← LegendQuest StoryTeller

Commands

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.

Seeing the table

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.

Possession and voice

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.

How the three forms differ, and what hides you while you wear a body, on the Possession & controls page.

Narration

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.

The cast

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.

Set dressing

Command Description
/st struct list The structures loaded datapacks declare - over 1,200 in vanilla alone.
/st struct place <template> [rotate cw90|180|ccw90] Place one, snapshotting the ground first so it can be taken back.
/st struct library list [family] · place <name> CityWorld's schematic library as a second pool, when CityWorld is installed. You get the building, not CityWorld's loot.
/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.

Rewards and effects

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

Two nodes, both off - operators included.

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