Property
Properties
Some doors lead somewhere of their own: press E at the door and you step into an interior that belongs to that property alone. The staff place them on doors and spots across the realm - even inside other properties. The homes of the residential quarter are properties too.
| Finding one | A property's door shows its name when you look at it: Enter ..., or its price when it is for sale. Press E (the use key). |
| Going in | E at the door takes you inside (or opens the door's window: see below): the interior is the property's own, so you only meet the people inside this property, even when another property uses the same rooms. The owner and those they allowed in always go in; anyone goes in while it is unlocked; a free property (no price, no owner) is open to all. |
| Homes: one door, many homes | Some buildings hold several homes behind one door - the addresses of the residential quarter hold many. Each home is its own: its own owner, its own copy of the rooms (you never meet the neighbours inside), its own lock, people and permissions, storage and upkeep. E at the door opens the door's window: Enter your home, Buy a free one (its price and upkeep shown, Look inside first), Knock at a home someone is in, see who lives here, pay a week, or take back what a lost home left. One home a character in each building. |
| My home | F2 > My home (or /myhome) lists every home and property you own, were given access to, or left things in: its state, its upkeep and your standing order, its People & permissions, its lock, and Show the way to its door on your compass. /giveuphome gives up the home you stand in or at. |
| Going out | Inside, the way out is at the entrance: press E there. Stepping out of the interior's walls (a window, a fall) also takes you back out at the door, and so does /leaveproperty. If you disconnect inside, you wake outside the door. |
| Properties in properties | A property can have doors inside it that lead further in - a cellar under a hall, rooms off a corridor. Going out of an inner one puts you back in the property around it. |
| Buying | At the door of a property for sale, E opens its card: Look inside for a visit, or Buy, paid from your purse or from your account at the moneylender. It is yours, with its first week of upkeep. Each character may own up to two properties. |
| Upkeep | A property may have a weekly upkeep, set by the staff (shown on its card before you buy). Pay it at its door (its card) or at any town clerk, up to four weeks ahead, or let a standing order pay it. You are reminded as it falls due. Unpaid a week past its due date, it is taken back: the permissions you gave end, and what its storage held waits at its door for you for a week (Take back what you left) before it is gone. |
| The lock | The owner, and those with the Lock permission, lock and unlock it from its card (/property at the door or inside, or /propertylock). Locked, only the owner and those allowed to enter come in; a stranger can Knock, whoever is inside hears it, and someone with the Invite permission can Let in the knocker from the door's window. |
| People & permissions | Instead of keys, the owner chooses who may do what, person by person, up to ten people: Enter (come in even when it is locked), Storage (open its storage and the chests of its rooms), Decorate (place, move and take back decorations), Lock (lock and unlock it) and Invite (let a knocker in). Open People & permissions on its card: add someone beside you, or type their full name, then switch each permission on or off; Remove takes them off the list. Or use /propaccess <name> <enter,storage,decorate,lock,invite | all | none> inside your property or at its door. |
| Storage | Inside, the Storage point, any chest of the rooms, or /propertystore opens the property's storage beside your pack: drag items and your sack's goods either way. Each property holds a number of kinds of item set by the staff (200 arrows are one kind), and ten loads of goods for each kind of room. The owner can move the storage point with /propstorehere. |
| Selling | The owner sells it back for 60% of its price, into their account, from its card. Empty its storage first; the permissions you gave end. |
| Your properties | /myproperties lists the properties you own or were given access to, and marks the way to the first one on your compass. |
| Real properties | The staff can also make a real building a property: it is then a house like any other, with its own doors and chests (see Houses), its storage size set by the staff. |
| New buildings | The mappers raise new buildings where the land was empty - the game's own village cottages, town houses, barns, stables, mills, taverns, churches and more, each placed whole. One the staff make a property works like any other: its street door shows its name, and E there opens its card (buy it, look inside, knock). |
