DWELLINGS
Player characters may build a dwelling of their own. They may hire servants, and each dwelling can have a storeroom/treasury/vault in which they may store belongings. A character dwelling can be a simple cottage, a fancy villa in a city, a stronghold, a castle, or a shrine (priests). It depends on what is IC for the character in question. For instance, a character whos roleplay has been that of a humble paladin, might not build a fancy villa, but would be more likely to build a stronghold, a room in his or her deities temple, or a humble cottage. The belongings left in the dwelling storeroom stay in the game even when the PC is not (and could be subject to looting).
They may also build a shop where they can sell things they make with their trades, loot from adventuring and the like. They can hire someone to man their store, and someone to guard the store's storeroom if they wish. Each player store has one shop storeroom, that is seperate from their personal storeroom in which they can store their stock. This stock in this store remains even when the character is not in the game and is subject to looting.
Please note that players who have a strike on any of their characters or are considered to be trouble makers are not eligible to use the dwelling system. Players will require a minimum kismet in order to apply for a dwelling.
Dwelling construction and maintenance
Each character is allowed a maximum of 10 rooms for shop and dwelling. The shop and dwelling can be combined. Two of those rooms are used for the personal storeroom/treasury and for the shop storeroom. Even if the character elects not to have a shop, that room must still be there even if not used. Note that you need a seperate storeroom for your shop for stock to the one you would use for keeping your belongings.
Each room costs 500 platinum to be constructed and your storerooms are considered to be a room so they will cost 500 platinum also.
Additionally your dwelling is up for repairs of 10 gold every game month. If you hire a servant to maintain your dwelling this cost will be reduced to 5 gold a month. Note that this is a hireling who is specifically a servant, and not a guard or a shopkeeper.
Your initial building must be a minimum of two rooms, one of which will be your personal storeroom.
Sometimes there will be a special for particular regions. Watch the dwellings forum of the discussion board. The aim is to have a special each month providing the waiting list is not too long.
You will need to pay Buffy the realtor for ALL of your dwelling up front before construction will start. Buffy the realtor is the persona that is used by the admins to collect funds and roleplay with for the building of the dwelling.
Dwelling application process
In order to have a dwelling a character must meet the following requirements:
- Be at least level 30.
- Must have a minimum kismet (not yet set).
- Have roleplayed in that character for a long period of time.
- Have sufficient coin in the bank or on their person to be able to build the dwelling.
- Be prepared to roleplay the building of the dwelling and to do any quests asked of them for the building of the dwelling.
- Be able to afford to build at least two rooms.
- Not have any strikes against ANY of your characters, or be considered a trouble maker.
- Not have more than one failed dwelling. For instance I have dwellings that were stopped because player stopped playing, or they were a joint dwelling where the marriage fell through. These dwellings took time and effort before they failed.
To build a dwelling a character must apply in email to dwellings@forgottenkingdoms.com including the following information.
- Character name, class and guild and level at time of application.
- Dwelling size and contents required on initial build.
- Prefered locations. It is suggested you give several choices in order of preference as locations available and allowed are limited.
- State if you require a house, a shop, or both.
- IMPORTANT: Make sure the name of the character applying is in the subject line of the email.
Each application is placed in a queue and dealt with in order. Depending on the number of applications your character may have a long wait for a house or a shop. Each house or shop is built to your specifications by a builders administrator and then has to be placed into the game.
If your character is deemed to not have been in the game for a sufficient amount of time and roleplay you will be asked to re-apply later on (ie in another month). In special situations we will allow for more than person to own a dwelling, for instance married couples. Joint dwellings will be dealt with on a case by case basis.
When your turn comes up in the queue you will be asked pay for the whole dwelling up front before construction will begin. You will pay Buffy the realtor in character in the game. You will be expected to write the room descriptions. If you do not feel you can do this then you will be assigned to a builder to help you do this.
When you reply to the administrators dealing with your dwellings email, do not reply to them direct but make sure to reply to the dwellings email address.
Dwelling occupants
You can hire (and fire) employees to live and work in your dwelling and shop. These employees cost an intitial contract cost to hire and an on going monthly charge. You can have as many employees as you can afford to contract and pay wages on. There are various locations around the kingdoms where you can hire employees, these include guild halls, barracks, taverns and so on. The specifics of the locations will need to be found out in character.
Note that the month is game time not real time. A game hour takes 10 minutes real time.
If you do not have enough coin in your storeroom (not the shop store) to pay your employees each month they will quit.
You can order employees much like you can pets.
Dwelling occupant types
Your dwelling can employ different types of mobiles, from guards to shopkeepers, to servants to smiths. You need to hire them from a general pool. There are pools of employees located at many different locations around the kingdoms. You will need to find them in character. Below is a list of employee types and their APPROXIMATE costs. It will vary from mobile to mobile but it will give you a general idea on the costs.
