Storyteller incidents
Storyteller incidents are timed events spawned by the world. They create visible incident state, nearby objects, or threats depending on the world budget.
Find the active incident
Look around after time passes:
!look
An active incident can appear in the room summary or prompt context, such as:
Active incident: resource drop.
The incident may also create nearby objects. A resource drop can place a supply bundle in the room.
Finish the incident
Incidents resolve themselves when the work they created is done. For example, take a resource drop, kill or capture hostile creatures, pacify creatures that can be talked down, complete spawned quests, or repair settlement damage:
!take supply bundle
Manual incident resolution is an admin-only command for moderation and cleanup. Normal play should handle the spawned objects, threats, quests, or damage and then let the storyteller close the incident.
Some incident packs expose their own response verbs. For example:
!repair-damage
!attempt-pacify target_id="angry moth" language=Mothwing
Keep checking context
Incidents are paced by world time. If nothing is active, continue normal play and check again after waiting, traveling, or completing other work.