DragonBreak Online · Letters and work

Pigeon Post and Notice Boards

Notice boards

Every town has a notice board, and each board belongs to the hold it stands in: every board in a hold shows the same notices. Walk up to one and use it, or type /board while you stand beside it. A board is where the hold speaks, where people look for work and workers, and where your letters wait for you.

Hold NoticesWord from the hold's officials, who post here for free. They can also take down any notice on their hold's boards.
Shop AdsAnyone can pin a notice here, or under Citizen Notices, for a fee shown on the board. Part of every fee goes to the hold's treasury. A notice is signed with your own name and #TAG, even when you pin it wearing a mask.
RecruitmentNotices for factions and guilds looking for members. They cost more on a board in a great city than in a town.
LettersOpens the board's pigeon coop: your letters, gold and goods waiting for you, sending a pigeon, supply orders and couriers. While a letter waits for you, a sealed letter floats over nearby notice boards.
/commissionAt a board, the commissions posted there: work for hire, with the reward held by the board.
/ledgerYour ledger of people: everyone you have met. One lies at every board.

You can take your own notice down, and every notice fades after a while. The hold's hunting contracts are taken with /contract, or at the expedition boards in Bruma. Who the officials are, and what the treasury pays for, is in the Holds & Factions Guide.

Letters by pigeon

At a notice board, open the Letters tab or press Send a pigeon. A pigeon flies to anyone your character has met in person, which means you have stood close enough to talk. They do not need to be online. The letter waits for them at every notice board, and they read it there.

  • Up to 240 characters a letter.
  • 5 gold, plus 10 gold for every kilometre the bird flies, and never more than 50. A bird to someone in another land costs the full 50. Indoors, the distance counts from where each of you last stood outside. The coop shows the price for each person before you send, and the gold goes to the treasury of the hold whose board the bird leaves from.
  • One letter every 35 minutes, whichever of your characters sends it.
  • Up to 20 letters can wait unread for someone. If their coop is full, try again later.
  • Reading. Your letters are on the coop's Letters tab, and you can burn the ones you do not want. The coop keeps your 30 latest letters: past that, the oldest letters you have read go first, and a letter you have not read is never thrown away.
/sign unsigned|<a name>|clearHow your next letter is signed. unsigned sends it with no name, and clear signs it with your own name again. Signing it with another name takes a Scholar of Adept rank or above, and below Master the reader may notice that the hand does not quite match. In the coop, the Sign as buttons under the letter you are writing do the same: Your name, Unsigned, or another name.
/pigeonblock <name|#TAG>Ignore someone's pigeons, or let them through again. Their letters no longer reach you. In the coop, Ignore this sender on a letter does the same for whoever wrote it, without telling you who that was, even when the letter is unsigned or signed with another name. Press it again to let them through.
/ledger letter <name> <text>Send a letter from wherever a ledger lies: at a notice board, in your own home, or where a court or guild keeps one. The price and the 35 minutes are the same. See your ledger.

Sending gold

A letter can carry gold, up to 50,000 at a time. When you send a pigeon from a notice board, put the sum in the Gold box. A letter that carries gold needs no words.

  • The town takes a tenth. The hold whose board the letter leaves from takes a tenth of the gold, on top of the flight, and you pay it all as the bird leaves. To send a friend 2 km away 1,000 gold costs you 1,125: the 1,000 they receive, 100 to the hold and 25 for the flight.
  • Collecting it. The one you send it to collects the gold at any notice board, with Collect the parcel on the letter. A letter cannot be burnt until its gold is collected, and it never drops out of the coop.
  • From a board only. Gold goes from a notice board's coop, not with /ledger letter. A pigeon will not carry gold to someone who has blocked your pigeons.
  • Gold, not goods. Pigeons carry gold only. Goods sent with a letter before 11 October 2026 at 20:45 UTC can still be collected at any notice board.

Couriers

Pigeons carry letters and gold, but no goods. To send goods, hire a courier: someone who carries them for the pay you offer. At a notice board, open the pigeon coop and choose the Couriers tab. There you post a job, see the work wanted at that board, and follow your own parcels. The board holds the goods and the pay until the parcel arrives.

Posting a job

  • The goods. Up to 6 kinds of goods that you carry and are not wearing. Gold goes as the courier's pay or by pigeon, and a few things, such as keys, cannot go by courier.
  • Where they go. To a settlement's drop point around Bruma, where the goods then wait in the recipient's mailbox, or to the recipient in person (see below).
  • Who receives them. Someone you have met, as your ledger lists them, or yourself if the parcel goes to a drop point. A parcel in person always goes to someone else.
  • The pay. 1 to 50,000 gold, for whoever delivers it. The board holds it until then.
  • The posting fee. A tenth of the pay, and at least 10 gold. It goes to the hold's treasury and is not returned.
  • Insurance, if you want it. Insure the goods for up to their worth, which the coop shows as you pack them, at 10% of the sum you insure. That premium also goes to the hold's treasury and is not returned. Insurance pays only if the parcel is robbed (see below).
  • Three at once. Each account can have 3 jobs on the board or on the road at a time.
  • Seven days on the board. A job nobody takes comes down after 7 days. While nobody has taken it, you can also take it down yourself with Take it down. Either way, the goods and the pay come back to your mailbox; the fee and any insurance do not.

