Property and Inventory
While suggested property and inventory considerations are discussed in the Income Tiers section of this Character Creation Guide, below you will find some specific suggestions for your characters, depending on your race, occupation, and wealth level.
Depending on your lifestyle, your housing and accommodations may be different. A Gated Passive in Brunnhold would not have the same luxury as a high-ranking member of the Seventen in Brunnhold. There are a million different ways to play on Thorns, with everything from a possession-less slave to a rich land-owner and everything in between. When conceiving a starting housing package, please keep in mind your lifestyle, either currently or in the past.
All housing in a town or city will be at least 400 sq. ft, though Average or Wealthy Income Tier characters have plenty of room to choose larger spaces to live in, be it a rental flat or their own house. Housing includes furniture within reason, toiletries, and utensils to cook and eat with.
While ice boxes are an available item, it is likely a rare luxury in Average homes, but certainly included in some capacity in the homes of Wealthy individuals. They are also a vital part of businesses that serve food and drink, but may not necessarily be available for personal use.
Gated Passives in Brunnhold and elsewhere live in a dormitory situation, with each room housing up to four passives with a shared communal bathroom for the entire hall. The dormitories contain the bare necessities: two bunk beds, two dressers to share, etc. The bathrooms have both lavatories and baths with hot water. While the dorms do not typically come with many luxury items like writing desks, some more savvy or thrifty passives may appropriate writing desks and other furniture into their dorms without expecting any harsh reprimands. They are inspected often, but considering passives are rarely given spare time, a content passive isn't something to take for granted.
Students, Faculty, and Staff
For students in Brunnhold, there are multiple options for living. Up until sixth form, the students are required to live in dorms on campus, but these dorms are considerably nicer than those provided for the gated passives. Underclassman (students aged 10-15) share a dorm room with another student as well as a hall lavatory and a hall bath. All underclassman have a pair of floor parents, adult galdori who live in the dormitory and monitor their behavior, conducts regular inspections, enforces curfew, cares for the sick, and provides a parental figure for young children far from their families.
Each upperclassman (ages 16-20+) room is single occupancy with a shared bathroom connecting a pair of rooms that contains a tub, a sink, and a mirror. More spacious than the underclassman dormitories, older students are given more freedoms once they are no longer bound by curfew. There is a bookshelf, a writing desk and chair, a comfortable double bed, a dresser and a small closet. There is one floor parent for each upperclassman floor.
Students of Sixth Form and higher are also able to live in the Stacks off campus, and often afford themselves a single apartment, or may live with friends, fellow classmates, and family. This autonomy allows each to choose what their living accommodations are, but please refer to the guide above on space. Be realistic as to what they own.
Staff and Faculty live off campus, with most residing in the Stacks but some choosing to live in Muffey and commute in. The staff can usually afford something a bit nicer than the students, so small and medium houses are common, with some exceptions based on preference or family wealth.
Other university and educational institutions across the Six Kingdoms have similar living conditions. Please see the school descriptions for those Kingdoms for further information or ask an Admin on Discord!
Business owners can either choose to live in the same building as their business location or can live separately and commute, depending on the type of business your character owns. Size of business and the type of building needed to successfully run your business largely depends on what your character is doing—a tavern or an inn would be considerably larger than a little corner shop that sells shoes or books or flowers, for example. Please be discerning and realistic when considering your character's housing situation and business size, keeping in mind your race, wealth tier, and goals for expansion and growth through role play.
Farm, Plantation, Livestock. Land must be a "reasonable" size for your character's product, wealth level, and family history. Livestock numbers should be manageable for your income level and the amount of property to keep them fed is expectedly given. Housing may be a small cabin on the property or an impressive estate, complete with servants and hired help, but it depends on the business and your Income Tier.
Seasonal workers or permanent employees are allowed within reason.
If you need help in working out what your character should or would reasonably own in terms of land, servants, animals, etc. please don't hesitate to ask an Admin.
