← Player ConsoleIssue I · The Ashen March

The Ashen Gazette presents

A Pilgrim's
Field Manual

Everything a newcomer needs to cross the March alive — what each system is for, when it matters, and the 116 commands that drive it. No prior MUD experience assumed. Type in plain words; the world answers in kind.

I

The Setting

The March

The Ashen March is a slow-burning frontier where the world keeps walking only because something old keeps burning. You arrive a pilgrim — not a chosen hero, just one more figure at the South Gate with a name, a trade, and a debt waiting to be made. There is no grand prophecy here. There is the road, the ash, the people who hold a stall or a shrine against it, and whatever you decide to do next.

This is a command-first world. You play by typing — look, north, talk mirela — and the March answers in prose. Nothing is hidden behind menus; if you can describe an intent in a few words, there is usually a verb for it. When in doubt, type help.

“The March burns slow so the world can keep walking.”

II

Getting In

First Light & The Rite of Naming

Open the Player Console and connect. Before the gate opens you must pass through the Rite of Naming— the game's character creation. There are no shortcuts and no pre-built avatars: a pilgrim must be made before they can walk.

The rite walks you through six choices, in order. At each step you can type the bare word to inspect the options, then repeat it with a choice to commit.

  1. 1

    NameWrite name Saru Ash. Three to twenty-four letters, spaces, hyphens, apostrophes. It must be your own — names already walking the March are refused.

  2. 2

    BloodlineType race to read the eight bloodlines, then race elf to choose. Each nudges your attributes.

  3. 3

    DisciplineType class to compare, then class ranger. Your class sets your hit/mana dice, primary stats, opening skills, and starting gear.

  4. 4

    OriginType background, then background debt-runner. Your past adds a small attribute lean and your first items.

  5. 5

    Focus (optional)Type focus then focus dexterity to add +2 to one attribute. Skip it with review if you prefer the rounded build.

  6. 6

    Review & confirmType review to see the exact sheet the gate will record, then confirm to make the pilgrim real.

When the dust settles you wake at the South Gate. Your first instinct should always be the same one a veteran has: type look.

III

Who You Can Be

Bloodlines, Disciplines & Origins

Bloodlines

HumanRestless, adaptable, and often underestimated by older bloodlines.+1 CHA
ElfLong-lived, precise, and too familiar with the cost of memory.+1 DEX +1 INT −1 CON
DwarfStubborn stone-blooded survivors with a habit of outlasting regimes.+2 CON −1 CHA
HalflingSmall, careful, lucky enough to look harmless.+2 DEX −1 STR
GnomeCurious minds wrapped in quick hands and quicker suspicions.+2 INT −1 STR
Half-OrcPowerful, direct, and tired of anyone mistaking restraint for weakness.+2 STR −1 CHA
Dark ElfElegant, sharp, and marked by halls that never saw the sun.+1 DEX +1 CHA −1 WIS
TieflingInfernal traces, mortal ambitions, and a talent for surviving bad rooms.+2 CHA −1 WIS

Disciplines

WarriorA disciplined weapon master built for pressure.Primary: STR, CON · Hit d10 · Opens with Measured Slash · Kit: Rusted Sword, Patched Mail
RogueA quiet opportunist with knives, angles, and exits.Primary: DEX, CHA · Hit d8 · Opens with Measured Slash, Backstab · Kit: Ash Dagger
RangerA pathfinder who treats terrain as an ally.Primary: DEX, WIS · Hit d9 · Mana d2 · Opens with Measured Slash, Tracking · Kit: Rusted Sword, Ranger's Cloak
MageA scholar of volatile fire and precise ruin.Primary: INT, DEX · Hit d6 · Mana d8 · Opens with Ember Bolt · Kit: Cracked Wand
ClericA keeper of vows, wounds, and inconvenient mercy.Primary: WIS, CON · Hit d8 · Mana d7 · Opens with Warding Prayer · Kit: Pilgrim Mace
WarlockA debtor to forces that never forget interest.Primary: CHA, INT · Hit d7 · Mana d7 · Opens with Shadow Mark, Ember Bolt · Kit: Cracked Wand
PaladinA sworn shield with consequences attached.Primary: STR, CHA · Hit d10 · Mana d4 · Opens with Measured Slash, Shield Oath · Kit: Rusted Sword, Patched Mail
DruidA mediator between hungry roots and stubborn flesh.Primary: WIS, CON · Hit d8 · Mana d7 · Opens with Wild Mend · Kit: Pilgrim Mace, Ranger's Cloak

