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Oil painting of a lamplit lane of player houses at dusk, an empty grass lot with a blank wooden sign post in the foreground

The Deed and the Door

A deep dive into Shroud of the Avatar's housing and lot system, twenty-five years of the genre's answers to land and home, and thirty-one concrete proposals.

Housing is the thing players say no other game does like this one: a real house at a real address in a shared, persistent world, with neighbors, a basement, a dungeon under the stairs, and a town around it. Roughly fourteen thousand lots stand across more than two hundred and sixty maps, and about a third of them are claimed. This summer the property market arrived in two pieces: whole lots now sell with their contents, and stored decorated houses sell on their own. This page walks the whole ownership loop, from the deed in your bag to the day a lot releases, traces what the genre has learned about land since Ultima Online invented it, and lays out thirty-one concrete proposals. Every card is open for comments and votes below.

0 · Executive summary 1 · The lot we have 2 · Lessons: Ultima Online to WoW Midnight 3 · The thirty-one proposals    Tier 1 · The Honest Sign (S1–S7)    Tier 2 · The Clock and the Ledger (S8–S17)    Tier 3 · The Storefront and the Key (S18–S31)    Considered and rejected 4 · Four surfaces, no new windows 5 · Sequencing 6 · Appendix
Section 0

Executive summary

In 1997 Ultima Online invented open-world housing, and the genre has spent the twenty-five years since retrofitting what that first draft missed: legible lifecycles (UO's Publish 16 house states, FFXIV's demolition clock and its warning ladder), discovery (UO waited eighteen years for vendor search; EverQuest II's homes were invisible until a directory arrived; Elder Scrolls Online's Home Tours only shipped in 2024), and safe markets (the claim lottery, the escrowed transfer). Shroud of the Avatar holds the best bones in the genre, and it is not close: a walkable address in a shared world, a basement and a player-built dungeon under the house, per-item permissions, working vendors, and player-governed towns around it all. This summer the market layer finally arrived, twice over. What remains is the layer that makes ownership legible, discoverable, and social. Today the tax clock lives on a fan-run wiki and in a warning email to your real-life inbox; two sale systems ship without a storefront to browse them; and the social side of property is a ten-name access list and a role ladder essentially unchanged since 2014, with its Tenant rung still waiting for a job.

Three gap clusters organize everything that follows:

  1. The Invisible Clock. The ownership lifecycle is opaque. What taxes cost, what happens when they lapse, how the activity timer on a tax-free lot behaves, where your things go on eviction: all of it is learned from a fan wiki, a warning email, or the hard way. The server checks every lot once a minute and already knows every one of these numbers; the game just never shows them.
  2. The Market Without a Storefront. Lot sales shipped in July; stored-house sales shipped in August. Both work, and both are discoverable only by walking past the right sign. There is no place to browse what is for sale, no way to see open lots across towns, and no way to tour a decorated home you might buy.
  3. The Ten-Name List. Property's social layer stalled a decade ago. The role ladder works but cannot be read in game; the Tenant role grants nothing; the permission matrix knows move, take, and modify but not use; there is no mailbox, no guest book, no way to rent a room to a friend, and no verb a visitor can perform at your door except opening it.

Thirty-one proposals follow, in three tiers.

TierThemeCardsCost bandWho asked
1 · The Honest SignMake what already exists readable: what lapsing costs, dialogs that tell the truth, names that follow you, deeds you can compare, your holdings on one page, an arithmetic audit, permissions read as sentencesS1–S7all smalleveryone who learned the tax rules from a wiki
2 · The Clock and the LedgerThe lifecycle becomes visible where you stand: the ownership clock on the sign, warnings in the game, an estate ledger, a steward who speaks it, a fitting room for 199 houses, layouts that travel, the first-lot journey, ban that means leaveS8–S17mostly mediumCICI, Retlaw, Duke Olahorand, Micmatty, Tirrag, and the most-replied housing thread on the forum
3 · The Storefront and the KeyThe server-backed flagships: a properties-for-sale browser, whole-lot sales with basements, grace and restoral, tenancy that works, guest books and lot mail, travel between your own doors, and player-to-player rentalsS18–S31large; each card flags its data costefranz281's market, John Markus's berth, and the genre's whole discovery canon
Section 1

The lot we have

Credit before critique. The last two months alone shipped the two property sales (whole lots in July, stored houses in August), lots drawn on the region map with claim states, the rebuilt Property Manager, terrain flattening under lots and houses, crafting stations that pull from lot supply chests, and a run of decorating tools from undo to saved layouts. The bones below are not proposals; they are the floor this page stands on.

