A Place to Live - Homes, Bunks & Rent¶
"A man's address tells you a great deal about him before he opens his mouth. Cordwainer Street is not Canopy Square; Hearthstone Gallery is not the rough end of the Slag Market. The house says the rest."
Every NPC in Ghelmyon has a home - and where they live says as much about them as their occupation. The world stratifies by wealth and standing: from the patrician villas off the market squares down through burgher townhouses, commoner row-houses, and labourer lodgings to the warren warrens and rough boarding that the desperate call home. Walk into the right neighbourhood and you are walking through a ledger of the city's social order.
The six tiers of housing¶
Ghelmyon runs a hybrid model: the wealthier the household, the more private it is; the poorer, the more people share walls and floors.
| Tier | What it looks like | Who lives here |
|---|---|---|
| Patrician | Villa or grand house, entrance hall, study, dining room, private bedroom - a copper tub in the bathing room | Merchant lords, guild masters, senior clergy |
| Burgher | Solid townhouse, kitchen, sitting room, private bedroom, small study | Prosperous traders, skilled guild members, senior officials |
| Commoner | Modest row-house, kitchen, sitting room, shared bedroom | Craftspeople, working innkeepers, veteran guards |
| Labourer | Single rented room above a shop or off a shared corridor | Apprentices, dockworkers, day-labourers |
| Pauper | One cramped room - kitchen, parlour and bedroom at once | Beggars' alley regulars, those recently fallen on hard times |
| Destitute | A bedroll in a corner, an archway, the hospice floor | The truly impoverished - a signal, not a home |
The tier an NPC occupies isn't a fixed stamp - it reflects their wealth and standing in the world. Prosperity can shift it upward; debt or disgrace can shift it down.
The residential districts¶
Each city grew its housing organically. The districts have character:
Ghelmyon - Cordwainer Street (off the dockside quarter). Eight dwellings spanning the range from craftspeople's townhouses to a modest boarding house at the lane's foot. The cobblers and saddlers you'd expect; also a few guild members who couldn't afford the market quarter's rents.
Thornwood - Hollowbough Walk (off Canopy Square). Eight burrow-style dwellings tucked under the old root-canopy. The wealthier burghers keep fuller homes with carved-wood interiors; labourers at the lane's end share a single-room warren.
Greenweald - Brambledown Row (off the Village Green). Eight burrow-dwellings, the deepest and most cosy in the region. The village's well-to-do keep great-burrows with real hearths; the poorer residents rent a room in the Brambledown Warren.
Millhaven - Wharfside Row (off the harbour front). Eight dwellings, fishing-town flavour. The smell of brine never quite leaves the walls; the better ones have decent kitchens and a spare room for a lodger.
Darkhollow - Hearthstone Gallery (near the Slag Market). Eight dwellings in the mine-town tradition: low ceilings, stone walls, a solid stove as the heart of each home. The grander ones have a proper study; the smaller share a communal kitchen.
What you'll find inside¶
Each dwelling is a real, explorable location - not a door that reads
"Private" and goes nowhere. The interior areas are described: examine
kitchen, look at bed, examine study. What's in each home scales
with its tier:
- A patrician home has an entrance hall, dining room, study, and a bathing room with a copper tub.
- A burgher home has a kitchen, sitting room, study, and a private bedroom.
- A commoner home has a kitchen, sitting room, and bedroom.
- A labourer's room has a shared kitchen down the passage and room enough for one cot.
- A pauper's room is all of the above at once - cramped but theirs.
The bed - the one piece every tier has in some form, from feather bed to straw pallet to bedroll - is the anchor. Sleep there and the night is yours.
Inns: the short-stay option¶
If you need a bed tonight and you're not renting a room long-term, every town has an inn with bunk rooms. The quality varies:
- Common room bunks - free or very cheap, rough, no privacy. First come, first served.
- Private rooms - available at most inns for a nightly fee. Your pack stays where you left it.
rest at an inn bed heals fatigue; sleep runs time to dawn and
fully restores HP for you and your followers. The innkeeper can tell
you what's available.
Tips¶
- Knock before entering. Most residential doors are unlocked during the day - the occupant may be home. Walking in uninvited changes how they react.
- The district reflects the occupant. An NPC who lives in a patrician villa has wealth and connections to match. One sleeping in a pauper boarding house is short on both - and may be more desperate than their public face suggests.
/track <npc>shows an NPC's daily schedule, including where they sleep at night. Useful if you want to catch someone at home.
See also¶
- Money & the Economy - how wealth accumulates (or doesn't).
- Making a Living - the shifts that pay the rent.
- Getting Around - The Map & Compass - finding the residential lanes.
- In-game:
?navigation map,/track <npc>,?night population