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Recall

Binding, and getting home alive.

Binding, and getting home alive.

recall returns you to the place you are BOUND, and your binding is also where you wake if you die on the continent you are bound to. Two doors set it, and bind is the word at both: in a TEMPLE of your own deity the binding is free and ties you to that altar; before a town SCRIBE it costs a fee and writes you into the settlement's register, so you wake at that town's graveyard. bind where tells you where you stand bound. Fall on another continent and you rise at the nearest graveyard there instead, so where you bind is a real decision.

IT IS NOT FREE AND NOT INSTANT. Recall will not save you mid-fight, it waits two minutes between prayers, some ground will not let a prayer out and some (every throne room, every sanctum) will not let one in. Plan the binding around where you actually work: a crafter binds near the guild, a raider binds near the zone. Unbound, the prayer carries you to the Waking, the threshold every soul first stood in, and tells you to bind.

home is different: it takes you to a house you own, from its own city's streets or by recall from anywhere in the same realm, and hall takes a clan member to the clan hall from anywhere at all. Neither answers on the Ice Shelf, where the arcane air scatters every prayer. See help housing.

Syntax

bind
bind where
recall
home
hall

Examples

bind
recall
home

Generated from the game, 15 August 2026.