What a passer-by and an owner see today

Today: the lot sign and the Property Manager
THE LOT SIGN (passer-by)                    THE PROPERTY MANAGER (owner)
+------------------------------------+      +------------------------------------+
| VILLAGE LOT           "Foxglove    |      | PROPERTY MANAGER                   |
|                        Rest"       |      | Stored properties: 3 of 5 slots    |
| Owner: Mira Thorne            (1)  |      |------------------------------------|
|                                    |      | [house] Stone Cottage      Restore |
|  [ Bind to Lot ]              (2)  |      |         from "Foxglove"    Rename  |
|  [ Manage Lot... ]                 |      | [bsmt ] Stone Basement  Move scene |
|                                    |      | [house] Wood Row House  Sell house |
|  For sale: no                 (3)  |      |                               (6)  |
|                                    |      |------------------------------------|
|  (lot is taken, nothing to do)(4)  |      | (list ends here)              (7)  |
+------------------------------------+      +------------------------------------+
         (5) the street itself is silent: no mailbox, no guest book
annotated: each number is a gap this page cards

How ownership actually flows

The whole lifecycle, in the game's own terms. Every proposal on this page hangs off one of these stations:

flowchart LR
  A[Deed item] -->|redeem| B[Deed]
  B -->|claim at the lot sign| C{Claim checks}
  C -->|refused| B
  C -->|bound| D[Your lot]
  D --> E[Server checks every lot once a minute]
  E --> F{Deed type}
  F -->|taxed| G[Tax balance counts down]
  F -->|tax free| H[Activity timer counts down]
  G -->|balance empty, grace spent| I[Lot released]
  H -->|away too long| I
  I --> J{How it ended}
  J -->|you unclaimed| K[Deed and items to your bank]
  J -->|expired or evicted| L[Deed to bank, decorations to the Property Manager]
  G -.->|the only warning goes to your real email| M[Outside the game]
The load-bearing fact: the server already checks every lot once a minute and computes every number in this lifecycle: days of tax left, activity remaining, grace state, where things go. Nearly everything in Tiers 1 and 2 is presentation of numbers the game already knows, not new simulation. One more constraint worth naming: a lot's internal identity changes when a town rearranges its lots, so anything that remembers a lot must remember the deed or the place, never the slot.
Oil painting of a homeowner at a desk reading a sealed property deed, keys and gold coins beside a candle, a cottage visible through the window
The deed is the half of housing the game keeps offstage: taxes, timers, and title all live behind one item in a bag.

What shipped recently, credited

Built, and therefore not proposed here: lot sales with contents intact (July, requested by efranz281), stored-house sales without the lot (August), lots on the region map with Open, For Sale, Restricted, Taken, and Yours states, the rebuilt Property Manager, POT terrain flattening under lots and houses (requested by Lightning2), crafting pull from lot supply chests, decoration grid snap, undo, saved layouts, and per-light tuning. The decorating page carries the decoration program (27 cards, 8 built); the Towns page carries town governance (25 cards, 5 built); the Player Dungeons page carries the dungeon audience loop (25 cards, 10 built). This page is the fourth wall of that room: the deed, the taxes, the roles, the market, and the door.

