Servants
Servants are custom NPCs on Awakening. A contract owner summons one and assigns tasks: selling food or drinks, trading bulk goods, repeating a message, and so on. Some tasks exist only so GMs can staff kingdoms, faith, and events.
Getting a contract
Servant contracts are bought from a trader in a capital of each kingdom.
The contract is the employment record. Whoever owns the contract is the employer: they pay the salary, may collect earnings, and may change or remove tasks. Keep the contract in your inventory (or otherwise in your ownership). If it is in a trade, you cannot dismiss the servant.
Using a contract opens Manage Servant.
First use and summoning
The first time you use a contract it is signed to you, then a servant is summoned.
You choose:
- Gender — male or female. Defaults to your own sex. This only affects titles such as Waiter / Waitress.
- Name — up to 20 characters. If you enter fewer than 2 characters, the name is
servant. Avoid quotes and BML-special characters in the name.
The servant appears where you stand, facing the way you face, in your kingdom. A random face is chosen.
Where you may summon
- You must be on a deed where you have permission to place merchants.
- Inside a building you also need permission to place merchants there.
- The summoning window says that if you are a citizen, the servant becomes part of that village; otherwise they are not part of any village.
GM: A character with Demigod power or higher may summon anywhere (no deed or building check). That servant is marked paid by the crown and is not charged a salary.
While a servant is employed
Using the contract shows the servant’s name, how many tasks they have, and the daily salary taken from your bank. You can:
- Open About Servants (short descriptions of player tasks).
- Dismiss the servant (default is No).
- GM: Edit Tasks (raw task data). Same window as
#servant <id> tasks.
Dismissing deletes every task. Clothes and inventory are dropped on the ground, and any coins the servant is holding are paid to you if you are online. You cannot dismiss while the contract is in a trade. The contract can be used again to summon a new servant; old tasks are gone.
If the salary cannot be paid, the servant leaves on their own. Worn and carried items are taken as payment and are not dropped. Coins they were holding are not paid out to you.
Salary
Charged from the contract owner’s bank at the daily poll, whether or not you are online. If you are on another server, a money transfer is used. If the account cannot cover the salary, the servant quits.
| Task | Iron per Wurm day |
|---|---|
| Announce | 1–10, see below |
| Message | 1 per message |
| Bartender | 5, plus 1 per drink line on that servant |
| Waiter | 10 |
| Merchant | 10 |
| Vendor and other GM tasks | 0 |
Crown-paid servants (summoned by a GM) skip this charge.
Waiter and bartender earnings are not sent straight to your bank. They pile up on the servant until you collect them (see Talking). Merchant and vendor trades pay the player’s bank account directly.
What a servant will hold
Talk to them, or give them items.
From the contract owner
- Clothes / armour — worn automatically. Anything else that is not a task item is refused (“kindly but firmly refuses”).
- One lantern — they light it and keep it lit. A second lantern is refused.
- Task instructions — see below.
Inventory is limited (carry weight, and about 100 items). Armour left in the inventory is dropped; it is meant to be worn.
From anyone
- Empty serving vessels, if they are a waiter or bartender (plates, bowls, jars, steins, and so on).
- A holiday coin, if they have the GM holiday-coin task.
- A task instruction. Giving a task paper opens the instruct window and does not check that the giver owns the contract. Anyone who can Give to the servant can assign a task and will lose the paper if the task is accepted. Do not leave a servant where strangers can hand them papers if that matters to you.
Servants do not wander off to do NPC chores. They stay at their saved spot. Each daily poll puts them back on that spot if something moved them. A lantern, if they have one, is kept burning.
Talking to a servant
Talking opens a conversation. Topics:
- Current tasks — employer, or a GM. Lists assigned tasks and asks which to stop. Checking a task and choosing Update removes it permanently (database row included). If they have no tasks, they shrug.
- Collect money from sold wares — only if you are the employer and they are holding coins (waiter/bartender sales). You must be online. The coins are added to your bank.
- One line per task that has something to say (the menu, a message subject, “I would like to sell goods”, and similar).
- Village gossip — a random local line, plus a line for their kingdom (Tirvalon, Cellimdar, Shodroq, Thekandre). Heard by people nearby.
