Owning
Houses
Houses are real doors in the world, not a menu. A house for sale has a sign over its door showing its price.
| Its chests | What you keep in a house's chests stays there for good: the world never refills or empties them. The chests belong to the house, so when a house changes hands, what is inside goes with it. | ||||||||||||||||||||||||||||||||||||
| A chest in the wild | Put something into any other chest in the land and it becomes a store: the world never refills it again, and what you left stays there - for whoever finds it. | ||||||||||||||||||||||||||||||||||||
| Finding one | Houses are for sale in towns across the realm, their price by their size and town: a house that cost under 15 000 groschen costs 15 000 more since 24 October 2026 (whoever held it then keeps paying its upkeep, and is bought back, on the old price until it changes hands). F2 > My belongings > For sale nearby lists them nearest first, with the free homes of the properties beside them, and marks the way to the door. Turn on "Houses for sale" on the live map to see them all. | ||||||||||||||||||||||||||||||||||||
| Visiting | A house for sale is left unlocked: walk in and look around before you buy. Its chests stay shut until it is sold. At its door, View the house shows its card: the price, the town, and a Buy button (paid from your purse or your account at the moneylender). | ||||||||||||||||||||||||||||||||||||
| Knocking | Every house door - and the door of a room upstairs at the inn - has a Knock option. Anyone inside who holds a key hears it; at the inn, whoever is near the door hears it. Wait a moment between knocks. | ||||||||||||||||||||||||||||||||||||
| Furnishing | Furnish it piece by piece: beds to sleep in, seats to sit on, chests that open its storeroom. See Furniture and decorations. | ||||||||||||||||||||||||||||||||||||
| Who may buy | Only citizens of the town the house stands in. Register with the clerk at the town hall (see Citizenship). The higher your citizen rank there, the lower the upkeep. | ||||||||||||||||||||||||||||||||||||
| Buying | Stand at the door and open F2, then pay from your purse or from your account at the moneylender. Each character may own up to two houses. In a town with a court, buying is a request to the court: the price is held until the court answers, within 48 hours (see Town property and the treasury). | ||||||||||||||||||||||||||||||||||||
| Every door | A house locks every door of its building: the front door, the back door, the inner rooms. If a door was missed, you can link it: stand at it (within 15 m of the front door) and use F2 > Link this door, or /linkdoor. /unlinkdoor removes one. | ||||||||||||||||||||||||||||||||||||
| The lock | F2 at the door locks and unlocks it. While the house is locked, its doors are locked to everyone. Each door unlocks when you, a key holder or (for a faction's house) a member walks up to it, and locks again a few seconds after you pass. An unlocked house is open to anyone. One door only: stand at it and pick the action wheel > Here > Lock this door only (or /lockdoor within 3 m): that door stays locked to all but the key holders even while the rest of the house is open - a cellar, a study. The same again unlocks it. A house that changes hands has its doors locked this way open again. | ||||||||||||||||||||||||||||||||||||
| The chests | Every chest inside the house is yours. It is locked to everyone else, and opens for you, your key holders and (for a faction's house) the faction's members. A stranger is refused whether the front door is locked or not. Anyone who loses their key (put out of the faction, their rank's key taken away, a spare key taken back, the house sold) loses access to its chests at once, even one they have open. A house's chest always opens in your pack window (B), beside your pack - never the game's own chest screen: drag between the two. | ||||||||||||||||||||||||||||||||||||
| Storage | A house holds so much: its safe (the strongbox) 50 kinds of item, every other chest of the house 30 kinds, its storeroom 400 loads of goods. A kind is one sort of item, however many of it: 200 arrows are one kind. An Early Founder's house holds half as much again (+50%, for good: the owner's account counts). Over its limit - an old chest already fuller than that - a chest or the storeroom still gives everything back, but takes nothing more in until it is under its limit again: nothing is ever lost. | ||||||||||||||||||||||||||||||||||||
| Enlarging the storage | The owner enlarges it at the house (a door, or inside): F2 > My belongings > Houses > the house > Storage > Enlarge storage, and click again to confirm. Each tier adds a quarter of the base to the safe, the chests and the storeroom, and 10% to the weekly upkeep; it is paid in groschen from your purse, or from your account at the moneylender. The tiers belong to the owner who paid for them: when the house changes hands (sold to a player or to the town, taken back for its upkeep, granted by a court), it is back to tier 0.