Section 2

Lessons: Ultima Online to WoW Midnight

Player housing is the rare system where the genre's whole history is one continuous argument, and Shroud descends from its first sentence. The timeline, then what each stop taught:

1997
Ultima Online
invents open-world housing, and every argument about it
2001
Asheron's Call
fixed housing stock, upkeep paid partly in earned items, starter apartments
2003
Star Wars Galaxies
the lot budget, the structure terminal, pack-up moving, player cities
2004
EverQuest II
housing at scale, rent offset by furniture, publish and tour
2012
Rift
the dimension browser: search, ratings, popularity for player homes
2013
FFXIV
scarce wards, the demolition clock and its warning ladder
2014
ESO / WildStar
preview before you buy; the plot as daily content
2021
New World
unpaid tax suspends services; the house is never lost
2024
GW2 / ESO Tours
your land grows your decor; opt-in home touring goes mainstream
2026
WoW Midnight
neighborhoods arrive at Blizzard scale

What each teacher taught

Ultima Online is the argument template, and everything since 1997 is repair. Its Publish 16 turned house decay from an attendance test into an account-liveness test, which is the model Shroud's inactivity timer descends from. Its vendor search took eighteen years to arrive and is remembered as the era's best quality-of-life change, which is the argument for shipping a property storefront before year eighteen. Its rune libraries proved players will build civic infrastructure out of whatever primitives the permission system allows. And its house-collapse loot scene ran a twenty-five year arc from tragedy to bot industry before the loot was finally removed this year: if property reclamation is a loot event it gets botted, and if it is invisible, land rots. Design the middle.

Asheron's Call made scarcity tolerable with two moves Shroud can read directly: a starter tier that always existed (apartments, added 2002 as the pressure valve), and scarce-tier purchase gated by visible effort, not only gold. Its cruelty is also instructive: an evicted cottage conveyed its contents to the next buyer. Shroud's soft landing, deed to bank and decorations to the Property Manager, already beats the classic era's harshest rule; this page proposes making that mercy visible rather than inventing it.

Star Wars Galaxies shipped the cleanest property accounting the genre has seen: one visible lot budget per account, and a structure terminal showing rate, balance, and time-to-empty on one screen. It also ran the era's cleanest A/B test: given pack-up-with-contents versus empty-it-first redeeding, nobody ever chose redeeding again. Its player cities carry the counter-lesson: civic rank tied to citizen counts produces a death spiral when the count dips. Everything here works at one owner and four friends.

EverQuest II let furniture and status offset the rent, locked you out rather than deleting anything when payment lapsed, and then, in 2011, made homes spectator content with a directory, tours, and a hall of fame. The lesson this page takes is the lock-do-not-lose lapse and the directory; the rent-offset furniture stays behind (it slowly turned rent into a joke).

Wurm Online, in one line: nobody complains about land tenure they can read. Its settlement token shows size, upkeep drain, balance, and days remaining, and anyone may pay into the coffer. That token is the standard the Estate Ledger aims at.

FFXIV is the only other major MMO defending genuinely scarce land, which makes it the honest comparison. Its demolition clock warns in game, on a ladder, with any entry resetting the timer, and a retrieval window after the fall; its lottery ended the claim click-race (and its launch bug proved a money-holding lottery is a distributed transaction that must be built like one); its apartments absorb baseline demand below the scarce tier. It still has no browse surface for homes, and fan sites fill the hole to standing criticism.

WildStar made the plot a daily destination instead of a museum: functional sockets for gardens, challenges, and expeditions meant a house did things without becoming a stat stick. Its four-word permission ladder is still the genre's high-water mark for legibility.

Elder Scrolls Online set the retail standard: walk through any house furnished or bare before buying it, edit with precision tools, and, since 2024, browse other players' homes through opt-in listings with theme tags and capped weekly recommendations. Its one known gap, front-page squatting by mega-builds, has a known fix in rotation slots.

Rift's dimension browser is the most Shroud-shaped precedent of all: search, recommendations, and most-popular lists over player spaces, with tour circuits emerging on top. It proved a browsable directory multiplies the effort players pour into building.

New World drew the fairness floor the genre now expects: unpaid tax suspends the house's services, and the house itself is never lost. Its counter-lesson is just as sharp: buff furniture made houses mandatory and undecorated, and weekly real-time rent was its most resented mechanic even with the soft penalty.

ArcheAge ran the experiment of a genuinely transferable open-world land market. As an economy it worked; as onboarding it failed, because a market without brakes or surfaces degenerates into hoarding and demolition-camping. Shroud already has the brakes (one deed per lot, taxes, the escrowed sale); the missing half is the surfaces.

