If you meet a few basic qualifications, and have the riln to pay for it, we will gladly build you a home to call your own. All we ask is that you actively use it. Nothing is more discouraging than a street filled with empty homes of characters that have mysteriously disappeared from the world.
To qualify for this offer, the character wishing to purchase a home must have a minimum of 200 hours playtime, view-able with the playtime command. If you are an "oldbie" that pre-dates the playtime tracking system introduced in summer 2015, we may be able to make certain exceptions at our discretion.
If you meet the above playtime requirements, you may buy a 4-room home of your design in a town of your choice in which your character is in good standing. If you have criminal history or any other sort of negative interactions with the town's leadership, the offer may be rejected at the discretion of the town's GM guru.
The cost for this service is the same as the cost of buying a pre-fabricated home, 20,000 riln per room, for a total of 80,000 riln. If you are an existing homeowner, you may sell your home back to the town in which it resides for 80% of the purchase price, 16,000 riln per room. Only one home is allowable per character.
Note: If you previously lost a home for any reason (inactivity, event, RP consequence), we may be able to offer the home at a discounted sale price. Items from reclaimed/lost homes may be recovered if possible. These types of situations will be addressed on a case-by-case basis and the exact nature of reimbursement will vary depending on the situation.
Home guidelines:
- You will need to provide us with the description of each room of the home. This may be either of your design or you may seek the help of a fellow player. However, we ask that each set of descriptions be unique. Do not copy descriptions from existing homes in-game or from another game.
- Homes are for towns only, not hamlets. That is to say, a home can be located in Shadgard, Mistral Lake, Haiban, or Corvus Outpost only.
- Homes must have an appropriate theme for the town in which it resides.
- The exact location of the home within the town will be at the GM guru's discretion.
- Each room description should be a minimum of 3 and a maximum of 6 complete sentences which describe the appearance of the room.
- Room descriptions cannot force the reader into action (Should not include the word "you").
- Room descriptions should be completely independent of each other and not assume the reader has progressed from a previous direction ("Continuing east...").
- Room descriptions should not start with the word "This".
- Room descriptions should not imply the availability of indoor plumbing or electricity.
- Room descriptions should only describe items of permanence and not include anything that would normally be inconsistent. For example, they should not contain text descriptions of sounds, smells, or ambient NPC and nature actions as these should be situational and may change from day to day and time of day.
- Homes should not include modern luxuries such as carpeted flooring.
- All of these homes will be a single floor, without stairs.
- The first room of your home must include an exit "portal", which must have the noun "door" or "doors" which will lead back to the street.
- You may place a maximum of 3 functional "descriptive items" in your home. These could be things such as a fireplace or a kitchen counter. They must be immovable objects which are a permanent fixture of the home, not furniture items such as bookshelves, beds, tables, sofas, etc.
- In addition to the above, you may have up to two "portals" such as a door or an arch to traverse from room to room, independent of the exit portal.
- In addition to the above, you may have one "window" which may be peered out of to view the street in which the entrance to your home is.
- Room descriptions must be approved by a GM. We may need to communicate with you to suggest modifications to your original design.
Example:
You may receive a response back requesting additional changes. For example, with the above, we may suggest that the room 2 and 3 descriptions would need to be changed since filling up a room with furniture/items will make references to the available floor space seem incorrect, and that a room cannot be well-lit permanently, as CLOK has day and night cycles.From: jirato@clokmud.com
To: support@clokmud.com
Subject: Player home for Jirato
Message:
I am writing to request a house in Haiban for the character Jirato. Here are my sample descriptions:
Room 1:
A polished oak floorboard covers the surface of the rather small living area. A large painting hovers over a fireplace on the north wall. High up on the west wall is a window looking out into Haiban proper. Sturdy double doors lead out into the city streets.
Description Item: a large painting
The painting is a magnificent bird of prey in flight. Its wings capture the sunlight reflecting off them. The head is thrown back, beak open, as if calling to the wind.
Description Item: a small limestone fireplace
Small and made of limestone, the fireplace sits on the north wall. A woven steel screen sits in front of the open fire, holding back the flames.
Note:
Please make the window a peer-able item.
Exits:
East: Room 2
North: Room 3
Doors: Out
Room 2:
Painted an ocean blue, the surroundings are boxy, yet utilitarian. The oak floor is covered in a soft bear-fur rug. The room is otherwise unadorned, leaving the maximum floor space available for decorations and other furnishings.
Description Item: a soft bear-fur rug
Fluffy and thick, the skin of the bear this was taken from was large. It muffles all footsteps when walked on.
Exits:
West: Room 1
Room 3:
Well-lit and soft blue painted oak boards make up the area. Looking around, several nooks and crannies are present for storing miscellaneous items out of the way. A small oak door tucked into the northeast corner leads beyond.
Exits:
Door: Room 4
South: Room 1
Room 4:
Small and obviously a closet, several places are presented on the wall to hang shelving from. Although dark, the temperature stays cool, allowing for the storage of several goods in a semi-controlled environment.
Exits:
Out: Room 4