Player housing is a type of real estate. It may be rented by any player who has enough money in their bank accounts, and who fulfills any requirements for renting property in the region.
You get a player house by bidding on it at a real estate agency. When and if you win the auction, you'll need to "claim" it at the agency, at which point you'll pay the first month's rent in cash and get your rental agreement.
You'll also get a home owner's guide. If you misplace it, you can buy another at the furniture shop in Escrow, for &&&&&&&&&&&&&&+9 . This explains how to use furniture and locks, how theft is supposed to work, and so on.
Rent and rental agreements
The amount of the winning bid will be your monthly rent. That's every Disc month, not every real life month (see: time, calendar). This rent will be automatically taken from the bank account specified on your rental agreement. If you can't pay your rent, you're immediately evicted--though you do get a warning if you have less than three month's rent left in the account you're using for rent.
You can use your rental agreement to change the bank that your rent gets taken from, or see the available banks:
change bank to <bank name> on <object> change bank list
Both npc banks and player banks can be used.
If you lose your rental agreement, you can "request" another one at the agency you're renting the house from.
First off, you'll probably need to get a locksmith to come unlock your house, as you do not get a key with your rental agreement. "Help locksmith" explains how to do this. The locksmiths who do this are:
- Mr Glodson, for Ankh-Morpork
- Glod-san, for Bes Pelargic
- Lip-Phon Lap-Top, for Djelibeybi and Ephebe
- Various wandering trollish locksmiths, for the Ramtops
- Berti Boggis of Pekan Ford for Hillshire and Holy Wood (he objects to the distance to Holy Wood, but will follow you there and unlock property)
After the locksmith unlocks all the doors, you should add a lock of your own. This is important as sometimes houses will lock of their own accord, whether or not the doors actually have locks. So, even if you plan to leave the house unlocked all the time, you'll want a key to it in case that happens. You should also have a copy of the key made, and keep it in the nearest vault to your house. This provides the means to enter the house when you suffer the inevitable scroll or holy sacrifice induced death inside your locked house, leave it as a ghost to get resurrected, and then discover that you are locked out, your corpse is decomposing, and there will be a reboot just after all the inventory on your corpse drops to the floor. Having bought a lock from a lock shop, and obtained a spare key (usually from the same shop), go back to the house, enter it and in the hallway, with the lock in your top level of inventory, use syntax change. Vault the spare key.
After taking care of these basics, the next step will probably be to get rid of the previous owner's stuff--either by giving it back (if you can find out who the previous owner was and contact them, and if you're so inclined) or by selling it.
Note that you also don't get a key to any locked furniture the previous owner may have left behind. If you want to open it, you'll need to pick the lock or get someone else to do it. If you get someone else to do it, you may have to take the furniture outside before it's possible to pick the lock. Permitting someone doesn't appear to let them pick locks on furniture in your house.
You can also use the "label" command to give rooms different names (although this only works on some rooms).
syntax label Forms of syntax available for the command 'label': label [this room] list options label [this room] reset to default label [this room] as <string>
There is no option for an entry hall.
Options for most indoor rooms:
Valid labels for this room are: bathroom, bedroom, box room, chapel, craft room, dining room, drawing room, games room, guest room, kitchen, larder, library, living area, living room, lounge, master bedroom, music room, office, pantry, parlour, scullery, spare room, storeroom, study, sun room and walk-in closet.
Options for landing:
Valid labels for this room are: corridor, foyer, hallway and landing.
Options for gardens:
Valid labels for this room are: back yard, field, garden, hedge, hedge maze, meadow, patio and yard.
Options for basements:
Valid labels for this room are: basement, catacomb, cellar, crypt, dungeon, undercroft and vault.
If you want someone besides yourself to be able to decorate your home, place furniture, etc., you can "allow" them. (You'll still be the owner, and rent will still be drawn from your bank account, though.)
In most rooms, "allow <player>" will allow them to do things in that specific room. If you're in the main room of the house, though, you can allow them to control the entire house or a specific room.
allow <player> <house|room> allow list
To revoke these privileges, you can use the "deny" command, which works the same way. The other player doesn't need to be in the room with you, or logged on, for you to allow or deny them.
Allowing someone has no bearing on whether they can enter your house. They can get in if:
- They have a key,
- You leave the door unlocked,
- The owner of someone allowed in the house is a playerkiller, they are also a playerkiller and they successfully pick the lock, or
- They're a ghost.
- This may or may not be possible, depending on whether they left behind any identifying items and whether they're still active on the Disc. Since one reason houses go back up for auction is the previous owner not having logged on for a while, they may not be reachable.
- The home owner's guide implies that it's possible to pick the lock of a container in someone else's home if both parties are playerkillers.
- As announced in this blog post .