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| My chests | Your pack window (B) has a My chests tab: every house you hold a key to, its storeroom's goods and each of its chests - "Safe", "Chest #2" and where it stands - how full it is (24/45 kinds) and what is in it, with each piece's condition. You see them from anywhere; you take things out and put them in at the house, by opening the chest. | ||||||||||||||||||||||||||||||||||||
| Goods | The goods of your gathering sack (ore, coal, logs, silver, herbs, fish, steel, leather...) are not items. A house keeps them in its storeroom, which holds 400 loads (more once its storage is enlarged: see Storage below). Open any of its chests and drag goods from your sack (the sack tab of your pack) into the chest, or back. At the door or inside, Z > Here > The storeroom (or /storeroom) opens it too. You, your key holders and (for a faction's house) its members share it, as they share the chests. The forge's ingots and parts are items, so they go in the chests themselves. The storeroom also keeps the pack's items - weapons, armour, clothes, food, letters - each with its condition and quality, up to 30 kinds (more with the house's storage tiers); worn pieces, coin, quest items, a faction's issue and contraband stay out. Opened on its own (F2 > My belongings, or Z > Here), the storeroom shows its items and goods together; a chest shows its own items, plus the storeroom's goods for those who hold a key. Chests elsewhere in the land take items only. | ||||||||||||||||||||||||||||||||||||
| Who opens which chest | In a house you own (or a tavern you run), the action wheel Z > Manage chests (or /chests) lists every chest of the place. Each one follows the house's rules, or gets a list of its own: then only the people on it open that chest - over the faction's right and the spare keys - besides the owner and the staff. Add someone from the key holders, the faction's members in the realm or the people beside you, or by their id; remove them with a click. A house that changes hands drops the lists. The storeroom's goods are not concerned. | ||||||||||||||||||||||||||||||||||||
| Chests and keys | To see at a glance who opens what, open the house in F2 > My belongings > Houses: its Chests and keys card lists every chest (the safe, then each chest by floor) with who opens it - the owner, the faction's ranks by name, each spare key holder, or the people on its own list. It also tells you whether you open it yourself and how much it holds, and Show marks it on your compass. A tavern you run or hold a key to has the same card, and so does the Chests tab of the business window (/mybusiness). | ||||||||||||||||||||||||||||||||||||
| Spare keys | Up to six, lent from anywhere: F2 > My belongings > Houses > Give a key, to someone in the realm or to a character by name. The Access card shows who holds a key and takes any of them back with one click. A key holder finds the house among their belongings. | ||||||||||||||||||||||||||||||||||||
| For your faction | Open a house to your faction (F2 > My belongings > Houses > Open it to your faction): every member whose rank has the Faction houses right then holds a key to its doors, beds, benches and pots; its chests open only for the ranks that also have the Chests and store rooms right. You can take it back whenever you like. | ||||||||||||||||||||||||||||||||||||
| Separate chests | The chests you place in a house or a home share one storage by default. Its owner (F2 > My belongings, the Storage card) - or a business's runners, on its window's Chests tab - can make them separate: each chest its own storage, items and goods together, 15, 25 or 35 places (a kind of item or a good a place) by its size. Whoever placed a chest keeps it private or shares it with those who open the place's storage (the switch in the chest's panel). Nothing is lost: a chest holding something cannot be taken up, the place goes back to shared only once they are empty, and when the place is sold or taken back each chest's contents go back to its placer. Where a house and a business you run overlap, the larger of their furniture limits applies. | ||||||||||||||||||||||||||||||||||||
| Quarters and vaults | A faction's house - a castle's keep, a guild hall - can be cut into quarters from the faction's window, F2 > My faction > Domains: the lord's chambers, the armoury, the treasury. Each quarter has its own doors and chests and its own people: the members from a rank up (every member, or Knight and above...), and characters you name, of the faction or not. Stand at a door or a chest of the house and put it in a quarter from In front of you; a quarter's doors stay locked and open only for its people, its chests too. What is in no quarter stays the commons, open to the ranks with the Faction houses right. On the house's Commons card, two choices narrow it further: the lowest rank let in at all, and the lowest rank that may take anything out of its chests and store room - the ranks in between open them and only put in, so recruits hand in their ore and take nothing. A property's home has the same two choices in its own window. A quarter can be a vault: every piece put in or taken from its chests is written in the register (who, what, when), and you can set how many pieces a member may take a day. The house's owner and the faction's master go everywhere; the quarters are arranged by them and by the ranks with the Domains right, never above their own rank. | ||||||||||||||||||||||||||||||||||||
| Pschitoky Castle | The mended fortress of Pschitoky is a house of its own: it belongs to the faction that holds Pschitoky, and moves to the new holder the moment the town changes hands (new locks). The keep's doors, its rooms and chests are the faction's; its ranks with the Faction houses right go in, use the chests and the storeroom, and furnish it with the decoration wheel - the keep, the courtyard, the fortress house and the barn. Its master and the ranks with Domains can cut it into quarters. It costs no upkeep and can never be sold, given away or bought; while nobody holds the town it stays the crown's, open to all but its chests. | ||||||||||||||||||||||||||||||||||||
| Selling | The town buys the house back for 60% of its price - half of it in a town where a court sits, whose treasury had the other half when it left the clerk (you are asked to confirm). In a town with a court, a tenth of that goes to the town's treasury. Take your things out first: what is in the chests stays with the house. | ||||||||||||||||||||||||||||||||||||
| Selling to a player | Z > My belongings > the house > Sell to someone (or F2 at its door > Sell to a player, or /sellhouseto): set your price, from nothing up to 1 000 000 groschen, and pick someone in the realm or type their name. You need not stand at the door. They get a card with the house, the price, its upkeep and what comes with it, and two minutes to pay in coin or through the moneylender (or /accept, /decline). The buyer must have room for it (two houses at most) and, for a town's house, be one of its citizens; a house under the court's notice cannot be sold. The price goes to your account, less a tenth in a town whose court sits. The locks are changed: your spare keys and your faction's keys stop working, and the chests' own lists end. What lies in its chests and its storeroom, and the decorations left in it, go with the house - take out what you keep first; decorations bought with KCD Points come back to whoever placed them. The weeks of upkeep already paid stay with the house. | ||||||||||||||||||||||||||||||||||||
| Burglary | Houses cannot be broken into: a locked house opens only for its owner and the key holders, and the game's own lockpicking does not open it either. | ||||||||||||||||||||||||||||||||||||
| A tavern | A tavern you own works the same way for its building: its chests are yours and its key holders', its doors lock and unlock, and you lend spare keys. See Businesses. | ||||||||||||||||||||||||||||||||||||
| Trespass | Inside someone else's house the game shows its blue trespass icon. In a place you keep - a house you hold a key to, a tavern you run, your home or your room at the inn - you see no icon. |
