01 // The main rule
Using generated characters
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.
A brave character may hesitate in a difficult situation. A skilled commander may lose a battle. A low score may come from poor training, limited interest, or little experience.
Background
Education, parents, court life, faith, war, and social position affect how a trait may appear.
Development
Commissions and regular roleplay can change a character over time.
Generated death
The generated date and cause remain the default until gameplay establishes another outcome. Staff can approve changes.
Low attributes
A low skill may reflect disinterest, poor preparation, limited opportunity, or a genuine weakness.
02 // Reading the sheet
Attribute reference
Primary attributes cover broad capabilities. Secondary attributes help describe energy, appetite, and social or emotional habits. Scores guide roleplay while background, interest, experience, support, and the situation shape how they appear.
No attributes match that filter.
03 // Quick start
Create and update a character
Run /forge
Enter the identity details you know. Use starting_context and notes for upbringing, education, limits, or special circumstances. Or run /spin to roll the card on the website reel, then /claim it.
Read the result
Choose a few strengths, weak spots, habits, and pressures that you can use in scenes. Generated descriptions can be adjusted as the character develops.
Correct basic identity
Use /edit or /set to change your own character's name, culture, birthplace, or religion. Ask staff for protected changes.
Develop through play
Commissions, family events, education, conflict, and long-term roleplay can change the direction of the character.
04 // Command directory
Find the tool you need.
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.
PlayerSends you a private link to the roll reel. Pick a region; the reel rolls the sex, rarity, stats, traits and portrait. Uses one daily forge attempt.
PlayerRaises a house of NPCs (a lord, his lady and their unwed children) for your characters to marry into. Costs one forge attempt; one house a day.
PlayerForges the character your reel landed on. You only add the name and identity details; everything the reel rolled is kept.
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.
PlayerOpens a house's family tree: couples joined, every generation on its own row. Houses also have a lasting page in the campaign's family directory.
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 // Trait reference
Find a trait
Search every trait used by the bot. Each entry shows its definition, default mechanical effects, roll restrictions, and permanent shortlink.
Server staff can disable normal traits, change their relative roll weight, or tune their Command-score adjustment. Command adjustments change the 0-400 score before the +0 to +3 d20 bonus is calculated. Attribute effects listed here remain part of the generation rules.
No traits match that search.
06 // Relationships
Terms used by the bot.
Relationship labels keep the character database organized. Players and staff choose them after the relationship has been established in the campaign.
- Primary bond
- The main recognized relationship, normally a marriage, partner, or betrothal.
- Marriage
- A formally recognized union between two characters.
- Betrothal
- An agreed or arranged future marriage that has not yet taken place.
- Mistress
- A woman in an extramarital relationship with a married or primary-partnered character.
- Paramour
- A lover outside the primary bond, used when mistress does not fit the person or situation.
- Compatibility
- A statistical estimate of likely harmony or friction. Players may still establish the relationship through roleplay.
- Affair slots
- The maximum number of mistress or paramour bonds allowed by the server settings.
- Fertility note
- An estimate of the character's prospects for having children. Campaign events and staff-approved changes may affect it.
07 // Editing and support
What players can change.
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.
Ask staff and explain what changed in the roleplay or what was entered incorrectly. Staff can edit characters for players when the request is clear and reasonable.
Staff tools include /setprofile, /reforge, /unbond, /delete, and the protected sections of /edit and /set. Edit history remains available for accountability.
08 // Optional campaign modules
Available 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.
Player-led family negotiations
Families list eligible characters, open a negotiation, submit final terms, and record the marriage only after the other player accepts.
Limited commander contracts
Registered nations hire from campaign stock under power-tier, bonus, slot, and contract rules.
Opposed battle resolution
Skirmish, pitched, siege, and maneuver commands print rolls and official result bands. Staff apply the relevant campaign circumstances.
Sourced character submissions
Historical campaigns can collect proposed people with a source link before staff approves a final card.
Campaign participation milestones
Some servers award cosmetic roles for sustained, meaningful participation. The tracker excludes short and repeated messages.