Goods worth 600 gold, sent for a pay of 100 and insured for 500, cost you 160 gold: the 100 the board holds for the courier, 10 to post the job and 50 for the insurance.

Where a parcel goes

AleswellAt the door of the Aleswell Inn.
GreenwoodAt the door of the Greenwood Meadery.
Mountain WatchAt the door of the bunkhouse.
ApplewatchAmong its three houses.
In personThe courier finds the recipient, stands close, looks at them, presses X and chooses Hand over the parcel. The recipient has 30 seconds to choose Take it, into their pack, or To my mailbox. If they do not answer, it goes to their mailbox.

At a drop point, the courier hands the parcel in: a panel asks them when they stand there with a parcel for it, or they type /courier deliver. The goods then wait in the recipient's mailbox, to be collected at any notice board. The sender gets a letter when the parcel is delivered.

Carrying a parcel

  • Taking a job. Anyone on another account can take a job at a notice board in the hold where it was posted, from the Couriers tab. You are handed one Sealed Courier's Parcel for each job you carry.
  • Sealed. The parcel cannot be dropped, put in a chest, traded or picked from your pockets until it is delivered. Being downed or dying does not take it from you. Only a robbery can take it from you on the way (see below).
  • 3 days. Deliver it within 3 days of game time, about 12 real hours at the usual pace, to be paid. The Couriers tab and /courier show how long each parcel has left.
  • Paid on delivery. The pay is yours the moment you hand the parcel in or over.
  • Out of time. If the time runs out, the parcel is taken back, you are not paid, and the goods and the pay go back to the sender.
/courierThe parcels you carry: where each goes, its pay and the time it has left.
/courier deliverAt a drop point, hand in the parcels you carry for it.

Courier ranks

Deliveries raise your character's rank as a courier. Your rank shows at the top of the Couriers tab, with your deliveries so far and the next rank. A job's worth is the worth of its goods, not the pay.

NoviceFrom the start. 1 parcel at a time, jobs worth up to 500 gold. A robbery takes your parcel 1 time in 2 (50%).
ApprenticeAfter 5 deliveries. 2 parcels at a time, jobs worth up to 1,500 gold. A robbery takes one of your parcels 45% of the time.
JourneymanAfter 15 deliveries. 3 parcels at a time, jobs worth up to 4,000 gold, and routes to other holds once they open (see below). A robbery takes one of your parcels 40% of the time.
ExpertAfter 40 deliveries. 4 parcels at a time, jobs worth up to 10,000 gold. A robbery takes one of your parcels 32% of the time.
MasterAfter 100 deliveries. 5 parcels at a time, jobs of any worth. A robbery takes one of your parcels 1 time in 4 (25%).
  • What counts. A delivery counts toward your rank only if it pays at least 20 gold, and no more than 3 deliveries from the same sender count in any 24 hours.
  • Other holds, not yet. From Journeyman, a courier may carry parcels to other holds' notice boards. While the alpha is held to Bruma there are no such routes yet: every job goes to a drop point around Bruma or to someone in person.

Robbery and insurance

  • Robbed on the road. Robbing a courier may take one of the parcels they carry, more or less often by their rank (above). The robber gets a Broken Courier's Parcel, which they open at a notice board for the goods. The courier is not paid; the sender is told, and the pay comes back to them.
  • Never opened. A broken parcel left unopened for 7 days goes back to the sender, unless the insurance has already paid for it.
  • The insurance. When an insured parcel is robbed, the treasury of the hold where it was posted pays the sender the sum insured, or as much of it as the treasury holds. The gold comes to the sender's mailbox.
  • When it does not pay. Never when the robber is, or shares an account with, the sender, the courier or the recipient, or is in a party or a faction with the sender or the courier. A sender is paid out at most twice in any 7 days.

Supply orders

Need twenty iron ingots, or a stack of arrows? Post a supply order on the Supply orders tab of a board's pigeon coop. You ask for a number of one item and set a reward, and the board holds that reward until someone brings the goods.

PostingSearch for the item, then set how many you want (1 to 100) and the reward for the lot: at least 1 gold an item, and at most 50,000. Posting costs a tenth of the reward, at least 10 gold. That fee goes to the hold's treasury and is not returned. Twenty iron ingots for 200 gold costs you 220.
FillingAnyone on another account can bring the goods to any notice board in the same hold and hand over some or all of them. They are paid at once for what they hand in, the order's share for each item. Only goods you carry and are not wearing can be handed over. Any item with the name the order asks for fills it, so the Charcoal that woodcutters make fills a Charcoal order.
Your goodsThey come to your mailbox as a letter from the hold's notice board, and you collect them at any notice board. Goods from several deliveries gather in the same letter until you collect it.
A weekAn order stays open for a week. When it runs out, or you take it down, whatever is left of the reward comes back to your mailbox. The posting fee does not.
Three at onceEach account can have three orders open at once, and none of your characters can fill your own.