Origins

Gate OrphanRaised under walls where names were cheaper than bread.+1 DEX
Failed AcolyteYou learned the liturgy and then learned why silence is safer.+1 WIS
Debt RunnerYou have carried messages, coins, threats, and once a hand in a jar.+1 CHA
IV

Reading Yourself

The Body & The Sheet

Six attributes drive everything. They are set at creation and grow through equipment, sockets, and a deity's favor:

  • STR — carrying capacity and raw stamina; the muscle behind a blow.
  • DEX — armor, accuracy, evasion, and who moves first.
  • CON — the size of your health pool; staying upright.
  • INT — the bite of arcane fire and scholarly ruin.
  • WIS — your mana pool, ward strength, and initiative.
  • CHA — presence; the leverage behind certain pacts and hexes.

From these the gate derives your vitals: health (how much harm you survive), stamina (spent on strikes and skills), mana (spent on spells), and armor (how often blows miss). Vitals refill slowly each tick while you are not bleeding them.

Read yourself any time with score (also char, sheet) for the main sheet, skills for learned and trainable abilities, equipment for what you wear, inventory for what you carry, and devotion (also faith) for where you stand with the gods. Shape how others see you with describe ash-streaked and watchful, and wipe it with describe clear.

V

Movement

Walking the March

look is the verb you will type most: it reads the room, its exits, and anything in it. Aim it at a thing — look gate — to study that thing closer. Travel through any visible exit with a direction: north, s, east, up, down, in, out. Stop to listenand the room's authored voice surfaces when the ambience is awake.

You only see the bigger picture if you carry the right chart. With a region map in your pack, map opens the local area; atlas (also world) opens the wider world — known regions, cross-map links, and where one place spills into the next. Maps are bought from merchants like Mirela; an unmapped region simply will not chart.

VI

Possessions

The Weight You Carry

Pick things up with get lantern and set them down with drop ash dagger. Your carry capacity is real (it scales with Strength), so the pack is a budget, not a void — containers help. Stow a carried item inside a carried container with put field ration in weathered pack, and draw it back with take field ration from weathered pack. Hand goods to another pilgrim in the room with give field ration mirela.

Wear gear with equip rusted sword; each piece fills a slot and changes your derived numbers instantly. Inspect it all with equipment, or one piece with equipment sword. Gear with an open socket can be upgraded: socket cinder eye into charcoal ring, and reverse it with unsocket charcoal ring. Filter a crowded pack with inventory lantern.

VII

Economy

Coin & Commerce

Coin comes in four weights, each ten of the last: 10 copper (c) = 1 silver (s), 10s = 1 gold (g), 10g = 1 platinum (p). Amounts can be written naturally, like deposit 1s 5c.

In a room with a vendor, shop (or list) shows the wares and prices. buy field ration 2 purchases; sell grave ash offloads loot. Each merchant has their own margins — a smith buys weapons back fairly and mends them cheaply, while an apothecary pays little for steel and charges dearly to repair it. Keep damaged gear alive with repair rusted sword, repair body (a slot), or repair all.

Carried coin can be lost when you fall — so use the banks. At a room with a vault, bank (or balance) shows your purse and ledger, deposit all tucks coin away, and withdraw 1s draws it back.

VIII

Trades

Gather & Craft

The March rewards the patient. Where a room holds a resource node, gather (or harvest) pulls raw materials from it — name the source, like gather sluice slag, when several are present. Nodes cool down after a haul, so a worked seam is not an endless well.

Where a room holds a workbench, craft on its own lists what you can make from the materials in your pack; craft sump chain link builds a specific recipe. Gathering and crafting together turn a walk through dead ground into a supply line.

IX

Conflict

Blood & Steel

Open a fight with attack ash rat (also kill, k, slay). Strikes spend stamina; the foe strikes back, and the exchange repeats as you keep acting. Reach past the basic swing with your abilities: use measured slash ash rat for a learned skill, cast ember ash rat for a spell (spells spend mana), and use shield oath for a self-buff. use also drinks consumables — quaff field ration. Powerful abilities carry a cooldown before they can be used again.

While locked in combat you cannot simply walk away — a foe bars the exit. To escape, flee (or name a direction, flee north); every engaged enemy gets one parting swing as you turn, and some will give chase into the next room.

X

Consequence

Falling & Rising

Death in the March is soft by design — a setback, not an erasure. When you fall you wake at the South Gate with half your vitals, and the March takes its tithe: a marker of XP debt (roughly a tenth of your next level) is pinned where your body dropped.