- Do nothing — default, so Continue does not start a task by accident.
- About Servants — what servants are, and a list of tasks players can assign, with a short description of each.
Drunken characters get slurred menu lines from waiters and bartenders. At high drunkenness a tip is assumed and the tip grows with drunkenness (see those tasks).
Giving a task
- Make a task instruction: paper, ink or dye, and a reed pen.
- Activate the instruction and Give it to the servant.
- Choose the task type. Only types that make sense right now are listed (a waiter needs a larder on the tile, a bartender needs a sealed wine barrel, and so on). GM-only types are marked
(GM)and only appear for Demigod power or higher. - Fill in that task’s options and choose Instruct.
The paper is consumed when a new task is accepted: “takes the paper, and commits the instruction to memory.” Instructions cannot be edited afterwards; remove the task and give a new paper. Giving the same waiter larder, bartender barrel, or merchant container again updates that line and does not consume the paper.
You will not get the paper back after a successful new task.
How many tasks
Each instruction has a quality. Capacity is based on the average QL of the instructions the servant already has, plus the paper you are handing over:
| Average QL | Max task weight |
|---|---|
| under 30 | 5 |
| 30+ | 6 |
| 50+ | 7 |
| 70+ | 8 |
| 90+ | 9 |
| 95+ | 10 |
Weight per task:
| Task | Weight |
|---|---|
| Waiter, Merchant, Announce, and most others | 1.0 |
| Message | 0.1 |
| Bartender | 0.2 per drink line |
So a high-QL servant can hold about ten ordinary tasks, or many short messages. If they are already over the limit, they refuse the paper: “already has too many tasks.”
Several instructions of the same kind are stored as one task (one waiter with several larders, one bartender with several barrels, one merchant with several containers). That still counts as one task for the “how many tasks” line on the contract, but bartender weight and salary grow with each drink line.
Range used below: the container must be on the servant’s tile when you instruct the task. Afterwards it may be moved up to five tiles (same surface). Farther than that, or destroyed, that part of the task is dropped. If nothing is left, the whole task is dropped. Locked containers are fine; the servant does not check the lock.
Player tasks
Announce — say a line to people nearby
The servant occasionally speaks a line into the local action log (“says”, “yells”, “shrieks”, …). Timing is not a fixed clock. Every few minutes (roughly 2.5 to 7.5) they may speak; your frequency setting is the chance they do.
When instructing:
- Message — up to 100 characters, two lines.
- How often — rarely, sometimes, often, always.
- How loud — whisper, mumble, speak, yell, shout, scream, shriek. Louder carries farther (about 1, 2, 5, 10, 15, 20, and 30 tiles).
Daily cost in iron: rarely 1, sometimes 2, often 3, always 6. Louder than “speak” adds 1 iron per step (yell +1 … shriek +4). Always shrieking is 10 iron. Each extra announcement on the same servant adds its own cost. Frequent or loud lines get annoying quickly; the in-game help says so on purpose.
There is no talk-to option for this task. They just speak on their own.
Message — a private reply
When someone picks the subject in conversation, the servant says the message to that player only (event log), not as local speech.
- Subject — up to 50 characters. Shown as
Message: <subject>. - Message — up to 100 characters, two lines.
Cost is 1 iron a day. Weight is only 0.1, so one servant can carry many messages. The talk-to title shows the start of the message text, so you can tell them apart when removing tasks.
Bartender — drinks from sealed wine barrels
Sells drinks from a sealed small wine barrel, on the ground or in a wine barrel rack. The barrel must be on the servant’s tile when you instruct, and within five tiles afterwards.
You set:
- Which barrel.
- Serving size: 0.01, 0.02, 0.05, 0.1, 0.2, 0.33, 0.5, 1.0, 1.5, or 2.0 kg. Default is 0.1 kg.
- Price, entered as gold / silver / copper / iron.
- Accept tip or not.
The dialog calls that price “the price for 0.1 kg”. The code charges that price once per serving, and does not multiply by the serving size. If you want a larger pour to cost more, set the price with the pour size in mind.