- Simple servant - 10 gold to contract - 2 gold per month to maintain.
- Fighter guard - 20 gold to contract - 5 gold per month to maintain ++
- Thief guard - 20 gold to contract - 5 gold per month to maintain ++
- Mage guard - 100 gold to contract (plus 500 gold per spell known)
- 50 gold per month to maintain ++
- Can learn select spells - see below for more information.
- Cleric guard - 100 gold to contract - 50 gold per month to maintain ++
- Will heal only the PC who hired it.
- Tailor - 50 gold to contract - 10 gold a week to maintain - Will repair cloth or leather armour and share any profits made.
- Blacksmith - 70 gold to contract - 15 gold a week to maintain - Will repair metal armour and weapons and share any profits made.
- Cook - 50 gold to contract - 7 gold a week to maintain - Will feed you once per day.
- Storekeeper - 200 gold to contract - 20 gold a month to maintain. They will keep half of each sale made.
++ Guards will protect and fight in certain rooms if directed. Those who enter a locked room in which the guard stands who are not grouped with you (PC owner must be group leader) will be considered to be tresspassers and will be attacked.
Note: Hirelings incur a monthly charge will leave if not paid with everything you might have given them. You must ensure that you have sufficient coin in your treasury to pay your wages each month. Wages and repairs are deducted every game month. Hirelings can be hired after the house has been built, by going to special places around the kingdoms where hirelings are available.
If you cannot find the hireling of the kind you want, or wish to make a suggestion for a hireling then email dwellings@forgottenkingdoms.com with your suggestions. If we like it the hireling will be made and placed in one of the various hire pool locations around the kingdoms.
Each hireling is unique in the game and there is only one of that hireling vnum in the game. If you have suggestions for names, occupation and description of a hireling please email dwellings@forgottenkingdoms.com as we are always looking for ideas for new hirelings.
Dwelling occupant manipulation
When you hire an employee he leaves the place where you hired him and will make his way to your place of residence or business. It takes him some time to get there (a repop or so). He will be waiting for you in your storeroom. Once he is there you can tell him to do certain things. You may equip him with extra armour if you so wish, but be aware that this armour does not save over reboots. He will only save that armour which he is hired with. The following commands are available for employee manipuation:
- Hire: To hire a mobile to work in your dwelling you must pay them their asking amount by giving them the appropriate amount of coins. In most situations the mobiles that are in hire pool rooms will tell you their features and costs when you say their name. You cannot hire mobiles who are already in the employ of another character. Once a mobile is hired it will go to either your treasury or your shop storeroom depending on the mobile type. Shop keepers go to the shop store. You cannot order your mobile to go outside of your dwelling. A mobile will take around one repop time to appear in your dwelling.
- Fire: This command allows you to fire an employee in your shop or house. This will return the employee mob to the general pool to be available for hire by someone else. Be careful some employees do not take kindly to being fired.
- Order: This command orders your employees to perform any command. The command may have arguments. You are responsible for the actions of your employees, and others who attack your employees will incur the same penalty as if they attacked you directly.
- Station: The station command enables you to place any mobiles that you have hired for your dwelling anywhere in your dwelling. Mobiles when they are first hired will go to your treasury to wait for you, or in the case of a shop mobile they will go to your shop storeroom to wait. It is then up to you to show the mobile where you wish them to stand using the station command. When you station a mobile they will disappear and reappear next repop.
Mage guards
A mage who is hired to work in a player character's dwelling may know special spells that can be cast on their employer. The more spells they have the more they will cost to contract in the first place. Each spell then has a cost to actually cast each time.
The following is a list of spells are currently available on mage guards and their APPROXIMATE cost per casting:
- Teleport to a single limited location - 2000 gold per spell.
- Comprehend languages - 50 gold per spell
- Armor - 50 gold per spell
- Shield - 50 gold per spell
- Fly - 100 gold per spell
- Invis - 200 gold per spell
- Infravision - 50 gold per spell
- Levitate - 100 gold per spell
- Water breating - 150 gold per spell
Note that not all mage guards will be able to cast these spells. On hiring a mage guard will tell you what spells he/she is able to cast and their charge. Saying spells, will have the mage guard telling you what they cast and the cost if you are their master.
Dwelling Shopkeepers and Smiths
A mob that is a shop-keeper when hired will make their way to your shop storeroom if you have one, if not to your treasury. A shopkeeper will often have a speciality type that they will purchase on your behalf. This they will tell you when you ask them about themselves before hiring them. In order for them to be able to purchase the type of item they can buy you need to leave coins on the floor of your shop storeroom and they will buy what they know until the coins run out. The items that the shop-keeper buys are put into your shop storeroom. They can be sold if you do not remove them from there. A shopkeeper will buy a maximum of 5 of a given item. You will make a profit on their sale as a general rule. The shop-keeper keeps half of the sale proceeds and puts the other half on the floor of your shop storeroom.