Guild Wars 2 and WoW Midnight close the timeline: the 2024 to 2026 wave went infinite-supply, never-lose, and largely cosmetic. Blizzard's neighborhoods and monthly street goals legitimize housing investment at the largest scale the genre has, and set a new bar for editor polish and progression legibility. What that wave conspicuously lacks, a market, real addresses, and place identity, is exactly Shroud's moat. What it has is the bar Tier 1 and 2 aim at.

Beyond the MMO, in one box. Kingdom Come ran a whole village from one ledger page; Pillars of Eternity's talking Steward is the fondest-remembered stronghold feature of its era, and its 3.0 rework taught that a report must contain stories, not just accounting; Animal Crossing's dream visits proved read-only touring is safe hospitality; Valheim's hearth comfort caps the buff and keeps the house cozy rather than mandatory; Fable II capped uncollected rent at three bags and dodged the broken economy its uncapped sequel found. And the fiction sets the emotional spec: the sorest scene in fantasy literature about property is Bag End auctioned off with its silverware, which is to say: players will forgive taxes, but never opacity about what happens to their things.

The capability matrix

Player capabilities down the side, the genre's touchstones across the top. The first three rows are the moat; they are why this page exists at all. Note that for lifecycle rows, games that removed loss entirely score a dash: there is no upkeep to warn about, which flatters neither side.

Can a player…UOSWGEQ2FFXIVESOWoWSotA todaySotA proposed
Own a walkable address in a shared, persistent world
Put a basement and a dungeon under the house
Sell a lot or a decorated house to another player
See how long their property has left, in gameS8
Get warned in game before losing anythingS9
Recover after a lapse instead of losing everythingS20
See every property they hold on one screenS5
Browse properties for sale or vacant, world-wideS18
Tour other players' homes from a directoryS18
Preview a house model before buying itS12
Move or upgrade without repacking the interiorS22S23
Give a friend real resident rightsS24
Rent a room or a property from another playerS29
Start with a modest first key before any deedS30S31
Receive letters and notices at their houseS26
Host visitors with real verbs (guest book, open house)S26
Travel between their own propertiesS27
● has it◔ partial○ absent— the game removed loss entirely, so the row does not applySotA today ◔ on recovery because released property already lands safely in the bank and Property Manager; the missing half is the in-game way back
Section 3

The thirty-one proposals

Numbered S1 through S31, tiered by cost and depth. Tier 1 is client-side truth-telling; Tier 2 makes the lifecycle visible where you stand; Tier 3 is the server-backed flagships, each carrying a note about the data it adds. Every card has its own discussion thread and vote arrows. Cards that answer a specific player request name the requester.

Tier 1 · S1–S7

The Honest Sign

Seven small cards with one job: make what already exists readable. No new rules, no new records; the server already knows every number these cards display.

S1 · What happens if I stop paying

Tier 1Size SServer: none

Every owner eventually asks the same question, and today the answer lives on a fan-run wiki: what happens when the taxes run out, or when I stop logging in? One plain-words panel on the lot sign and the tax window answers it where you pay: the states a lot passes through, where the deed goes, where the decorations go, and how to get everything back. Nothing about the rules changes; they become readable.

Seen in: Wurm Online's settlement token, which shows size, drain, balance, and days remaining on one screen; FFXIV's in-game housing timers. Prompted by the recurring "lost on the tax rules" pattern in new-player discussions.

Lands on: the Sign, and the tax window

Implementation notes

Pure presentation. The release states and their destinations already exist as data (unclaimed by owner sends everything to the bank; expiry and eviction send decorations to the Property Manager), and the notification kinds already distinguish the cases. The panel states the ladder in plain words and links the deeper numbers to the ledger card (S10). Hard numbers on the panel are pulled from the live rules at display time, never hand-written, so the text cannot drift from the truth.

client Sserver noneimpact the wiki stops being required readingtests copy renders per deed type

S2 · Unclaim and sale dialogs that tell the truth

Tier 1Size SServer: nonebug bundle

The scariest clicks in housing are guarded by dialogs that are sometimes wrong. Unclaiming a lot with no basement still warns you about a basement; unclaiming with real unsaved basement work does not offer to save it; listing a lot for sale can fail with a raw server error; and a listed lot quietly breaks container opening. One pass makes every warning accurate, every failure speak plainly, and the unclaim flow offer a layout save when sublevels hold real work.