Cost is 5 iron plus 1 iron per drink line per Wurm day (three drinks = 8 iron), not 5 iron per line. Instructing the same barrel again replaces that line (amount, price, tip). It does not add a second price for the same barrel. A different barrel adds a line. The in-game About text is wrong on both of those points.
Customers talk to the bartender and get a menu: drink name, price, and amount. They need a container in the bartender’s inventory. Accepted empty vessels (from you or from any player): pottery bowl, jar, beer stein, or flask; skull mug; small bucket; water skin. Full vessels are refused. There is no promise they get the same mug back next time; keep buying and spares cycle back. If the bartender has nothing to pour into, they say so and the menu does not open.
Each sale pulls that many grams out of the barrel and pays the servant (collect later from the conversation). If the barrel cannot fill the pour, that drink is removed from the menu. You can unseal, refill, and reseal, and the task keeps working as long as it was not dropped. An empty barrel is unsealed when the last liquid is gone.
Tips. If the drink accepts tips, a sober customer can tick Tip. The extra is about 5% at low drunkenness, then about 10%, 25%, 50%, 100%, 200%, and 500% as they get drunker (the last of those is “blackout” drunk: the drink costs six times the menu price). If they are already fairly drunk, the checkbox is replaced by a slurred tip line and a tip is added anyway. If that drink does not accept tips, they are told so and are not charged extra.
Waiter / Waitress — food from a larder
Sells food from a larder on the same tile when instructed, within five tiles afterwards. Title is Waiter or Waitress based on sex.
- Put food in the larder’s food boxes. The icebox is ignored (no snowballs).
- Set each item’s price before it goes in. That price is what the customer pays.
- Damaged food is not sold. Only fresh, undamaged food.
- Locking the larder is recommended. The servant can still open it.
- Optional: accept tips (same drunkenness scale as the bartender).
Cost is a flat 10 iron a day, no matter how many larders are attached.
Customers ask for the menu. One entry per food name, at most 20 dishes. Buying moves that item onto a plate (or bowl, pottery jar, or small bucket) from the servant’s inventory and hands the container over. Same rules as the bartender: empty containers only, anyone may donate them, same container is not guaranteed back. If they have nothing to serve on, they apologize and do not open the menu.
The purchase window’s heading is mistakenly “Buy a drink from the bartender”. It is still the food menu.
If the last portion of a named dish is sold while someone is ordering, they are asked to pick something else. A larder moved out of range is dropped from the task. Updating tip on a larder they already serve does not use up the paper.
Merchant — buy and sell bulk goods
Buys and sells bulk commodities through a container on the same tile when instructed, within five tiles afterwards. Allowed containers: small crate, large crate, bulk bin, hopper (food storage bin), small barrel, large barrel.
Liquids belong in barrels. Food belongs in a food storage bin or crate. Other bulk goods belong in a crate or bulk bin. You may attach more than one container. Doing the same container and trade again only updates minimum QL and profit; it does not add a second line.
Cost is 10 iron a day.
For a normal player the merchant is set up as a general trader (all bulk trades), minimum QL 1, profit modifier 3. GMs can pick a specialty, a minimum QL, and a profit modifier; those controls are hidden from everyone else. City merchants are the reference prices. A player merchant buys a bit cheaper and sells a bit dearer, so you trade locally instead of hauling everything to a capital.
Selling to them: put the goods in their container, then talk to them. You get a list (QL, weight, price) and tick what to sell. Limits you will be told about:
- Too large a stack (they say it would spoil before it sells).
- Solids in a barrel.
- QL under their minimum.
- The market is already flooded with that ware (adjusted price under 30% of the base quote).
- The price is above what that merchant will pay.
Up to 50 lines are shown. If QL or weight changes between the quote and the sale, the deal is refused as cheating. Sold goods are destroyed into a global market and you are paid in your bank.
Buying from them: talk, choose the kind of ware, then the item, and optionally material, maximum amount, and minimum QL. Up to 50 lots are listed. Purchases are placed in their container (barrels must be empty for liquids; crates need enough space). You pay from your bank, including a 5% tax to the kingdom shop.
