A Knight has his sword; a Watchman, his badge; a musician, his lute; and the Queen, her crown. But you? You've woken with nothing but linen wrappings...
On this page, you will learn how to interact with objects your character comes across.
For the purposes of this page, "object" includes items, room details, other characters and parts of your character's body.
Your "inventory" is the objects your character is currently carrying, wielding or wearing. They therefore move with your character, rather than being left behind when your character leaves the room.
You can check your inventory at any time by typing inventory (or i as a shortcut).
The list is shown as viewed your character will be seen by other players. That means clothes that are totally covered by other garments will not be listed; to see these, you can look or examine your character. It will also not list items that you have put inside containers (e.g., your character's pouch or purse); again, to view these, you should look or examine the container.
Where your character's inventory is especially long, you may find the list is summarised (e.g., "You are carrying ten things."). In these cases, you can view the full list by examining your character.
To interact with an object, simply include the object's name in your emote. You don't need to use the full object name, usually just the noun. Synonyms will also often work (e.g., "book" will target a "tome").
However, where multiple objects in the room and/or in your inventory share the same noun, you will have to be more specific to target them. The parser will list all potential options - you'll need to emote again, adding a relevant adjective (e.g., "old", "red", etc.), counter (e.g., 1st, 2nd, etc.) or possessor (e.g., "my") to specify your target.
Similarly, where there a multiple versions of an object, you will need to include an adjective to indicate the version you wish to target.
Finally, where there are multiple identical versions of an object, you can target one at random by using "a" or a specific object by using a number (e.g., "first", "second").
Of course, if you want to target more than a single object, you can include the number. Be aware however that certain verbs may only accept one object, where that is what makes most sense.
You can also list multiple objects by including "and" between each one. Please note than commas do not work.
Picking up an object is as simple - just take it, using the rules for targetting described above.
Of course, you will discover that you can't take everything you find!
To remove an object from your inventory, you can use a range of verbs to describe how and where your character is putting the object down (e.g., put, set, drop etc.).
Certain verbs will move your character into proximity - whereas others will let you throw an object from your current proximity (e.g., throw, toss, chuck etc).
A "container" is any object that can hold other objects, such as a pouch, a package, a trunk, or even another character.
You can view everything inside a container by examining it:
You can target objects in a container using the usual rules for targetting but adding the container as a possessor, like so:
Similarly, you can move objects in and out of containers in the same way described above but adding the container as follows:
Objects have weight, size, and bulk. These physical measures limit how many objects can be carried, how many objects can be put in a container, and which objects can fit into which rooms!
Objects can be passed between characters and even some NPCs, such as couriers, by offering the object to them.
When you are offered an object, you will have the option to accept or reject it.
As you would expect, accepting the object moves it from the first character's inventory to the other's; rejecting it leaves it in the first character's inventory. The easiest way to accept or reject is to use the hyperlinks in the Castle Marrach client, but you can also type it.
You can also hand objects to others. Unlike offering an object, it does not allow the other character to choose whether or not to accept it - it simply passes the object into that character's inventory.
You must be in proximity to the target to hand them the object, so if your character is not nearby, handing them an object will automatically move your character into proximity.
While handing an object skips asking the other character to accept or reject it, a key policy of Castle Marrach is player consent and so the character's player must still consent to be handed the item.
Finally, using specific verbs on specific objects may trigger special effects. These will often be explained in the item description.. though some are kept secret and your character will have to be shown what to do.
Common items and verbs are:
Your character can also wear clothes, armor, jewelry and certain other items. Clothing is worn in layers, just as it is in the real world. A gown goes over under garments. A cloak goes over a gown. You wear and remove clothing according to this logic. Clothing covers specific parts of the body, and therefore it is impossible for another character to see any body part or clothing that is covered with another garment - so be careful not to put your shoes on before your socks!
Lastly, your character can wield weapons to use them in combat, eat food and drink beverages - or if they're a bit picky, they can smell them first!