Seen in: FFXIV's demolition confirmations, which state exact consequences with exact counts. Requested by Isabel Ayin (the unsaved-basement warning); the dialog and sale errors are tester reports from rinaldi rinaldi.

Lands on: the Sign's dialogs

Implementation notes

A bug bundle plus copy pass: the sublevel-count check behind the unclaim warning reads the real counts; the sale listing preconditions each get a human sentence instead of a raw error; the save-first offer reuses the shipped decoration-layout machinery. The container-open regression while listed is fixed as part of the same pass.

client Sserver noneimpact no more losing work to a wrong dialogtests warning matrix per lot state

S3 · Basement and dungeon names shown everywhere

Part builtTier 1Size SServer: none

You can already name your basement and your dungeon. The name just fails to follow you: entrance labels, the decoration log, and area text still use the generic scene name, so records read like nobody's dungeon in particular. This card finishes the feature: the name you set appears at the entrance, in the logs, and anywhere the game says where you are.

Seen in: EverQuest II's named homes; Animal Crossing's named islands. Requested by Tirrag.

Lands on: the Threshold (entrances and area text)

Implementation notes

The naming half shipped: both names persist and the rename action exists. The remaining half is display propagation through the entrance labels, the area-context text, and log formatting. Small, mechanical, and finishes a feature players already found.

client Sserver noneimpact your places carry your namestests label sources covered

S4 · Deed cards you can compare

Tier 1Size SServer: none

Deeds carry real differences: taxed or tax-free, water rights, town-only, tradeable or bound. The answer to "which lots can this deed claim" lives in a server rule you currently meet only by trying and failing. Deed cards get a capability strip, and a compare view puts two deeds side by side: exactly what each can claim, and what each costs to keep.

Seen in: Elder Scrolls Online's housing collections; the deed legibility Wurm practices as a matter of course.

Lands on: the Estate (deed list)

Implementation notes

The capability labels already exist on deeds; the sufficiency rule (a bigger deed claims a smaller lot; water needs water rights) already has a client-side mirror of the server's table. The compare view derives from that one shared predicate rather than restating the rules as copy, so it cannot drift.

client Sserver noneimpact deed shopping without trial and errortests predicate parity pins

S5 · Your holdings on one page

Tier 1Size SServer: none

Owners of more than one property reconstruct their holdings from memory, and the eviction surprise usually lands on the forgotten second lot. One page lists everything the account holds: every deed, every claimed lot, every stored house and basement, each with its state: placed or stored, days remaining, sale in progress. Star Wars Galaxies proved twenty years ago that one visible property number makes accounting self-explanatory. This is that page.

Seen in: Star Wars Galaxies' lot budget; Elder Scrolls Online's housing list.

Lands on: the Estate (a Holdings tab)

Implementation notes

Read-only aggregation of calls the client already makes: the deed list, deed ownership, plot storage, and tax state. No new server work; the Property Manager's tab pattern hosts it.

client Sserver noneimpact no more forgotten second lottests aggregation with mixed holdings

S6 · The lot arithmetic audit

Tier 1Size Saudit

Three sets of numbers around lots have drifted apart and deserve a documented ruling rather than silent inconsistency. The town footprint charge no longer tracks lot geometry: two of the larger row variants charge the same as a plain Row, and the top tiers diverge from their actual areas. One town tier's budget differs between what the client shows and what the server holds. And one lot tier's container allowance breaks an otherwise steady curve. In the economy page's audit tradition, this card names each inconsistency, documents the intended rule, and asks for a ruling. It proposes no retune.

Seen in: the economy page's audit cards, the shape this page borrows.

Lands on: documentation first; whatever the rulings change, second

Implementation notes

An audit with three findings and a typo. Each finding gets a written intended-behavior statement from the owner, then the divergent side is corrected to match it. The client-versus-server town budget divergence is the one with player-visible stakes today, since the two disagree about the same town.

client Sserver Simpact one arithmetic, everywheretests table parity checks

S7 · Read an item's permissions like a sentence

Tier 1Size SServer: none

Every placed item already carries rich per-item permissions: who can move it, open it, take from it. Reading them means decoding a settings grid. Each item gets a one-line plain-language summary ("Kindred can open this; only you can move it") and a view-as toggle that shows the lot the way a Guest, a Tenant, or Kindred sees it, so you find the gap before a visitor does.

