A place of your own, off the map and safe from everything but neglect.
THE DEED. Stand in a settlement and home claim buys a home there (25,000 gold). A deed is city-bound: you may hold one in each city and enter each from its own streets with home. From anywhere else in the SAME REALM the deed still answers, as a recall: an Overworld home from anywhere on the Overworld, a Deepfall home from anywhere below the under-doors. The two realms do not cross, and the Ice Shelf answers nobody: the arcane air scatters the prayer. Recall home is not for mid-fight and shares the two-minute prayer cooldown; home leave puts you back where you were.
ROOMS. A home starts as one room with a storage chest (50 items, secure) and grows by level: two rooms at first, one more for every ten levels. home expand <dir> adds a plain room; home build <kind> <dir> raises a working one, and home build list shows the fifteen kinds. Some open with level: garden, workshop, kitchen, cellar and trophy room from the start; study and solar at 10; forge, armoury and stable at 15; still room, pool and shrine at 20; library at 25. Each room costs more than the last (10,000 gold times the rooms you already hold, times the kind's cost); walk into it when it is built.
DECORATION. home name <text> and home describe <text> make the room yours in words. home furnish shows the catalogue (bed, table, chair, rug, hearth, bookshelf, cabinet, tapestry, fountain, brazier, lantern, chandelier; 400 to 5,000 gold each, ten to a room) and home furnish <item> places one; home unfurnish <item> takes it back for half.
THE GARDEN. Four plots to a garden room. plant <seed> sets one (seeds turn up foraging, from vendors and as rare drops; any seed you hold can be planted), water hurries it about a quarter, garden shows the plots, harvest (or pick) takes what is ripe. Herbs and fungi feed alchemy, crops feed cooking, and a plot ripens on real time, from a quarter of an hour for the common stuff to most of an hour for the rare.
THE POOL, THE WORKSHOPS. A pool doubles your rest and sometimes draws out poison, disease and curses while you rest in it. A workshop eases crafting; a forge, kitchen and still room ease their own trades; a cellar adds twenty to storage.
THE CLAN HALL. A clan raises one with hall claim (100,000 from the treasury, officer or leader), and every member reaches it with hall from anywhere in the world but the Shelf, on the same recall rules. Officers build and describe it with the home commands while standing inside; its size follows the clan's prestige tier (Fledgling 2 rooms, Established 4, Renowned 7, Storied 12, Legendary 20) and its own room kinds open by tier: feast hall, muster floor, treasury and infirmary for a Fledgling clan; war room, workshop, trophy hall and archive when Established; shrine and garden when Renowned; a throne when Exalted; the deep vault for the Legendary.
See also: help clans, help recall.
Syntax
home home home claim home expand home build home build list home furnish [item] home name home describe home leave hall hall claim plant water garden harvest
Examples
home home build garden north home furnish hearth plant sage harvest hall
Generated from the game, 15 August 2026.