Goods you sell are not buyable immediately. They stay locked for 3.5 real days (302,400,000 ms). After that anyone’s merchant can sell them. Every ware also decays: after a type-specific time (on the order of months to about a year), leftover stock is deleted, and older stock is slowly marked down in price and QL. Prices fall as a ware piles up in the market, and rise again as it is bought or decays. Merchants eventually refuse to buy a flooded ware.
Trades cover bulk materials and supplies, not finished gear: dirt, sand, logs, rock, clay, coal and peat, ores, lumps, cereals, vegetables, fruit and berries, herbs and spices, nuts, mushrooms, seeds, sprouts, seedlings, flowers, cotton and wool, wemp, grass and thatch, meat, fish, eggs, furs, hides and leather, milk and dairy, honey, oils, paper, ropes, and the bulk supplies for tailoring, alchemy, butchering, cooking, beverages, milling, carpentry, masonry, and smithing.
/market <ware> lists merchants and vendors who deal in that item, with kingdom and container type.
/vendors opens the kingdom vendor window (separate from this task).
GM-only tasks
These only appear when the instructor has Demigod power or higher. They cost no salary. Assign them the
same way: task paper, Give, pick the (GM) line.
Vendor — buy crafted and cooked goods
Not the same as Merchant. A vendor buys finished goods (and bred horses or unicorns) against a yearly kingdom budget. Players talk to them and choose “Vendor, I would like to sell goods.”
On instruct, a GM chooses:
- An optional container on the tile (large chest, larder, wooden coffer, stone coffin, small barrel, large barrel), or no container.
- Specialty (or all trades). Animals ignore the container.
- Minimum QL (1 through 100).
- Profit modifier, from 0.5 (vendor overpays) to 10 (vendor pays a fraction). The dropdown’s displayed default and the value used if the field is omitted are not the same; check the GM column after creating the task.
Players can sell:
- Items in the vendor’s container (larder: food boxes only, undamaged).
- The item they are holding, if the container is empty.
- Cargo in a vehicle they are driving, if nothing else was found.
- Bred animals they are leading, within 3 tiles. Only horses and unicorns are priced. Age and traits change the price (feeble, sick, or malformed animals are cheap; strong, fast, or well-bred ones cost more).
Rare items, unfinished items, bulk items, no-drop items, indestructible items, and royal items are not bought. Blank paper is not bought. Cooked food is priced from its meal data (QL, nutrition, recipe complexity, weight). Other goods use QL, material, weight, and difficulty.
The vendor pays from that specialty’s remaining budget and refuses a purchase that would break it. A GM looking
at the trade list also sees minQl, profit, and money/budget.
Once a Wurm year, budgets are refilled. Underspent categories can grant citizens of that kingdom a sleep bonus (up to 5 hours) and a history message is broadcast: “This year’s budget has been given to the vendors.” A foreign-trade blackout message exists in the dialog, but the date test in this code never succeeds, so it does not currently block anyone.
Start a mission
The servant offers a subject line you write (up to 100 characters). Choosing it starts a mission.
- Instruction — up to 400 characters, shown in a popup. If you leave it empty, the mission’s own instruction is used.
- Mission — any mission whose creator type is not 2.
- Minimum restart time — minutes before the same Steam account can start it again.
- Permit restart of incomplete missions — if off, they must finish or fail before starting again. Normal mission rules still apply (no second chance, may not be restarted).
Removing the task deletes its quest-performed rows.
Kingdom official applications
The servant must belong to a kingdom. Citizens of that kingdom can apply for an office. Others are turned
away. The applicant must have invitations enabled (/invitations).
Election is on the day of Tears at noon, fourth week of the starfall of the Snake. One application per Steam account; applying again from another character replaces it. They pick a preferred office but can be seated in another if theirs is filled. Officials serve until the next election. Taking office is announced in history; the player must be online to actually receive the title, otherwise they are queued and appointed when next seen.
#appointments (Demigod+) lists current applications and officials waiting to be seated.
Convert to a deity
The servant preaches that deity’s altar text. A player who is not already a follower may convert. Conversion still goes through the normal “can this person convert” checks. Success sets faith and favor to 1. White-light deities push alignment to at least +1; hate deities to at most −1. Previous faith and granted abilities are lost. The warning in the window says so.