Seen in: WildStar's famously legible permission ladder, applied at item scale. The batch-permission and bigger-access-list halves of this territory belong to the decorating page (its D17 and D23) and are linked, not repeated.

Lands on: the item permission panel

Implementation notes

The summaries derive from the same checks the game already runs when a visitor tries something, never from a second hand-written table, so the sentence and the behavior cannot disagree. The view-as toggle re-evaluates those checks under a chosen role.

client Sserver noneimpact permission surprises endtests summary equals gate behavior
Tier 2 · S8–S17

The Clock and the Ledger

Ten cards that move the ownership lifecycle into the game: onto the sign, into a ledger, into a steward's mouth, and into flows that stop punishing growth.

S8 · The ownership clock on the lot sign

Tier 2Size MServer: none

The lot sign learns to tell time. Owners see the full ladder: tax days remaining, the prepaid horizon, the grace state if payment lapses, and for tax-free lots the activity clock. These are the same numbers the server already checks every minute, finally shown where you stand. Kindred and Trustees see a summarized state so friends can catch a problem; the public sees only "in good order" or "for sale," because a readable decay state is also a vulture's scouting tool, a lesson Ultima Online spent twenty-five years writing.

Village Lot · "Foxglove Rest"
Held by Mira Thorne since March 2021
Standing: in good order
Open house: yes, visitors welcome
For sale: no

[ Sign the guest book ]
[ Leave a letter ]
--------------------------------
YOURS   Taxes paid through Sep 12
[ Pay taxes ] [ Estate ] [ Access ]
public above the line, owner strip below

Seen in: FFXIV's housing timers; UO Publish 16's house states, readable by co-owners; SWG's structure terminal. Requested in effect by CICI, whose frozen-countdown report exposed how little of this the game shows, and by Retlaw, whose report settled what refreshes the activity clock.

Lands on: the Sign; the guest actions shown arrive with S26

Implementation notes

The sign already receives lot state as broadcast scene data, so the owner strip costs no extra round trips. The displayed numbers come from the same rule math the per-minute sweep uses; the client never re-derives them from its own arithmetic. Detail is gated by the viewer's role on the lot.

client Mserver noneimpact the clock exists where you standtests ladder per deed type and role

S9 · Warnings in the game, not just your inbox

Tier 2Size Msmall server change

Today the warning that your home is at risk goes to your real-life email and nowhere else; players who changed addresses learn about eviction from an empty lot. The warning ladder moves in game: an early notice, an urgent notice, and a final-days notice, delivered at login and in the system channel, escalating the way FFXIV's demolition ladder does. The email stays as a backstop. Warnings stay few and consequential; a home must never become a nag machine.

Seen in: FFXIV's escalating demolition warnings; the counter-lesson is Fallout 4's settlement nags, the most famous alarm fatigue in the genre.

Lands on: login announcements and the system channel; later, the mailbox (S26)

Implementation notes

The per-minute sweep already computes time-to-release for every lot; the change adds pre-release announcement kinds beside the existing expiry notices, on the notification path that already exists. Three thresholds, structured early-urgent-final, and any payment resets the ladder. No new records.

client Sserver Simpact nobody loses a home unwarnedtests threshold firing and reset

S10 · The Estate Ledger

Tier 2Size LServer: noneflagship surface

One honest page per property, in the estate-book tradition: rate, balance, and days remaining; what happened while you were away, from visitors to decoration moves to vendor takings; what is stored where. Kingdom Come ran a whole village off one ledger page; a lot deserves the same. This is the surface that replaces the fan wiki, the email, and the guesswork at once.

Property Manager
[ Holdings ] [ Ledger ] [ Storage ] [ Market ] [ Access ]
----------------------------------------------------------------
Ledger for: "Foxglove Rest"  Village Lot, Aerie, 600 Sq M

 Paid through Sep 12          [###########..........]  28 days
 Rate 275 gold per day        Lot balance 7,700 gold
 [ Pay taxes ]  [ Add credit ]

 If payment stops: grace begins Sep 12, release follows later.
 Released property goes to your bank and this window.
 Nothing is deleted.

