Everything lives under /st, and the buttons and keybinds send these same commands.
Creature commands aim at what is in your sights, or at the creature you have locked.
Every command needs storyteller.storyteller, and
rewards also need storyteller.reward. Both default to off, operators
included - see Permissions
below. The console and command blocks pass on operator level alone, so automation keeps working.
| Command | Description |
|---|---|
| /st drift | Leave your body and spectate the scene. Say it again to come back, with dimension, position, facing and game mode restored. |
| /st return | The unambiguous way back, for a macro that must not toggle. |
| /st goto <player> | Look in on someone. |
| /st next | Cycle through the table while drifting. |
| /st summon [player] | Bring a whole LegendQuest party to where you stand, in a ring facing the way you face. Name a player to fetch their party; anyone offline is reported rather than skipped. |
| /st who | The roster: race, class, level, karma, health, mana, party and where everyone is, with health coloured. |
| Command | Description |
|---|---|
| /st possess | Take over the creature in your sights - driven with the mod on your client, steered on a vanilla one. Say it again to let go. |
| /st possess drive · steer · eyes | Name the form yourself. eyes rides along seeing what the creature sees. |
| /st release | Give it back, exactly as it was - the unambiguous form. |
| /st lock · /st unlock | Make the creature in your sights the target of every creature command until you let go. |
| /st say <words> | Speak as the possessed or locked creature, to anyone close enough to hear. |
| /st move | Send the locked creature to where you are looking. It walks there and keeps doing what it was doing, at the new spot: a guard sent across a courtyard guards there from then on. |
| /st swing | The locked creature takes a swing - a blacksmith strikes the anvil, a guard warns somebody off. A human Cast NPC needs Cast 1.1.0 or newer to swing. |
/st move and /st swing need a lock, deliberately: your crosshair is on the destination, so the thing being aimed at is not the thing being ordered. Each says what will happen - or that it cannot, since a slime cannot be walked anywhere and a creature somebody is driving goes where its driver goes.
How the three forms differ, and what hides you while you wear a body, on the Possession & controls page.
| Command | Description |
|---|---|
| /st narrate <text> | The Storyteller's own voice, to the whole server. |
| /st narrate radius <blocks> <text> | The same, to everyone within a radius of you. |
| /st narrate party <player> <text> | The same, to one player's party. |
| /st title <text> | A title card. |
| /st whisper <player> <text> | An omen meant for one person. |
| Command | Description |
|---|---|
| /st cast spawn <entity> [name] | Put a creature in the scene, named or not. |
| /st cast citizen [race] [class] | A named villager with a LegendQuest race and class, rolled by weighted frequency or pinned. Flavour, not a character: it has no stats behind the name. |
| /st cast behave guard · patrol · flee · none | A movement habit added alongside the creature's own instincts, so a guard still fights back. |
| /st cast behave follow <player> | Follow someone. |
| /st cast equip <slot> [item] | Dress a Cast NPC, the item written as /give takes it. Leave the item off to strip the slot. Needs Cast. |
| /st cast worn | What a Cast NPC has on, in a fixed slot order. Needs Cast. |
| /st cast save <name> · use <name> · list | Keep a cast member as a preset, stored with the world. |
| Command | Description |
|---|---|
| /st struct list | The structures loaded datapacks declare - over 1,200 in vanilla alone. |
| /st struct ghost <template> | See a structure where it would stand, centred on where you are looking, before anything is built. Drawn in the world with the mod on your client; an outline in particles only you can see, front edge in gold, on a vanilla one. |
| /st struct ghost rotate · nudge · hold · place · cancel | Steer a ghost from chat - these are what its row of buttons sends. nudge takes up, down, left, right, forward or back and an optional distance; hold locks it so you can walk round it. |
| /st struct place <template> | Place one, snapshotting the ground first so it can be taken back. Add at <x y z> to place somewhere other than your feet, and rotate cw90|180|ccw90 to turn it. |
| ... withair · withjigsaw | Air and jigsaw blocks are left out by default, so a house set into a hillside keeps the hill and no connector blocks are left behind. Add either word, in either order, to keep them. |
| /st struct whole place <structure> | A whole generated structure, assembled the way world generation does it: villages, bastions, outposts, monuments, fortresses, strongholds, mansions. /st undo takes it back off, with anything that arrived with it. |
| /st struct whole ghost <structure> | See the whole assembly first - every piece, not a rectangle around it. The layout is pinned, so what you see is what lands; /st struct ghost reroll deals a different one. |
| /st struct library list [family] | CityWorld's schematic library as a second pool, when CityWorld is installed. You get the building, not CityWorld's loot. |
| /st struct library ghost <name> · place <name> [at <x y z>] [rotate ...] | Ghost or place a CityWorld building, with its foundation buried as CityWorld buries it. Ghosting and turning need CityWorld 5.8.0 or newer. |
| /st undo | Take back the last scene action - a spawn or a placed structure. |
| /st scene clear | Take back every one from this session. |
Undo restores blocks, not container contents: a chest a structure overwrote comes back empty. It puts back one block of ground around the footprint too, so edge flowers return, and a whole structure too large to remember says so as it lands rather than at undo.
| Command | Needs | Description |
|---|---|---|
| /st reward <player> xp|levels|sp|karma <n> [reason] | reward | LegendQuest XP, levels, skill points or karma. The recipient is told as it lands. |
| /st reward <player> money <n> [reason] | reward | Through Standards' economy - and a plain "no economy on this server" without one. |
| /st reward <player> reputation <standing> <n> [reason] | reward | Standing with a faction or a town, through Standards. Not karma: a character can be loved in one place and hated in the next. |
| /st reward <player> item <item> [count] | reward | The actual thing, from the item registry, so modded loot works. |
| /st reward party <player> ... | reward | Any of the above to the whole party in one action. |
| /st effect <player> <effect> <seconds> [level] [hidden] | storyteller | Lay an effect without operator. hidden suppresses the particles, for a condition the story imposes. |
| /st effect party <player> ... | storyteller | The same, to a whole party. |
| /st effect clear <player> [effect] | storyteller | Clear one effect, or all of them. |
Permissions
Nodes go through NeoForge's permission API, so LuckPerms and SableCraft Standards' own
/rank both manage them - the same scheme LegendQuest uses.
| Node | Default | Grants |
|---|---|---|
| storyteller.storyteller | nobody | /st at all: drift, possession, narration, the cast, set dressing and effects. |
| storyteller.reward | nobody | Handing out XP, levels, skill points, karma, reputation, items and money. |
Why ops do not get them by default. An operator is someone who can fix the server, which is not the same as someone who should be able to silently possess a player's rival mid-session. And the two are split because "can hand out levels and money" and "can drift through walls unseen" are different amounts of trust.
The flip side: a Storyteller can lay a curse without being
handed /stop, /ban and every block on the server, which is
what granting operator would have meant.
Grant the role, with LuckPerms or with Standards:
/lp user Sable permission set storyteller.storyteller true
/rank user Sable set storyteller.storyteller true