Smiths will cost you the normal amount of money to repair your armour and weapons but they will put some of the coin they take from you back into your shop storeroom or treasury. If they are accessable by other PC's they will give you a percentage of the earnings they make on repairing items.
Dwelling treasury and shop storeroom
In order to have a house you must have a treasury where you can store your belongings. The treasury in your house is twofold. It allows you to store items there that will save over reboots. The items in this treasury remain there even when you are not in the game and are therefore subject to looting if not sufficiently protected. The treasury also marks for code purposes your house. It is stored in your player file. This allows mobiles you hire to know where you live.
The shop storeroom is used to store goods you might have for sale. Anything left in this storeroom will be sold. Some shopkeepers buy things. They will tell you this at hiring time. This enables you to set up a trade system. Any shop-keepers hired will proceed to your storeroom instead of your treasury so your shop storeroom will need to have an exit into your shop. Note that containers and items in containers cannot be sold in player run shops. Even if you elect to have no shop, you are allocated a shop storeroom and it is part of your 10 room total.
Note that if you do not have a shop storeroom and hire a shopkeeper he will sell stuff that is stored in your treasury. In general we require that characters buy a shop-storeroom if they intend to sell things.
Do not store carts or pets in your shop storeroom. It causes problems with the game. This includes your own pets or carts and other characters pets and carts.
Dwelling objects
You can buy certain objects for your dwelling. At this point you will need to apply for them via dwellings@forgottenkingdoms.com and wait for your turn. Some of these objects are what is called personalised and can only be obtained in a limited number, where the total of this type of object can only be 10.
Personalised Objects Available
You can only have 10 personalised objects. These objects cannot be had by anyone else and are made especially for you. Available personalised objects are:
- A fountain - 200 gold pieces
- A sign - 50 gold pieces (this may not be allowed for dwellings built in certain areas).
- A key - 5 gold pieces (this can fit your door and your lock box). It is expected that all dwellings will have a key.
- A money box - 100 gold pieces (This no take box can be used to special items and coins. It can be warded, see the section on wardings.)
- A money box key - 5 gold pieces. Key is unique. (Key from door can be used for the money box as well)
- An altar - 400 gold pieces
- A door bell - 50 gold pieces - A bell that hangs outside your dwelling and when rung echos to all the rooms in your dwelling.
- A cart - 500 gold pieces - This cart can be locked with your key and be built to look how you wish. It cannot be stored in your storeroom. It saves when you quit like a pet and is gone from the game when you are not there.
- A noteboard - 1000 gold pieces - This noteboard can be placed in your dwelling so that you can leave notes and other characters can leave notes to you. This board is for in character use only and will be monitored by the immortals.
If you purchase a painting ICly from one of the artists there is a hanging fee of 10 gold for any painting you want hung outside of your storeroom.
We are adding to the list of possible personalised objects over time. It is suggested that you recheck these helps and the help files in the game periodically to see what is new that you can purchase for your dwelling. Suggestions for objects that we can add can be sent to dwellings@forgottenkingdoms.com.
Generic Dwellings Objects
Generic objects do not count to the number of objects you are allowed. These objects can be found in any dwelling. Some dwellings may not be allowed certain objects as it might not be appropriate for the type of dwelling.
- A stone well - 50 gold
- A wooden table - 5 gold
- A water trough - 40 gold
- A wooden wardrobe - 30 gold *
- A chest of drawers - 40 gold *
- A components chest - 80 gold *
- A simple wooden bed - 20 gold
- A massive comfortable bed - 80 gold
- A forge - 200 gold
- An anvil - 150 gold
- A smithy's barrel - 50 gold
- A stone fireplace - 50 gold
- An ore bin - 80 gold *
- An armour stand - 30 gold *
Objects marked with a * will need to be stored in your treasury in order to save the objects stored in them. We are adding to the list of possible generic objects over time. It is suggested that you recheck these helps periodically to see what is new that you can purchase for your dwelling. Suggestions for objects that we can add can be sent to dwellings@forgottenkingdoms.com.
Dwelling general locks and wardings
You can lock and ward doors in your dwelling. Wards are not infalible. This means they only have a percentage protection and that sometimes luck can mean that a thief can by pass the ward. However, they run the risk of great harm trying to see if they can. You can also purchase a ward for money boxes.
- Simple Door Lock - 100 gold
- Glyph of Warding on Door Lock - 300 gold - Prevents doorbash from working.
- Fire trap on Door Lock - 400 gold - Prevents pass door spell from working.
- Poison trap on Door Lock - 400 gold - Prevents pick lock from working.
- Money box ward - 200 gold - Prevents pick lock
- Hidden door - 200 gold - Hides the entrance from the unaware.
