Events
Player-run happenings — how to create one, and how the rest of the server finds out about it.
Auto generated page — Last updated: 2026-07-14 19:11 UTC.
What's an event?
An event is something your town schedules and hosts — a tournament, a feast, a coronation, whatever fits the moment. Once it's live, the whole server can find their way to it: it gets posted to Discord, gets its own wiki page, and anyone who joins or respawns gets auto-spawned right there.
How to create one
Town officers schedule an event with:
/town event create <type> [delay] <description>
- The delay is optional — leave it out to start immediately, or
add something like
2h30mto schedule the start for later. You choose when it starts, not how long it runs. - Every event lasts a fixed 30 minutes, then ends automatically — no need to cancel it.
- The description is capped at 12 words.
- Creating an event costs the town bank 1 silver stag — see the Economy page.
Manage it with /town event cancel (end it early),
/town event view [town] (check any town's current event),
/town event upcoming (see everything live or scheduled,
across every town), and /town event list (see the full
type list in-game).
One event at a time
Only one event runs on the whole server at any moment — so everyone's attention is on the same happening instead of being split across a dozen at once. Because every event is a fixed 30-minute block, the server knows exactly when each one starts and ends, and it won't let two overlap.
If you try to schedule an event during a time another town has already
claimed, you'll be told you can't — and nothing is charged. Check
/town event upcoming to see what's already booked and pick a
clear slot after it ends.
Where it happens
By default an event happens at your town's normal spawn point.
Officers can set a specific location instead with /town event
setspawn (run at the desired spot) — handy for holding a
tournament somewhere other than your town center.
Getting the word out
You don't have to announce your own event — the server does it for you:
- Discord. A quick note posts as soon as it's scheduled, then a fuller announcement (with your town's real banner) when it goes live.
- The wiki. Every event automatically gets its own page, updated again the moment it goes live.
- Auto-spawn. Every time you join or respawn, the server checks for events across every town: a live one takes you straight there, otherwise you land at the soonest upcoming one, and if nothing's scheduled you get the last event's location (or the normal spawn point if there's never been one). Brand-new players are the one exception — you're scattered to a fresh random spot on your very first join instead, so you get to explore before ever landing on someone else's event.
Event types
27 to choose from, covering everything from tournaments to courtly politics:
- Alchemist Gathering
- Archery Contest
- Banner Raising Ceremony
- Birthday
- Carnival
- Coronation
- Council Meeting
- Diplomatic Mission
- Dragon Day Festival
- Dragon Riding Ceremony
- Dragonpit Summit
- Feast
- Fleet Review
- Foreign Delegation
- Funeral
- Harvest Festival
- Maester Conference
- Market Day
- Marriage
- Naval Parade
- Parlay
- Religious Gathering
- Shipbuilding Competition
- Tournament
- Trial By Combat
- Vassal March
- Wildfire Experiment
Every setting on this page, at a glance
| Setting | Value |
|---|---|
| Event creation cost | 1 silver stag |
| Event length | 30 minutes (fixed), then auto-ends |
| Max description length | 12 words |
| Active events server-wide | 1 at a time (no overlaps) |
| Total event types | 27 |
| Default location | Town spawn (override with /town event setspawn) |