Barbarian-sim combat and survival
Barbarian-sim adds direct conflict and survival pressure: challenges, defending, sparring, attacks, item durability, fortifications, raids, poison, corruption, and pickpocketing. Some actions are controlled by world policy; if a server has not enabled PvP or pickpocketing, those commands can be rejected.
In Discord, prefix these commands with !.
Challenges and sparring
Start a non-lethal contest by issuing a challenge:
!challenge target_id=Ash terms="first touch"
Spar with a reachable target:
!spar target_id=Ash
Sparring still creates combat events and injuries, but it is marked as sparring so other systems can treat it differently from a real attack.
Defend and attack
Defend to spend stamina and reduce incoming harm:
!defend reduction=2
Attack a reachable target, optionally with a weapon in your inventory:
!attack target_id=Ash weapon_id=Axe
Attacks cost stamina, damage the target, and can create injury events. A weapon with durability can wear down as it is used.
Repair gear
Repair a damaged item:
!repair-item item_id=Axe amount=1
Repairing raises durability up to the item's maximum. It is useful before a raid or after repeated attacks.
Fortify and raid
Build or strengthen a reachable fortification:
!fortify target_id="wooden palisade" strength=2
Raid that target:
!raid target_id="wooden palisade" intensity=5
Fortifications track durability. Raids apply damage against that durability.
Storyteller raid incidents
Barbarian raids are also storyteller incidents when both bunnyland.barbariansim and bunnyland.colonysim are enabled. The storyteller budget can select a barbarian_raid, place an active incident in a room, and split the attack budget into a swarm of weak raiders led by a few officers and a warlord. Defeating or pacifying the whole swarm lets an admin resolve the incident with the normal storyteller command:
!resolve-incident incident_id="barbarian raid"
Poison and corruption
Poison a reachable character:
!poison-character target_id=Ash severity=2
Treat poison:
!treat-poison target_id=Ash
Some worlds also track corruption:
!gain-corruption amount=3
!cleanse-corruption
Thralls and followers
Once a foe is defeated (downed in combat), you can subdue them into a thrall — a bound worker who serves you:
!subdue target_id=Ash task=haul
You can also recruit a willing, conscious character in the same room as a follower:
!recruit-follower target_id=Ash
Give a thrall a new task or a follower new orders:
!command target_id=Ash instruction="guard the burrow"
Release a thrall or dismiss a follower when you no longer need them:
!release-thrall target_id=Ash
Your prompt lists the thralls and followers you command and what each is set to do, and tells a bound character that they serve a leader.
Pickpocketing
If pickpocketing is enabled, steal a reachable item from another character:
!pickpocket target_id=Ash item_id=Coin
The item must be in the target's inventory and reachable through the normal name resolution rules.
Survival gaps, buildings, and purges
Some survival worlds expose named gaps such as missing shelter, water, tools, or food. Bridge a reachable gap when you have the required supplies:
!bridge-survival-gap gap_id="no shelter"
Buildings can decay, be upgraded, and be demolished:
!decay-building building_id="log wall" amount=1
!upgrade-building building_id="log wall" integrity=5
!demolish-building building_id="ruined shack"
Prepare a base for a siege, then resolve a purge wave against it:
!prepare-siege base_id="river camp" score=3
!start-purge-wave base_id="river camp" intensity=4
Rituals, danger zones, and treasure
Use a shrine and ritual when both are reachable:
!perform-ritual shrine_id="stone shrine" ritual_id="ember blessing"
Explore a danger zone, defeat its boss, and unlock treasure with the right key:
!explore-danger-zone zone_id="serpent pass"
!defeat-boss boss_id="serpent queen"
!unlock-treasure treasure_id="sealed hoard" key_id="serpent key"
!claim-treasure treasure_id="sealed hoard"
Climbing is a traversal gate or skill check, not a free movement system:
!climb gate_id="cliff path"
Core loop
A simple conflict loop:
!challenge target_id=Ash terms="first touch"
!defend reduction=2
!spar target_id=Ash
!attack target_id=Ash weapon_id=Axe
!repair-item item_id=Axe amount=1
!fortify target_id="wooden palisade" strength=2
!raid target_id="wooden palisade" intensity=5
!prepare-siege base_id="river camp" score=3
!start-purge-wave base_id="river camp" intensity=4