acting, and other people will respond to them as such. When you need to talk as a player rather than as your character, use ooc <name> <message> to send a private out-of-character note instead of breaking the scene with a spoken line.
Courtesy at the table
- Stay in the fiction. Keep game mechanics and real-world chatter out of spoken lines; that is what
oocis for. - Act for your own character, not for others. Describe what you do and let them decide how they react. For anything that affects another character directly, use
attemptand respect a refusal. - Leave room for everyone. Give the people you share a scene with space to reply, and match the tone they set.
- What your character knows is not what you know. Acting on information your character could not have heard breaks the shared story for everyone.
help say, help emote, help whisper, help think, help subtle, help attempt, or help describe. For the setting itself, read help culture, and for first steps, help getting started.
No command. A roleplaying how-to. See also: say, emote, whisper, think, subtle, attempt, describe, look, ooc, getting started, culture, rules.
S
There is no save command. This is a persistent online world, so your character, money, items, and location are saved on the server automatically and continuously as you play. It is always safe to log out or close the browser, and you return exactly where you left off.
There is nothing to save and no save command to type. This is a persistent online world, so your character lives on our servers, not on your own device. Everything you do is recorded for you automatically and continuously as it happens.
What is saved for you
Your progress is kept up to date in the background. You never lose it by closing the game. This includes:
- Your character, including health, skills, and the styles you have trained.
- Your money and items, whether carried, worn, or stored.
- Where you are, so you return to the same place the next time you log in.
Logging out and coming back
It is always safe to stop playing. You can close the browser tab, switch devices, or use the Logout link in the menu, and your character will be waiting exactly as you left it. When you sign back in, you pick up right where you stopped.
Because the world keeps running while you are away, a few things may move on without you, such as the time of day, the weather, and the comings and goings of other people. Your own belongings and standing are never affected.
No command needed. Your progress saves automatically.
Change the short phrase strangers see in place of your name before they have been introduced to you, set on the web profile page under Edit Details, in the Appearance sub-tab.
Until another player has been introduced to your character, the game does not show them your name. Instead it shows them a short stand-in phrase, for example "a tall woman in a blue robe" or "a young swordsman". This phrase is your short description. Once that player comes to know you, they see your name in its place.
Where to change it
There is no in-game command for this. You set it on the web client. Open the World menu and choose Characters (the character directory at the /profiles address). Click your own character to open your profile page. There, choose the Edit Details tab, which only appears on your own profile, then the Appearance sub-tab. Type the phrase you want into the Short Description field, then press Save Appearance. The change takes effect right away, with no waiting period.
Writing a good one
- Keep it short. The field holds up to sixty characters.
- Write it as a plain phrase that reads naturally in a sentence, such as "a hooded traveller" or "an old fisherman", not your name.
- Pick details a stranger could notice at a glance, like build, dress, or bearing.
profile command displays your short description but cannot change it. Your short description is the flip side of being introduced: strangers see it, and people who know you see your name. To wear a chosen false identity instead, see help disguise. To rewrite your full appearance, see help describe. To change your name itself, see help change name.
help short description
How stealth and theft work. There is no standalone rob or pickpocket command; lifting valuables is done through the mission heist system, while the only direct steal is a chemistry-gated rider on a melee attack against another player. Also covers hostages with hostage, alarms and catchers, and hiding with the Silken Viper style.
There is no single all-purpose stealth command. Moving unseen and pulling off a quiet job are handled by a few specialized commands and a style passive, depending on what you are trying to do.
Stealth missions (heists)
The heart of the stealth game is the mission command. You plan a quiet infiltration of a martial school, an embassy, or a warehouse, recruit companions, then launch the raid. The mission runs as an instanced job with a goal such as stealing a manual or shifting wealth.
mission start school veiled_grace --goal "steal silent step manual"— begin planning a school heist. Planning takes time (typically 1-6 hours) before the mission is ready.mission join 42— join mission #42 as a free companion, ormission join 42 --investto spend energy and share the rewards.mission launch 42— the initiator launches the ready mission and the party slips in.mission cancel 42— the initiator calls it off (invested energy is refunded).