Commissions

A commission is work of any kind, posted at a notice board for a reward that the board holds until the work is done. The board does not check the work: the one who posted it judges it, and if the two of you disagree, the hold's officials decide who is paid. You post a commission at a board; the other steps work anywhere.

/commissionThe open commissions on the board you stand at, and any of yours in hand. Each has a number. /commission list is the same.
/commission post <gold> <the work>At a notice board: a reward of 5 to 5,000 gold, held by the board, and a fee of 5% (at least 1 gold) to the hold's treasury. Describe the work in up to 200 characters. You can have three posted at once, and each stays up for 3 days.
/commission take <number>Take the work on. Anyone on another account can, one commission at a time.
/commission done <number>For the one who posted it: the work is done. The one who did it is paid the reward, less 5% to the hold's treasury.
/commission refuse <number>For the one who posted it: refuse the work. The gold stays held, and the hold's officials are asked to rule.
/commission rule <number> taker|posterFor an official of the hold who is neither party: settle a refused commission, paying the one who did the work or giving the reward back to the one who posted it.
/commission cancel <number>Take your commission down while nobody has taken it. The reward comes back to you; the fee does not.
/commission abandon <number>Give up work you took. It goes back on the board for someone else.
  • Nobody takes it. After 3 days an untaken commission comes down, and its reward goes back to the one who posted it.
  • Nobody judges it. If the one who posted it says neither done nor refuse within 3 days of the work being taken, the one who took it is paid.
  • Away when it is settled? Gold owed to you is paid when you next log in.

A 100-gold commission costs the one who posts it 105, and the one who does the work receives 95.

Hunting contracts

Each hold pays hunters out of its own treasury to thin out the dangerous beasts of its wilds. Anywhere, /contract lists the work of the hold you stand in. In Bruma, the Contracts tab of the expedition boards in the Synod Conclave, the Fighters Guild and Frostcrag Spire shows Bruma's work too (see Dungeons and Expeditions).

  • Your own contract. Taking a notice gives you a contract of your own, with its own count and its own reward set aside from the treasury. The notice stays up for other hunters. You can hold up to three contracts at once, and do each notice once.
  • What counts. Only beasts of that hold's wilds, and a beast counts for whoever brings it down. One kill counts for every contract it fits, and a named beast (see /champions) counts as two. If a kill you expected to count does not, you are usually told why: it was not your quarry after all, or it fell outside the hold's wilds.
  • The pay comes from the hold's treasury the moment the last beast falls. The notices a hold puts up itself pay by danger: 12 gold a head for beasts such as wolves and skeevers, 25 for bears, sabre cats and frostbite spiders, and 60 for trolls, giants and mammoths, with fewer of the dangerous ones asked for. Imperials get a tenth more on top (see the Racial Guide).
  • 12 hours. You have 12 hours from taking a contract to finish it. If the time runs out, or you give it up, its reward goes back to the hold.
  • A hold keeps a reserve. It never puts up a notice of its own, or lets a hunter take one, if paying for it would draw its treasury below a safe reserve. When its coffers run low, its boards show less work. Each hold keeps up to six notices up at a time, drawn from the creatures that really roam it. A notice stays up for 12 hours, and new ones take the place of those that run out.
/contractThe contracts you hold, with your count so far, then the work posted in the hold where you stand.
/contract take <number>Take a notice from that list. The expedition board's Contracts tab does the same.
/contract abandon [number]Give a contract up. Its reward goes back to the hold.
/contract post <creature> <count> <reward>For the hold's officials: post hunting work in the hold's name. The reward is set aside from the treasury at once and can be no more than the danger is worth, and nobody can take a notice they posted.

Your ledger of people

Everyone your character has met in person is written into a ledger: the same people your pigeons can find. Read it with /ledger wherever a ledger lies: at every notice board, inside your own home, and where a court or guild keeps one (some are only for that faction's members). Standing near someone who is masked or in a beast form does not count as meeting them.

Your ledger sorts itself. People who share a faction with you come first, under that faction, then Family (anyone with your family name, gro- and gra- alike), then the groups you make, then everyone else under Acquaintances. Someone out in the world right now is marked (about). Your notes and groups are yours alone.

/ledger [page]Everyone you have met, 15 to a page.
/ledger <name>One person: the factions you share, their group and your note. Use their name, the start of it, or their #TAG.
/ledger note <name> <text>Write a private note beside them, up to 160 characters. With no text, the note is struck out.
/ledger group <name> <group>File them under Family, Friends, Rivals or any group of your own, up to 24 characters. none takes them out of every group, Family included.
/ledger letter <name> <text>Send them a letter by pigeon from where you stand, at the same price as from a coop. Words only: gold goes from a notice board.
/ledger forget <name>Strike them out of your ledger. You will know them again only after you meet in person, and until then your pigeons cannot find them. It strikes them out of your ledger only, not you out of theirs.
/ledger helpA reminder of all of this.

Where to go next

Last updated 13 October 2026.