You pay that debt back by returning to the spot where you fell — simply being there, where your corpse lies, forgives a share of it. So the loop is: die, walk back, kneel at the place of your falling, and reclaim what the road took. It is meant to sting and send you somewhere, not to end you.

“You fall. The March takes its tithe.”

Should you ever want a clean break, a shrine offers despair: a deliberate surrender of progress that wakes you again at the South Gate with your first kit. It is guarded behind despair confirm / despair cancel so no one resets a life by accident.

XI

Devotion

Faith & Ash

Vatra, Keeper of the Last Ember, watches over the slow fire. The March burns slow so the world can keep walking. Vatra keeps the slowness honest, and counts what is given back to the fire.

At a shrine you can sacrifice (also offer) fallen remains — a mob's corpse or a relic — to earn favor: sacrifice ash rat corpse. Favor is counted even when you are unsworn, but its boons sleep until you make a patron's Vow. At the listening altar, write vow to swear that deity as patron, then read the whole ledger with devotion (also faith).

While sworn, reached ranks grant their titles and their small boons. Favor banked before the Vow is not lost; the titles you had already earned wake when you pledge. A clean break is possible with forsake, guarded by forsake confirm / forsake cancel, but a broken Vow costs favor and leaves a short penance before another can be sworn.

10 favorEmber-SwornEmber ward
30 favorAshbinderAshbinder endurance
75 favorKeeper's HandKeeper's judgment
XII

Obligation

Quests & The Living

The March is full of people with problems. talk mirela (also speak) opens dialogue with a visible NPC and resolves whatever it carries — a story, a quest offered, or a task turned in. Track what you have taken on with quests (your journal), and inspect a single thread's objectives with quest first ash.

XIII

Atmosphere

The Living World

The world keeps its own time. A shared clock turns the day through its phases, and each region carries its own weather drawn from authored patterns — some places sheltered, some open to the ash-wind. You will feel it in the room's mood as you move and pause.

listenis your way in: where the soundscape is awake, it surfaces the room's authored voice — the kettle, the chain, the bell no one admits to hearing at night. It costs nothing and rewards the patient traveller with the texture the prose alone holds back.

XIV

Company

Voices of the March

You are not alone out here. Speak to the room with say gates are clear and act in it with emote checks the lantern. See who shares your room with who, or everyone online with who all.

Three world-wide channels reach every pilgrim online — gossip for the open chatter of the March, ooc for out-of-character talk, and newbie for asking and answering questions without shame. For one ear only, tell mirela on my way sends a private line anywhere, and reply answers the last person who told you. Mute a nuisance with ignore borin (manage the list with ignore list / ignore remove borin).

Travel together with a party: party invite borin, party accept, party leave, and speak to it alone with gtell heal up wherever its members roam. Charter something lasting as a guildguild create Ember Vow, guild invite borin, guild who — and rally it on its own channel with gchat raid forming. Finally, leave word for anyone, online or not, with mail send mirela the coin is yours, and read your letters with mail / mail read 1.

XV

Expression

The Book of Gestures

Beyond say and emote, the March keeps a whole vocabulary of ready-made gestures. Each works alone, or aimed at someone visible — bow versus bow mirela, glare versus glare ash rat. They carry no mechanics; they are pure theatre, and the soul of a lived-in room. All 60 of them:

bowgleenodwavesaluteshrugsmilegrinlaughchucklecheerclapapplaudthankgreetwelcomefarewellagreedisagreeapologizecomfortencouragereassureadmirepraiseflatterrespecthonorkneelprayblessmournpointbeckongestureponderstarepeerglancefrownsighscowlglaresneermocktauntcursethreatenwarnchallengesoothehushshivertremblegaspcoughyawndancesingwhistle
XVI

Reference

The Complete Roster

Every live command in the world, grouped by purpose and drawn straight from the game so nothing is missed. Words in brackets are the same verb's aliases — type whichever is faster.

Movement

Read rooms and walk the world.
lookl, examinelook [thing]Read the current room, visible exits, or a target.
listenlistenLet the current room's authored voice surface when audio is awake.
moven, s, e, w, u, d, in, outnorth | south | east | west | up | down | in | outTravel through a visible exit.
mapm, chartmapOpen the area chart if you carry a map for the current region.
atlasworld, universeatlasOpen the world atlas with known regions, cross-map links, and exit points.

