Background
Education, parents, court life, faith, war, and social position affect how a trait may appear.
Reference manual // revised July 2026
Use the bot to create characters, keep family records, and manage campaign systems. This guide explains the commands, generated details, and editing rules.
01 // The main rule
A generated character gives you a starting point. Stats cover areas of talent and difficulty. Traits suggest habits. Family and death notes give you ideas that can be developed through roleplay, campaign events, and staff-approved changes.
Education, parents, court life, faith, war, and social position affect how a trait may appear.
Commissions and regular roleplay can change a character over time.
The generated date and cause remain the default until gameplay establishes another outcome. Staff can approve changes.
A low skill may reflect disinterest, poor preparation, limited opportunity, or a genuine weakness.
02 // Reading the sheet
Primary attributes summarize a character's broad capabilities. Use them to judge what comes naturally, what requires work, and where support or delegation may help.
Persuasion, social awareness, and the ability to build support or read a room.
Military judgment and battlefield leadership. Command bonuses are kept small and are used with the army and campaign modifiers.
Organization, government, finance, and the ability to keep institutions working.
Learning capacity and how effectively it has been developed into usable knowledge and reasoning.
Willingness to pursue difficult goals, accept risk, and test uncertain plans.
Secondary attributes cover temperament, sociability, vitality, and lust. They describe emotional control, interest in company, physical resilience, and sexual or romantic appetite. Use them as broad roleplay prompts.
03 // Quick start
/forgeEnter the identity details you know. Use starting_context and notes for upbringing, education, limits, or special circumstances.
Choose a few strengths, weak spots, habits, and pressures that you can use in scenes. Generated descriptions can be adjusted as the character develops.
Use /edit or /set to change your own character's name, culture, birthplace, or religion. Ask staff for protected changes.
Commissions, family events, education, conflict, and long-term roleplay can change the direction of the character.
04 // Command directory
Start typing a character's name, house, or ID in any character field. Autocomplete will narrow the list. Campaign commands appear when the server has the related module enabled.
Creates a complete character from the identity and context you provide.
PlayerCreates a child from two stored parents, including inherited details and family notes.
PlayerDisplays a saved character card by ID.
PlayerBrowses saved characters, with filters for your characters and rarity.
PlayerFinds saved characters by name or dynasty.
PlayerBrowses the server's enabled trait catalog and short definitions.
PlayerBuilds a shareable family tree with four generations of ancestry and descent.
PlayerOpens a form for the character details you are permitted to change.
PlayerQuickly changes one permitted character field from the command options.
PlayerCompares two characters for relationship and family compatibility.
PlayerRecords an approved relationship bond between two stored characters.
PlayerLists the relationship bonds recorded for a character.
PlayerRolls a d20 and applies the selected character's command bonus.
PlayerSubmits a sourced historical person for staff review where historical play is enabled.
OptionalLists, updates, or removes one of your unmarried characters from the marriage market.
AM moduleViews listed families or opens a marriage negotiation with another player.
AM moduleSends final negotiated terms to the other player for acceptance or refusal.
AM moduleCloses an unfinished marriage proposal and clears the negotiation.
AM moduleRegisters a nation and power tier for a campaign's mercenary market.
AM moduleHires an available mercenary commander within the nation's tier and slot limits.
AM moduleResolves skirmishes, pitched battles, sieges, and maneuvers using the campaign rules.
CampaignRerolls generated profile text while preserving identity and images.
StaffEdits protected profile fields, generated notes, and character images.
StaffRemoves a recorded relationship bond after review.
StaffPermanently deletes a character after confirmation.
StaffShows the permanent edit history for a character.
Staff05 // Relationships
Relationship labels keep the character database organized. Players and staff choose them after the relationship has been established in the campaign.
06 // Editing and support
Players can correct the identity details most likely to need a quick fix: name, culture, birthplace, and religion. Ages, dates, attributes, dynasty, titles, generated traits, and profile text stay protected so character records remain consistent.
Staff tools include /setprofile, /reforge, /unbond, /delete, and the protected sections of /edit and /set. Edit history remains available for accountability.
07 // Optional campaign modules
Each server has the core character commands. Staff may also enable campaign systems such as marriage, mercenaries, warfare, historical review, and activity ranks.
Families list eligible characters, open a negotiation, submit final terms, and record the marriage only after the other player accepts.
Registered nations hire from campaign stock under power-tier, bonus, slot, and contract rules.
Skirmish, pitched, siege, and maneuver commands print rolls and official result bands. Staff apply the relevant campaign circumstances.
Historical campaigns can collect proposed people with a source link before staff approves a final card.
Some servers award cosmetic roles for sustained, meaningful participation. The tracker excludes short and repeated messages.