Join command
| Joins another character's group or, in certain locations, enrolls the character in a guild or another context-specific activity. |
| JOIN You see: To join someone, you will need to specify who to join! JOIN <character> JOIN <spouse> JOIN <character> (already following) JOIN <character> (target is avoiding joiners) |
Syntax
- JOIN
- Without a local use for the bare command, responds that a person must be specified. A guild leader or another location-specific system may intercept this form.
- JOIN <CHARACTER>
- Attempts to follow the character and become a member of that character's group.
- JOIN GUILD
- Used by some guild leaders to begin or confirm guild induction. Follow the guild leader's displayed instructions exactly; the required form and confirmation text vary by guild and location.
- JOIN <TARGET>
- Certain scripted targets use JOIN for a waiting list, tour, transport, game, or similar activity. Their requirements and messaging belong to that activity rather than the ordinary grouping system.
Notes
- A character must be present and visible to be joined. You cannot join yourself, someone who is already following another character, or a character who is avoiding joiners or has barred you from the group.
- Joining while invisible briefly reveals most characters. Rangers cannot join while blended.
- The normal room message is suppressed in a silenced room and in certain scripted locations. A non-existent character receives no leader or room message.
- Joining a guild commonly requires a second command to confirm the choice. Changing guilds or accepting guild-provided attribute training may erase skills or incur a cost, so enter another JOIN only when the displayed prompt says to do so and you accept its terms.
- A teaching class is joined with LISTEN, not JOIN. Moving to an occupied private table uses that table's movement command rather than the grouping form of JOIN.
See Also