Initiate an adept
Followers of that deity with faith at least 30 see “Becoming an adept of …”. Existing adepts who have lost their holy item see “Receive the items of an adept of …”.
Saying yes makes them a priest, fills favor to their faith, announces it, and gives a rare holy item if they do not already have one. Other holy items in their inventory and on their body are destroyed first. On a PvP server the window also warns that championhood runs through this path, and that failing faith loses adepthood.
They must already have a meditation path at cultist level 4 or higher. Which path does not matter (that check is disabled). Then deity-specific stats:
| Deity | Characteristic | Alignment | Skills |
|---|---|---|---|
| Sedae | Mind speed 23 | ≥ 100 | Fighting 30, Archery 25, Healing 20 |
| Payren | Soul 23 | ≥ 50 | Animal taming 30, Nature 25, Tracking 20 |
| Eilanda | Soul strength 21 | ≥ 75 | Long spear 30, Leatherworking 25, Prayer 20 |
| Shonin | Body 25 | ≥ 100 | Fighting 70, Swords 25, Polearms 20 |
| Asman | Mind logic 25 | ≥ 75 | Masonry 30, Metallurgy 25, Alchemy 20 |
| Kiane | Mind 24 | ≥ 50 | Restoration 30, Cloth tailoring 25, Natural substances 20 |
| Miridon | Body strength 25 | ≤ −75 | Fighting 50, Aggressive fighting 25, Taunting 20 |
| Laphaner | Soul depth 23 | ≤ −50 | Puppeteering 30, Goldsmithing 25, Animal taming 20 |
| Drakkar | Body control 25 | ≤ −100 | Butchering 30, Natural substances 25, Thievery 20 |
| Qaleshin | Body stamina 23 | ≥ 100 | Archaeology 30, Firemaking 25, Mining 20 |
Holy items, all rare, QL equal to faith: Sedae bronze sword, Payren oak staff, Eilanda glimmersteel spear, Shonin electrum sword, Asman glimmersteel staff, Kiane applewood staff, Miridon seryll axe, Laphaner cherrywood staff, Drakkar silver knife, Qaleshin walnut staff.
A High God bypasses the faith, priest, and acceptance checks in the answer handler. Implementor power always passes the skill trial. Lower GMs do not.
Trade holiday coins
You tick which christmas dyes this servant sells. A player Gives a holiday coin and picks one item. The coin is destroyed. Each dye is QL 99, weight 2000, in a pottery jar, named for example “dye, christmas blue/red/green/gold/yellow/orange/brown/pink/black”. Talking only tells them to hand over the coin.
Christmas food and drink
You pick one group. Anyone may ask that servant once per 30 minutes per Steam account. They receive a random item from the group, QL 100, with full meal data. Drinks come in a named tankard or goblet.
- Gingerbread cookie, christmas cake, candied fruit, chocolate, fire roasted chestnut, marshmallow
- Mint humbugs, nougat, plain toffee, raspberry trifle, spiced apple, wurm mince pie
- Egg nog, hot chocolate, white wine, red wine
- Cherry brandy, strawberry gin, moonshine, pilsner
Admin tools
All of these need Demigod power unless noted. #servant with no extra arguments prints the usage lines.
#servant <wurmId> position
#servant <wurmId> poll
#servant <wurmId> drop
#servant <wurmId> undress
#servant <wurmId> tasks
#servant <wurmId> face <head>,<eye>,<nose>,<chin>,<compl>,<skin>,<ecol>,<hair>,<fhair>,<hcol>
| Command | Effect |
|---|---|
position |
Save where they stand, and their facing, as the fixed spot. The daily poll walks them back here. |
poll |
Run the daily poll now (salary, snap back to saved position, each task’s daily work). Can make an unpaid servant quit. |
drop |
Drop inventory, not worn clothes. Lanterns are put out as they drop. |
undress |
Drop worn items. |
tasks |
Edit each task’s stored data as text, then reload. Also on the contract window. |
face |
Ten values, each 0–7, in the order above. Updates the face for people on that tile. |
The help text also lists #servant <wurmId> xmasfood <nr>. That branch is not handled in this code. Christmas
food is the GM task above. #getFood is unrelated (it creates a meal in your own inventory).