Self & Growth

Sheets, training, and personal state.
describedescribe [text|clear]Set, inspect, or clear the description other players see when they look at you.
scoresc, char, sheet, whoamiscoreOpen the main character sheet.
skillsskill, abilities, spellsskills [filter]Open the skills sheet with learned and trainable abilities.
traintrain [skill]List or learn a skill from a trainer in the current room.
sacrificesac, offersacrifice <corpse|relic>Offer fallen remains at a shrine to earn a deity's favor and titles.
vowpledgevow [confirm|cancel]At a shrine, swear the altar's deity as your active patron.
forsakeforsake [confirm|cancel]At a shrine, renounce your patron and let active boons go dormant.
devotionpiety, faithdevotionRead your patron, favor, reached ranks, and next thresholds.
despairdespair [confirm|cancel]At a shrine, surrender progress and wake again at the South Gate with your first kit.

Pack & Gear

Carry, equip, loot, and stow.
getget <item>Pick up an item in the room.
dropdrop <item>Place a carried item in the room.
putput <item> in <container>Stow one carried item inside a carried container.
taketake <item> from <container>Draw one item back out of a carried container.
givegive <item> <player>Hand a carried item to another player in the same room.
inventoryi, invinventory [filter]Open the pack sheet, optionally filtered by name or type.
equipmenteqequipment [slot|item]Open the equipment sheet with slot and gear impact.
equipequip <item>Equip a carried item into its valid slot.
socketsocket <stone> into <gear>Set a socket stone into carried or worn gear with an open socket.
unsocketunsocket <gear>Unset socket stones from carried or worn gear.

Coin & Craft

Trade, bank, gather, and make.
shoplistshopList the wares sold by the shop in the current room.
buybuy <item> [qty]Buy a stocked item from the current room's vendor.
sellsell <item> [qty]Sell a carried item to the current room's vendor.
repairmendrepair <gear|slot|all>Pay the current room's vendor to restore damaged carried or equipped gear.
bankbalancebankInspect carried and banked coin at a room with an authored bank.
depositdeposit <amount|all>Move carried coin into the current room's bank ledger.
withdrawwithdraw <amount|all>Move banked coin back into your carried wallet.
gatherharvestgather [source]Gather materials from an authored resource node in the current room.
craftmakecraft [recipe|list]Use the current room's workbench to turn carried materials into authored goods.

Quests

Speak with the living and keep your word.
talkspeaktalk <npc>Speak with a visible NPC and resolve dialogue, quest acceptance, or turn-in.
questsjournalquestsList accepted quests in your ledger.
questqquest <name>Inspect the objectives and status of a known quest.

Combat

Strike, channel, and break away.
attackkill, k, slayattack <target>Strike a visible mob threat and update its room combat state.
usequaffuse <skill|item> [target]Use a learned active skill or activate a carried consumable item.
castcast <skill> [target]Cast a learned spell at a target or yourself.
fleerunflee [direction]Break a combat lock and escape through an exit; foes get a parting swing.

Voices

Channels, tells, parties, guilds, mail.
saysay <message>Speak to players in the same room.
emoteemote <action>Pose an action to players in the same room.
gossipgosgossip <message>Speak on the open Gossip channel heard across the whole March.
oocooc <message>Speak out of character to everyone online.
newbienewbie <message>Ask or answer questions on the Newbie help channel.
telltell <player> <message>Send a private message to any pilgrim online, wherever they are.
replyreply <message>Answer the last pilgrim who sent you a tell.
ignoreignore [list|remove <player>|clear|<player>]Mute tells, mail, and world-channel lines from a named pilgrim.
partygroupparty [invite <player> | accept | leave]Form a travelling party: see it, invite, accept, or leave.
gtellgtgtell <message>Speak privately to everyone in your party, wherever they are.
guildguild [create <name> | invite <player> | accept | leave | who]Charter or run a guild; names are 3-24 letters, spaces, hyphens, or apostrophes.
gchatgchat <message>Speak on your guild channel, heard by every guildmate online.
mailmail [send <player> <message> | read <n> | delete <n>]Read your letters or post one to any pilgrim, online or not.
whowho [all]List players in your room, or everyone online with who all.

Gestures

Wordless theatre for a crowded room.

60 gestures — see The Book of Gestures for the full set. Each takes an optional visible target.

Console

Comforts of the command surface.
helpcommands, ?help [topic]Open this command atlas, optionally filtered by topic.
clsclearclsClear the console scrollback.