Detection, alarms, and catchers
While a mission runs, sloppy work raises suspicion. If you trip the alarm, bells ring through the building and you have a short window (about three minutes) before the catchers arrive. During that window you are prompted to flee or fight: respond to the on-screen prompt to slip away or to stand and answer the alarm. Stay too long and the catchers teleport in and try to take you.
Hostages
If you take a prisoner during a mission, the hostage command manages them. You target a prisoner by name — if you only hold one, you can leave the name off entirely.
hostage list— see who you are holding and where.hostage relock Wei— secure Wei in the room you are standing in.hostage bind Wei— tie Wei up so they cannot move at all.hostage release Wei— let Wei go.
Hiding in the moment
If you practice the Silken Viper martial style, its Hidden Viper passive lets you hide — melting into the shadows of a room while it is empty of other characters. You must have Silken Viper set as your active style, and the room must be empty at the moment you hide.
Can I rob or pickpocket people?
There is no standalone rob, pickpocket, or mug command, and you cannot pickpocket a wandering townsfolk or shopkeeper at will. Lifting valuables from a guarded vault or strongroom is done through the mission heist system described above, not by sidling up to a stranger in the street.
The one place you can lift something off another person directly is in the middle of a fight, and only against another player you are very close to. While you trade blows with someone whose chemistry with you has reached the Flame tier (and theirs with you likewise), and you are right up in melee with them, the combat menu offers a quiet rider on your attack: you may pre-pick a visible worn item or a stowed item from their pack and snatch it as you strike. The catch is that you must land a real blow (about half their normal damage threshold) and still be in melee when the round resolves, you cannot lift a wielded weapon, and you cannot lift clothing hidden under another layer. It is a flirtatious bit of larceny between rivals or lovers, not a way to rob a passer-by. See help chemistry for how the Flame tier is built.
help mission for planning heists, help hostage for prisoners, help chemistry for the bond behind the in-combat steal, and help styles for the Silken Viper style behind hide.
mission <start|join|launch|cancel> ... | hostage <list|relock|release> [name] | hide
T
How to pick a target. There is no targeting command; the game shares one name-matching rule across commands. Names match by exact, then prefix, then any part, with accents optional, one typo forgiven, and initials when unique; items also match by type. When a word fits several things a numbered menu asks which you meant; there is no 2.guard ordinal syntax. attack (also hit, att) <name> strikes or switches to that target and starts a fight if needed; a bare attack re-hits your current target. Combat styles and abilities are chosen from the combat menu, which then prompts for the target; there is no typed cast syntax. me and self work only for some commands. To target inside an emote use @name; see help emote.
Many commands need you to name who or what they act on — the person you attack, the ally you protect, the item you examine. There is no single targeting command; instead the game shares one set of name-matching rules across nearly every command. This page explains how to point a command at the right target.
How names are matched
- You rarely need a full name. The game tries an exact name first, then the start of a name, then any part of a name. So
attfor "Attendant", ormoxifor "Mòxī", both work. - Accents are optional. Type plain letters;
moxifindsMòxī. You never have to type the marks. - A single small typo is forgiven when only one target is close (
bbostill finds "Bob"), and initials work when only one person fits (jsfor "Jin Song"). - You can also target an item by its type, not just its proper name — for example
swordorskirtas well as the item's fancy title.
When a name fits more than one thing
- If your word matches several people or items, the game shows a short numbered menu and asks which one you meant. Pick the number; you do not have to retype anything.
- There is no "second-guard" numbering syntax such as
2.guardorguard.2. To choose between look-alikes, use the menu, or type more of the name to make it unique.
Targeting in combat
attack <name>(alsohitoratt) strikes that target. If you are not already fighting, this starts the fight; if you are, it switches your aim to the named foe. Names match by forename or full name, and you can target monsters the same way.- A bare
attackwhile in a fight re-attacks your current target. You must have picked a target at least once first. - Your combat styles and abilities are chosen from the combat menu, which then asks you to choose the target — your foe, an ally to protect, or the target of a particular ability. There is no typed spell-casting syntax; make your picks in the menu before the round resolves.
