Housing
There are many different ways a Character can live in Siliren. This article will describe your options, how they are possible, and their cost each season.
Most Characters will start out renting a home, apartment, or room from various entities. Others may start by living in the Wilderness or on the street of a city. As Characters grow and gain money from jobs and other events, they might have enough to buy their own home. In this case, they no longer need to pay seasonal rent, but they will need to pay a flexible Upkeep charge.
If you have an idea of a way of living for your Character that is not described here, talk to a Spirit Moderator.
Renting
Most characters will start out by renting a home, room, or apartment from a landlord. Below are some basic rental prices for areas that don’t have specific locations for rent.
All main cities (Lysium, Avakaron, Brickwell) will have either a /”city”-housing lore page that details housing options within the city. Be sure to look at each location’s housing options, as rental prices may differ from what’s on this list. Different floor plans are also available at existing locations.
Characters who choose to rent a home at creation gain access to certain furniture items that come with the home. Characters do not own these items and will leave them behind upon moving out, or paying to replace them if they are broken during the PCs rent period. These are listed below:
Simple Wooden Bed | Linen Blanket | Linen Feather Pillow |
Simple Wooden End Table | Simple Wooden Table | Simple Wooden Chair |
Oil Lamp | Hearth | Simple Wooden Chest |
Existing Locations
Existing locations for rent within cities will be located on the /”city”-map lore page. Each residence will have different features: price per day, floorplans, locations, architecture, etc. It is possible to have PC or NPC roommates in a rental. Some rentals may include amenities, such as balconies, community gardens, or small parcels of land for gardening or keeping small, domesticated, farm animals. This is specific to each location, see the lore page for different Housing locations to see their available amenities.
Non-Existing Location
If you do not like the Existing Locations options in your city, but still do not want to live on the street, in the wilderness, or with a family, then you can describe your living situation. Whether you have a family member with a second property who’s willing to rent it out to you, or you just walked down the street and found a house with a for rent sign, there are a couple of rules that must be followed:
- There is only one floorplan available, the 400 sq.ft one-room floor plan .
- It must be a standalone home. Not an apartment or one room in a larger home – that falls under the Family Home selection.
- This type of location has NO amenities.
- This type of housing is always the same price worldwide of 1 silver coin per day; or 11 gold, 8 silver, 3 copper per 91 day season.
Below is a picture of a typical floor plan, though the shape can change if you want it to, but it must stay at or below 400 sq.ft.
Family Home
Additionally, characters may rent out a room in a larger family home. While this is most usually rented from immediate family members of the Character, this can be rented from extended family, or even friends. This selection has the same 400 sq.ft. floor plan as the Non-Existing Locations selection, but rent is slightly cheaper at 8 copper a day; and 7 gold, 2 silver 8 copper per 91 day Season. Family homes may include amenities like attached land or gardens. If the family home has land attached to it that the PC would like to use, talk to a Spirit Moderator who will decide on a new, higher rent price to include the desired amenity.
While the PC might have access to the rest of the home they live in, they do not have unrestricted access to items in the house apart from the initial furniture starting package (listed above). Occasional use might be okay, but abuse of these items that do not belong to the character will result in consequences.
Ship Living
Some PCs may be Sailors who spend most of their Season living on a traveling ship. In this case, the other Housing options might not make sense for them. Only Sailor Professions can take this Housing type – those who wish to take this Housing who are NOT Sailors must get express permission from a Spirit Moderator. This housing type costs 5 copper per day. This type of Housing does factor in any days a Sailor might sleep on shore – so don’t worry about nights spent in Inns or with Family, Friends, or otherwise on land.
Ship Living is not for the faint of heart, usually living in the bunkers of a ship, sleeping in stacked hammocks with dozens of other sailors in the same area. Ship quarters can provide up to 200 sq. ft. of personal space. The only furniture this Housing comes with is a bed of some sort (single size at largest) and a personal chest.
Wilderness or Street Living
Some Characters may choose to live on the streets of a city or village, or in the wilderness. If you choose this lifestyle, there are some rules to follow:
- They MUST begin with at least the Journeyman skill level in the Wilderness Survival skill of the biome they will be living in.
- Below is a table that shows what different levels of Wilderness Survival mean to a Character that is living in the Wilderness.
Note: that living in the wild requires more than just the Wilderness Survival skill to survive. The Skill itself often requires items to help the Character practice and use the skill. Especially at lower levels of the skill, the Character does not have the knowledge required to not need any material thing not found in the wild to survive.
Journeyman: Characters know how to survive outside on their own in mild conditions. In harsher conditions, they will require appropriate clothing. They know how to gather/hunt (with appropriate partner skills such as trapping) enough food for small meals, but will have to supplement with purchases from towns or cities in order to avoid starvation. They know how to find/make a simple shelter, but are at risk from the elements or creatures, either dangerous or destruction to supplies. They can find their own water, but there are risks of it not being safe to drink, despite any measures to make it so.
Expert: Characters know how to survive outside on their own in most conditions. They require appropriate clothing in extreme conditions, but in can make or find alternatives from the wild in harsh conditions. They can survive mostly on their own food-wise with gathering/hunting (with appropriate partner skills such as trapping) but will need to purchase some food from towns or cities to maintain equal vitamin levels. They can find and safely drink their own water. They can find/make their own mostly safe shelters but are still at risk of destruction from extreme weather, or highly aggressive creatures.
Master: Characters know how to survive outside on their own in all conditions. They do not require any purchased materials and can survive indefinitely with helpful partner skills such as trapping for food, tailoring for creating their own threads and clothing, and
Skill Level | Price Per Season |
---|---|
Journeyman | 4 gold 5 silver |
Expert | 2 gold |
Master | 0 coins |
If a Character chooses to live on the streets they do not need any specific skills, such as Wilderness Survival, to do so. Because of this, though, more coins will be spent to keep them alive with food, shelter, and clothing to protect against the elements. Characters who live on the street must pay a certain amount of coins per season as a Survival Expense to stay alive. Below are different options for amounts to pay. Less money per season means harsher living, more risk for death, injury and disease, and higher payments mean easier living.
Survival Expense | Price Per Season |
---|---|
Poor | 2 gold 5 silver |
Average | 4 gold 4 silver |
Well | 6 gold 4 silver |