Housing

Unlike many other shards, there is no multi housing. Instead, housing is built into our custom map, and there are systems in place allowing players to control these existing areas, with all of the luxuries normally included in Ultima Online houses.

Buying and Maintaining a House

Housing is acquired from the leader of an area who will sell it to you at a negotiable price. Afterwards, you will pay a periodic upkeep dependent on the size of the house and sometimes other special conditions. This upkeep can either be paid in gold or you can hire a carpenter to repair your house. Should a house fail to be upkept, it will decay after two months and be available again to the region’s leader. The cost of upkeep is also affected by the city tax level. The higher the tax, the more you will have to pay for your property each cycle.

If you are put on the kill-on-sight list in a region where you own a house, any property you own will decay at a very accelerated rate. The rule, then, is simple: If you want to own a house in someones city, stay on their good side. If you don’t want to stay on their good side but still want to own your property, take the city from them.

Burglary

There is a burglary system in place, where thieves can break into your house and sort through your belongings. You are given a certain amount of secure chests to prevent a limited amount of this from occurring. In addition, if a rogue is spotted by any of the towns NPCs in the action, a rumour will be generated and the guards will be after his head. You can help prevent burglary by logging out in your home, which makes it much more difficult for thieves to pick your door. You can also purchase better locks from a tinker (to be installed by a carpenter).

Decorating

You can decorate your house by purchasing a multitude of items from other crafters in game. Beds, curtains, tables, furniture - new items are always being added. Only in rare occassions can you ask a GM for an item that is not craftable, or to dye an object. Feel free to ask in IRC what’s fair and what’s taboo.

Once you have the items for your house make sure to lock everything down. If you dont, the items will decay! Likewise, keep your most prized possessions in a secure so that thieves cant get at them.

Housing Commands

.secure:

Allows the owner of a house to make a chest un-openable to anyone else but him and co-owners of the house.

.lockdown

Prevents an item from decaying. A locked down item can include a container or even a stack of items. Houses are limited to a certain number of lockdown items based on the size of the house. The larger the home, the more space available to players for lockdowns.

.decorate

Brings up a gump that allows you to move items in the X, Y, or Z direction. It also allows you to re-deed items such as beds that you’ve placed to make moving them easier. Use .decorate first, and if you run into trouble, you can ask polietly for a GM’s help in IRC.

Housing Rulings

Lockdowns

There are only a few acceptable non-deco items that can be locked onto a floor of your home. These are the few very heavy crafting resources - for example, 10 rare ingots is not acceptable, 1000 iron ingots however are. Unless the item weighs over 1000 stone or would not make sense to fit inside a chest, it should be placed Metal crafting chest (even then, metal crafting chests can hold up to 3000 stone). They are created by smiths, and are for all your crafting resources.

Anvils, forges, horses, and anything else you would not put inside your home, or does not make good role playing since should not be inside a house. A stone basement is an acceptable place, if you need to lock it down outside a Gm can assist you, most are deeded and automatically lock down.

Secures
  • There is only one secure per house and one secure per shop. Even if you have multiple signs on that level, all but one of them should have secures disabled. Please contact a GM if this is not the case. GMs are free to destroy secures seen breaking this rule. Also, farmland signs should all have secures disabled.
  • There will be no secures outside of town, except in faction zones. Even then Factions must meet the following criteria:
  1. Only factions with more than 4 people need bother to even apply.
  2. Faction areas must be easily accessible. No secret hideouts.
  3. Secures are only supplied to factions that have real goals.
  4. At least 3 staffmembers should be consulted on any new secures given outside of towns.
GM Deco

Staff will not create any deco items that are craftable. If a PC can make it, then obtain the item through a PC. The items that staff does create will require reasonable resources to build, and gold to pay people to construct it.

Owning Buildings

Each character is allowed to own One house and One shop.

 
playersguide/housing.txt · Last modified: 2010/01/15 17:13