Furnishings & Mementos¶
"The ledger in the drawer is never just a ledger. Read it, and a whole life opens up."
Homes in Ghelmyon aren't empty. The wealthier the household, the more furnished it is - and the furnishings are not decoration. Examine a desk and you may find what's on it. Open a cabinet and there's what's inside. Read a ledger left on a shelf and you learn something the owner would rather you didn't. This is the guide to what's there and how to find it.
At a glance¶
| Furniture | Placed by tier - patrician homes have more, pauper homes have less |
| Surfaces | Tables, desks, shelves, chests - items can sit on, in or under |
| Examine a surface | examine <surface> - shows what's there |
| Personal mementos | Character-specific items: a ledger, a keepsake, a tin |
| Why it matters | Mementos are leverage - evidence, blackmail, insight |
| Perception gate | Hidden caches require a Perception check to find |
Furniture by tier¶
Each home's furnishings scale to its social tier. The better the address, the more there is to look at:
| Tier | Typical furnishings |
|---|---|
| Patrician | Desk, wardrobe, display cabinet, bookshelf, dining table |
| Burgher | Writing desk, wardrobe, shelves, kitchen table |
| Commoner | Kitchen table, storage chest, wall hooks |
| Labourer | A cot, a small chest, a hook on the wall |
| Pauper | A cot and whatever they could carry in |
Furniture acts as containers with a surface type - things placed on a desk are "on" it; things inside a cabinet are "in" it. The engine tracks both.
How to examine surfaces¶
Use examine followed by the surface name:
examine desk
examine bookshelf
examine cabinet
look in chest
examine shows you items placed on or in the surface, plus a
description of the surface itself. look in is an alias for containers
you want to search inside.
Not every surface in every home has something on it - but the surfaces do exist, and if an NPC has left something there, you'll see it.
Mementos - the personal layer¶
Signature NPCs have mementos placed in their homes: items that reveal something true about them. These aren't generic loot. They're authored evidence of a life:
- A flour-dusted ledger on a baker's kitchen table - past accounts and some old correspondence.
- A floor strongbox in a merchant's study - business records, commission pieces.
- A locked tin on a sage's shelf - personal papers, some of which carry weight.
- A cabinet of curiosities in an unusual collector's room - sorted, catalogued, and full of what that particular person values.
- A locked strongbox behind a wardrobe - something the occupant has tried harder to hide.
The type of memento scales to the character. The deeper the lock (if there is one), the more significant what's inside.
Why mementos matter - the leverage angle¶
This is the part that connects to the larger world. Personal papers, private correspondence, and ledgers showing irregular income are evidence - the raw material of blackmail and social leverage.
Finding the right memento in the right home is how you get the information to use another way. What you do with it is up to you.
See Crime & Stealth for the crime system if you're thinking about how to get inside homes that aren't yours to browse.
Hidden caches¶
Some items aren't on a desk - they're behind a panel, under a loose board, inside a book that looks like any other. These hidden caches require:
- Exploration:
explorethe room (orsearch room) to sweep for anything that doesn't show up on a plain look. - Perception check: a d100 roll over a threshold. A low roll turns up nothing; a higher roll reveals "You notice something: X. Try 'examine X'."
- Once revealed: the cache stays found - you won't have to roll again on a second visit.
The Perception check is roll-over - rolling a high number is what you want. Investing in the Perception stat means more hidden things become visible to you.
Quick reference¶
| You want to... | Use this |
|---|---|
| See what's on a surface | examine <surface> |
| Look inside a container | look in <container> |
| Search for hidden things | explore (or search room) |
| Open a locked container | pick lock (Locksmithing check) |
| Take something you found | take <item> |
See also¶
- A Place to Live - the home system, social tiers, and residential districts.
- Locked Homes & Lockpicking - getting through doors that are closed to you.
- Crime & Stealth - the crime system; being inside an uninvited home has consequences.
- In-game:
?looking,?explore,?thief tools