Targeting yourself, and targeting with emotes
meandselfare not universal. Some commands accept them (for examplestyle me); others tell you the simpler way —dress selfjust points you back towear. When in doubt, read that command's own help.- To single someone out inside an emote or social action, use the
@mention syntax, e.g.emote bows to @Lifenoremote nods at @"Zhao Lifen". Seehelp emotefor the full rules.
help attack, help emote, or help walk for the targeting that command supports.
No single command. A how-to for selecting targets. See also: attack, emote, walk, look, examine.
W
Whether weapons are required for combat and what the weapon object families mean. You fight with a melee slot and a ranged slot; your style locks one and you choose the other. A melee style locks the melee slot to its weapon type, so you must carry that weapon (sword styles need a sword, etc.) — except unarmed styles like Iron Claw. The matching weapon auto-equips on stance/round start and is used all fight; the ranged slot is free (knives to firearms). Channeling styles lock the ranged slot to their channeling (no item) and leave the melee slot free. Enforcement is PC-only. Lists the families: swords, knives, polearms, flexible weapons, fist and fan arms, and firearms.
Short answer: a combat style does not hand you a weapon — you have to be carrying the right one. You fight with two weapon slots, one melee and one ranged. Your style locks one of those slots to itself; the other is yours to choose. As long as you have the weapon your style needs on you, it is equipped automatically the moment you take that stance or begin a round in it.
Melee styles: the weapon is the lock
A melee style is tied to a specific kind of weapon, and you can only fight in that style while you are carrying it. Patient Edge needs a sword; Silken Viper needs claws; Earthen Guardian needs a spear, staff, or glaive. Step into the stance with the right weapon on you and it is drawn for you; you then use it for every melee attack for the rest of the fight — the melee slot is locked. The one exception is an unarmed style such as Iron Claw, which turns the body itself into the weapon and so needs nothing at all.
What stays free for a melee stylist is the ranged slot. Carry whatever you like there — throwing knives, a pistol, a rifle, a machine gun — and switch it from the combat menu. If you carry no ranged weapon you are handed a set of throwing knives so you are never helpless against a foe who keeps their distance.
Channeling styles: the channeling is the weapon
Four styles are channeling styles — Solar Song, Stormbreaker, Blossoms Barrier, and Darkened Veil. Their ranged attack is channelled through inner power, so the ranged slot is the locked one and it needs no item, just like fighting unarmed. For these styles it is the melee slot that is free: carry any melee weapon you fancy and it will be used up close, or simply strike unarmed. If you would rather loose lead than channel, carry a real ranged weapon and the menu will let you fire that instead.
Weapon objects and their families
Weapons exist as objects you own, examine, equip, sell, and admire. Which one a melee style accepts is decided by its family:
- Swords. Single sword and twin swords (Radiant Edge's twin sabers count here too). Bladed, slashing weapons — what a sword style wants.
- Knives. A single knife or twin knives — light and close-in, and the throwing knives a ranged slot loves.
- Polearms. Spear, staff, and glaive — long reach, the Earthen Guardian family.
- Flexible weapons. The meteor hammer (swung on a chain) and the rope spear.
- Fist and fan arms. Claws worn on the hands, and bladed fans.
- Firearms. Pistols, rifles, and the machine gun — ranged-slot picks for any style.
If you can't take a stance
If stance <style> tells you that you need a particular weapon, your melee style is locked to that weapon family and you aren't carrying one. Acquire and keep one on you — buy it, loot it, or commission a design — and the stance opens up, equipping the weapon for you. Use score to see your current stance and help style for what each style does.
help style for combat styles and abilities, stance to change style, help cultivate for inner power, and score for your current style and weapons.
No command. A combat-and-weapons overview. See also: style, cultivate, score.
À
A primer on the setting for players coming in from outside it, especially Western players.
The five-kingdom empire of the Profound Radiance.