A nomadic character can choose to own a kint (horse- or kenser-drawn wagon to live in), a small vessel (a crew is also possible, but please talk to an Admin first), or a tent/yurt. Wicks without writs are not allowed to live in major cities in Anaxas and nomadic wicks in the Kingdoms of Anaxas and Mugroba are sovereign, left to govern themselves. In Gior, wicks supposedly do not exist. Nomads of any race often travel with the seasons, following game, food supplies, and trade routes. Please keep in mind the kind of equipment your character would need to survive in the wilderness which is full of dangerous beasts as well as bandits in order to choose your inventory wisely.
Military and Police
In the Kingdom of Anaxas, The Seventen are not required to live in barracks after graduating from basic training in Numbrey, but there are barracks available for those who desire it or for those who work late shifts. Other Seventen are simply required to live in the city or town they are assigned to. The human police force of Anaxas do not have access to barracks.
The neighborhood militias of Mugroba do not have a barracks and rarely have a headquarters, simply finding ways to assemble to plan and train in their neighborhoods.
Military personnel of both human and galdor kind live in barracks stationed around their Kingdom.
All military and police characters have access to their headquarters, uniforms, weaponry, and other items depending on their rank and status. Please ask an admin for details if you are planning on creating a character belonging to any of these organizations.
Don't see what you're looking for? Hit up an Admin and we will hash it out.
Depending on your beginning income, living status, and housing, your character would have at least one set of clothing, toiletries, and equipment needed to perform their profession at various levels of quality.
The bottom line is: be reasonable!
PCs may also begin play with a weapon, a pet, and an heirloom of their choice.
In the Kingdoms of Anaxas, Bastia, and Hesse, all lower races do not own their property outright—those who "own" homes and businesses are still, directly or indirectly, renting or borrowing from a galdor property owner. They are paying taxes to the government and their land or building never legally belongs to them in entirety unless they're nomadic and live out of a kint. Instead, especially in Anaxas, the government reserves the right to revoke and repossess the property of a human or wick at any time without consequence or reason other than what the galdor property owner sees fit to declare.
Elsewhere in Kingdoms such as Gior, Hox, and Mugroba, other races can possess and claim ownership of land and property that a galdor must go through legal due process to take away. While many of these rare court battles tend to fall in galdori favor, this is an important distinction to consider when creating your character and their perceptions of ownership and property.
Galdori players in major cities, towns, and schools may assume the below if they are of Average Income or higher, though this doesn't apply to any galdori in Old Rose Harbor, Anaxas:
- Access to a carriage. Any other mount must be bought or approved at creation.
- Access to plenty of clothing for every season and a means of cleaning it, either by a hired service or an in-home method of laundering
- Access to passives who will meet their needs or requests and run their errands if they live in Brunnhold or access to human servants if they live elsewhere.
- Access to tutors and trainers in appropriate Focus Skills. If in doubt, please get in touch with a Moderator.
Wicks must have a Writ of Residence to live in Vienda in the Kingdom of Anaxas. Wicks can live in the Stacks of Brunnhold, but cannot set foot or live on a University campus anywhere in the Six Kingdoms.
Keep in mind that not every Kingdom even has wicks inhabiting its borders. The Kingdoms of Hesse and Gior have very few to no wicks at all. Many nomadic wicks in Bastia are off-shoots of the mainly Anaxi tribes, and the tribes of Mugroba and Hox are very different from their south-western brethren. There are no wicks in Gior and they are not welcome from other Kingdoms. Humans and galdori live separately in both Hox and Gior.
Humans can live in the Stacks of Brunnhold, Anaxas, but not on University campus.
Please note that in the Kingdom of Anaxas, free passives are at risk of being caught when in major cities (except Old Rose Harbor), and they will lose their property, etc. when caught. They will most often be put to work in factories in the Soot District if they are an adult. If they are a young enough child, free passives may be turned into Brunnhold.
Passives in Mugroba may own property, businesses, and land. Passives in both Mugroba and Gior may attend university, become professors, and live lives that appear on the surface very similar to their galdori peers. Passives in Gior, however, are not allowed to marry or reproduce. Imbali (Mugrobi passives) are not restricted in any way, but they do not yet have any voice in the government to represent their own interests other than what limited favor their economic presence allows.