Edit Tasks loads TASKID, type, QL, and DATA from the database. Update writes the text back and reloads
the servant’s tasks. Reload discards unsaved edits and reloads. Broken text means the task fails to load and
disappears until the row is fixed. Type numbers are whatever was stored at creation; do not change type unless
you know the matching class.
Implementor: #inventory <wurmId> clear destroys a creature’s inventory.
#inventory <wurmId> give <templateId> <ql> creates an item there. Useful for seeding plates, steins,
or a lantern.
GM summons are not tied to a deed and are not billed. Players can still talk to them and use their tasks.
Task data (for Edit Tasks)
Values are iron, grams, Wurm item ids, and the category numbers below. Booleans are true / false.
Strings are quoted.
- Announce:
{message:"...",chance:0.05,range:2}— chance is 0.05, 0.15, 0.25, or 0.50. Range index 0–6 matches whisper through shriek. - Message:
{subject:"...",message:"..."} - Bartender:
{drinks:[{barrel:<itemId>,amount:<grams>,price:<iron>,tip:true}]} - Waiter:
{larders:[{larder:<itemId>,tip:true}]} - Merchant:
{trades:[{container:<itemId>,category:<id>,minQl:1.0,profit:3.0}]} - Vendor:
{trades:[{category:<id>,container:<itemId>,minQl:1.0,profit:2.5,money:<iron>}]}—containeromitted if none. Optionalsdf. - Mission:
{subject:"...",instruction:"...",mission:<id>,minRestartTime:<minutes>,restartIncomplete:false} - Appointments:
{kingdomId:<1–5>} - Convert / Initiate adept:
{deityId:<deity number>} - Holiday coins:
{tradeItems:[257,258,...]}— ids0x0101–0x0109(257–265). - Christmas food:
{group:1}through4.
Merchant category ids: all trades 1; dirt 11; sand 12; logs 13; rocks 14; clay 15; coal 16; ores 17; lumps 18; cereals 21; vegetables 22; fruit and berries 23; herbs and spices 24; nuts 25; mushrooms 26; seeds 27; sprouts 28; seedlings 29; flowers 30; cotton and wool 31; wemp 32; grass and thatch 33; meat 51; fish 52; eggs 53; furs 54; hides and leather 55; milk and dairy 56; honey 61; oil 62; paper 71; ropes 72; tailoring 101; alchemy 102; butchering 103; cooking 104; beverages 105; milling 106; carpentry 107; masonry 108; smithing 109.
Vendor category ids: all 1; wood weapons 11; metal weapons 12; ranged 15; leather armour 21; chain 22; plate 23; wood shields 25; metal shields 26; clothes 31; animals 36; dishes 41; soups and stews 42; bread and pies 43; desserts 44; drinks 51; alcohol 52; healing 58; smithing tools 61; tailoring tools 62; carpentry tools 63; farming tools 64; cooking tools 65; masonry tools 66; fishing tools 67; miscellaneous tools 68; bags 71; wood containers 72; metal containers 73; pottery containers 74; furniture 81; decorations 82; lamps 85; gems 91; jewelry 92; toys 93; locks 95; reports 101.
Practical notes
- Summon on the deed, facing the way you want them to look. They keep that spot.
- Write task papers at high QL if you want more than five ordinary tasks.
- Set food prices before the food goes into the larder. Set drink prices as the price of one pour, not per 0.1 kg.
- Give the waiter plates and the bartender steins or mugs before you open for business. Customers can donate empties, but you should stock the first ones.
- Lock larders and trade bins. The servant can use them; other players should not.
- Collect waiter and bartender takings yourself. They are not auto-deposited.
- Keep enough iron in the bank for the daily salary. Missing a payment dismisses them and forfeits what they are wearing and carrying.
- Removing a task is done by talking to them (Current tasks), not by using the contract. The contract only dismisses the whole servant.
- Do not leave task papers where other people can Give them to your servant.