Housing
Claiming a home, building and decorating its rooms, unlocking special rooms with deeds, and controlling who may enter.
A home is a private, persistent space of your own. It begins as a Front Yard and a
Foyer and grows from there: free standard rooms you lay out and describe yourself,
and themed special rooms with real function that you unlock with a deed and build
where you like. A character may own more than one property, and every one of them
is listed by houses.
Getting a Home#
movein claims a home in a housing neighbourhood. You must be standing in a room
flagged as one, and if you already own a house in a different neighbourhood the
command relocates it rather than giving you a second. After moving in you are
taken to your front yard. A neighbourhood home holds up to thirteen rooms.
A Merchant can instead raise you a free-standing mansion. There are six tiers, and the grander the tier the more rooms it allows and the costlier the special rooms it can accommodate.
| Tier | Rooms at build | Room cap | Daily upkeep |
|---|---|---|---|
| Cottage | 2 | 15 | 100 copper |
| Townhouse | 3 | 30 | 300 copper |
| Villa | 4 | 50 | 800 copper |
| Manor | 6 | 80 | 2000 copper |
| Estate | 8 | 120 | 5000 copper |
| Palace | 10 | 200 | 12000 copper |
Upkeep on a mansion is drawn daily from the owner's bank account. If the money is not there, the amount is recorded as a debt against the property rather than quietly forgiven.
Coming and Going#
house returns you to your own front door. house <player> visits someone else's
home, which needs either an invitation or an open house.
invite shows your current invite list and whether the house is open or closed.
invite <player> lets a specific person in and invite remove <player> withdraws
that. invite open throws the house open to everyone and invite close shuts it
again so that only invited players may enter. You must be standing inside your own
house to use it.
Standard Rooms#
Every home comes with a free allotment of blank rooms that grows with its tier, and
you shape them yourself. pbuild rooms shows how many you have used and how many
you hold. pbuild build <dir> <name> raises a standard room off the room you are
standing in, and build <dir> <name> is a shortcut for the same thing while you
are inside your home.
The building tools are sandboxed. You can only ever build inside a dwelling you own, and exits can only ever join rooms of that same dwelling, never the wider world.
Describing and Furnishing#
pbuild short <text> names the room you stand in and pbuild long opens the
description collector. pbuild day and pbuild night set descriptions that vary
with the hour. pbuild smell, pbuild listen, pbuild touch and pbuild taste
set what the room offers to each sense, and pbuild <sense> <item> narrows a sense
to one thing in the room. pbuild item <name> describes something to look at.
pbuild object <name> places a piece of decor, with pbuild object list to browse
what is available, and pbuild cellar stores decor away or fetches it back.
pbuild station <type> adds a station. pbuild lights on and pbuild lights off
light or darken a room, pbuild ambient <0-100> sets the light level precisely,
and pbuild climate <indoor|outdoor> sets whether the room counts as inside or out.
pbuild exit <dir> <room> links to another room of yours and pbuild door <dir>
puts a door on an exit. pbuild preview lists every room of the dwelling,
pbuild check shows the current room's building id, and pbuild list shows the
room's details. pbuild remove takes away a sense, item, exit, door, object or
station.
The front yard and foyer that hold the home together are fixed. You may decorate them freely, but their structural exits cannot be removed.
decorate offers a parallel set of commands for house rooms, covering
descriptions, senses, exits, doors, decor objects, crafting stations, room listing
and lighting, and works the same way from inside a room you own.
Special Rooms and Deeds#
Special rooms are themed rooms with real function, and each must be unlocked with a deed bought from a Merchant. A deed is good for exactly one build. To fit the same kind of room in two homes, buy its deed twice.
pbuild special lists the deeds you already hold and can build now.
pbuild special catalogue browses every room you could buy a deed for, including
ones you cannot yet afford or that need a grander home, so you know what to work
toward. pbuild special <type> <dir> builds an unlocked room and spends the deed.
Merchants seal house-room deeds with their selldeed skill.
The rooms fall into groups. Living rooms include the master bedroom, bedrooms, guest rooms and suites, solar, bath, parlor, study, dressing room, nursery, servant quarters and boudoir. Domestic rooms cover the kitchen, pantry, cellar, wine cellar, still room, scullery, dining room and grand dining hall. Functional rooms include the house armory, forge, runeforge, workshop, apothecary, scriptorium, library, mailroom, training room, meditation chamber, war room, observatory and teleport chamber. Storage covers the vault room, royal vault, smuggler's hold, secret room, guard post and panic room. Social rooms include the drawing room, music room, game room, smoking room, gallery, duelling pit, audience chamber, banquet hall and ballroom. Grand rooms cover the shrine, conservatory, reliquary, throne room, sanctum, hall of mirrors, menagerie, grand gallery and coliseum. The grounds hold gardens, formal gardens, courtyards, fountain courts, koi ponds, gazebos, greenhouses, orchards, hedge mazes, stables, kennels, mews and watchtowers. Hidden rooms are the secret room, catacombs and dungeon. Each has its own help entry.
pbuild staff lists the staff contracts you hold, pbuild staff catalogue shows
every role you could hire, and pbuild place <staff> puts one of them in the room
you are standing in.
Storage#
A pantry, armory, wardrobe, vault, still room and the like keep your belongings
safe up to a fixed capacity. Stand in the room and store <item> or store all
puts things away, list shows what is held and how full the room is, and
borrow <number> or borrow all takes things back. Each room accepts one kind of
thing: a pantry holds food, an armory holds arms, a wardrobe holds garments and a
still room holds potions, while vaults and cellars hold anything.
Crafting, Rest and Comfort#
A forge, kitchen, workshop, apothecary or scriptorium is a permanent crafting station. Stand in it and use your usual crafting commands, with no portable bench needed.
repose in a bedroom or guest room rests you fully, and relax in a bath,
library, shrine, garden or similar room refreshes you and grants a small boon. Both
are available to you and to your invited guests, and both carry a short cooldown.
Demolishing#
pbuild remove <room> tears down a single room and returns its contents to you.
houses lists every property you own, numbered, and houses remove <number>
demolishes a whole property. Demolition destroys every room of it, voids the deed
and removes the world exit that led to it, turning anyone left inside out to the
street first. It cannot be undone, so you must type DEMOLISH to confirm.
Clan Abodes#
A clan's hall is a separate thing from a personal home. It is raised by the clan's
founder at the place where the clan makes its home, holds up to ten rooms or twenty
if the clan has learned the expanded abode ability, and is shaped with
clandecorate rather than pbuild. See Clans.
Related Systems#
- Clans for the clan abode and who may enter it.
- Companions for the pets a stable, kennel or mews can house.