- Shrieker ward - 3000 gold - An alarm sounds that can be heard for miles.
- Creature/Construct ward - Varying costs - See below for more information.
(NB:) The shrieker ward will only work in rooms that are indoors and dark.
Soon to come is an arcane door lock that will help prevent the use of the knock spell on your doors. This requires a hard code tweak in order to be implemented. Check this help file periodically as we will add it as soon as it is coded.
Dwelling creature and construct wardings
The following feature is still being coded and will be available shortly.
Rooms in your dwelling can be protected by a special warding that when it activates a creature is pulled from the walls or the floor to defend your property. Please note that you can only have ONE of the following wardings in a room, you may choose different ones for different rooms however. Additionally in some cases there must be material in the walls or floor that match that which the construct/creature is made from. Make sure also that it is in character for your character to call forth some of these creatures. ie A priest of Kelemvor would not call forth a skeleton ward. It must also be in character and make sense for a PC to have walls or floor made of the required material, this aspect is recorded in the room description. There must also be a statue of the construct/creature in the room description in most instances. If the dwelling administrators believe that it is not in character or make sense, then we will reject the application for such a ward.
- Skeleton ward - 1000 gold - Calls forth a skeleton. Requires an evil dwelling owner and bones in the room.
- Alabaster harpy ward - 1500 gold - Calls forth an alabaster harpy. Requires an alabaster harpy statue object in room description.
- Stone gargoyle ward - 2500 gold - Calls forth a stone gargoyle. Requires walls or roof of stone, and can only be used outdoors. It also requires gargoyles in the room description.
- Zombie - 1000 gold - Calls forth a zombie. It requires a corpse in the room. The corpse will need to be brought to Buffy's resident necromancer for preservation. This ward only works in treasury's and storerooms.
- Wooden golem - 1800 gold - Calls forth a wooden golem. Requires a wooden statue in the room description.
- Stone golem - 2500 gold - Calls forth a stone golem. Requires that there be a stone statue in the room description.
- Iron golem - 4000 gold - Calls forth an iron golem. Requires that a metal statue be in the room description.
Note like any other ward, these wards only offer a percentage of protection.
Dwelling specials
Some dwellings will not be normal and will require access to different resources to operate as planned. The following are cases we have provided for:
Bard dwelling specials
A bard who has a dwelling may sell any books that they have published in their own store. They would recieve profits from the books sold. They would of course have to pay the wages of the shop-keeper who sells the books. This would be treated on a case by case basis and a special set up would be involved in making the shop-keeper able to sell their books. This set up involves giving the bard their own publisher where they may purchase the books for 25% of the value and be able to sell them for 50% of the value in their store, making a 25% profit.
Please note that we log all purchases by the bard of their reduced price books. The books may ONLY be sold in the players dwelling store. If it is found that the player is selling them at other places then they will lose the rights to be able to sell their books in their shop. They may also recieve a strike.
Dwelling Taverns
Upon application and approval a character may own and run a tavern as the shop part of their dwelling. It will cost 200 platinum for the licence to buy the liquor to stock their tavern. With this licence the PC will be able to go to various breweries/distilleries/warehouses around the kingdoms and purchase liquor at wholesale prices (25% of the value). They would place the drinks in their shop storeroom and sell them for a profit of around 25%. They may ONLY sell the drinks purchased via this method in their own shop. If a player is found to be selling drinks elsewhere they will lose their liquor licence (and possibly recieve a strike). All drink purchases will be logged.
The licence takes the IC form of a glass token. The token if stolen will not work for someone who has not paid the 200 platinum to Buffy the realtor.
Components to be sold in dwelling stores
Upon application and approval a character may own and run a components store. It will cost 200 platinum for the licence to buy components to stock thier store. With this licence PC's will be able to go to various component's warehouses around the kingdoms and purchase components at wholesale prices (around 25% of the value). They would then place the components in thier shop storeroom and sell them for a profit or around 25%.
If a player is found to be selling components outside of their shop, then they will lose their components license and possibly incur a strike. All purchases are logged.
The licence takes the IC form of a glass token. The token if stolen will not work for someone who has not paid the 200 platinum to Buffy the realtor.
Adventurer supplies to be sold in dwelling stores
Unlike drinks and components Adventurers supplies have been set up differently. Various hirelings come with their own stock for sale. It will vary from hireling to hireling as to what they will sell, however they will state what they sell when they give their hire speel and will show it with the list command.
They stock these items like a normal shop that is not from a player shop. They will share the profits of the sale of these items.
Kingdoms Realty
The main branch of Kingdoms Realty is located in Waterdeep, but smaller sub-branches can be found the kindoms over. The owner Buffy, works hard at selling lots of land and dwellings to citizens of the kingdoms, and building their dream homes and businesses.