 SINCE YOUR LAST VISIT (4 days)
  Aug 13  Tamsin Ash visited and signed the guest book
  Aug 13  Vendor "Foxglove Goods" sold 3 items, 1,240 gold held
  Aug 12  Corwin (Trustee) moved 2 decorations in the garden
  Aug 11  A letter arrived in your mailbox
illustrative numbers, not current rates

Seen in: Kingdom Come: Deliverance's estate ledger; Pillars of Eternity's stronghold report, and its rework lesson that a report must contain stories and decisions, not just accounting; SWG's structure terminal; Wurm's settlement token.

Lands on: the Estate (a Ledger tab); guest book and mailbox rows arrive with S26

Implementation notes

Every row rides data the game already keeps: the tax account, the rules the sweep uses, plot storage, sale state, and the lot's interaction log, which already records placements, removals, container use, and sale events. This is the composed surface for gap cluster one; the sign (S8) shows the headline, this tab shows the book.

client Lserver noneimpact ownership becomes a page you readtests date math, event folding

S11 · A steward with a voice

Tier 2Size MServer: none

The ledger, delivered by a person. Designate one of your lot NPCs as steward; when you arrive they tell you what matters: taxes due soon, who visited while you were away, what the vendor sold. Pillars of Eternity's talking Steward is the fondest-remembered stronghold feature of its era for a reason. Data delivered by a resident lands warmer than a window, and Shroud already has NPCs standing on lots with nothing to say.

Seen in: Pillars of Eternity's Steward; Hearthfire's steward; the housekeeper NPCs half the genre wishes it had.

Lands on: the Threshold (a designated lot NPC)

Implementation notes

Steward designation is a flag on a placed decorative NPC, the same per-item state pattern other placeables use. The lines read the ledger's data client-side and speak through the existing NPC voice pipeline. The steward duplicates the ledger and never replaces it; a window remains for anyone who prefers reading.

client Mserver noneimpact the house greets you with what matterstests line selection per ledger state

S12 · Try before you buy: the catalog fitting room

Tier 2Size M–LServer: none

The house catalog is 199 models deep and you buy blind. A preview mode lets you walk or ghost-place any model before spending: the floor plan, the room count, how it sits on your lot shape, and what a swap would displace. Stores have fitting rooms; a catalog this deep deserves one.

Seen in: Elder Scrolls Online, where any home can be walked furnished or bare before purchase, straight from the UI. The retail standard.

Lands on: the house picker, from the Sign and the Estate

Implementation notes

The catalog and the size rules that decide what fits on what lot already exist; a preview instantiates the model without committing the swap. Generated from the real prefabs, never hand-authored show scenes, or it rots at 199 models.

client M–Lserver noneimpact no more buying a house blindtests fit rules per shape

S13 · Layouts that travel between houses

Tier 2Size M–LServer: none

You spent a season decorating an interior; it should survive the house. Saved decoration layouts learn to apply across house models and lot sizes: the dry run shows what fits, what moves, and what will not, and nothing commits until you accept the report. This answers two of Duke Olahorand's four standing asks in one card: place a smaller design on a larger lot, and keep interiors independent of lot size.

Seen in: SWG's pack-up crate, where the interior survives the move; The Sims Gallery's lesson that a build is a document. Requested by Duke Olahorand.

Lands on: the layout window, extended

Implementation notes

The layout machinery shipped with the decorating program: capture, match, dry run, apply. The new work is cross-footprint mapping, room-anchored placement with an explicit overflow list. Honest scoping: cross-footprint fidelity is genuinely hard, and properties with over a thousand decorations exist; the dry-run report is the safety, and it ships first.

client M–Lserver noneimpact a season of decorating stops being disposabletests matcher fixtures across shapes

S14 · The first-lot journey

Tier 2Size MServer: none

Somewhere among hundreds of scenes there are thousands of free lots, and no path from "I want a home" to a founding day. A guided journey: compare your deed options, see Open markers on the map, filter the lot list to what your deed can actually claim, and end at a small claiming ceremony, the deed read aloud and a founding plaque minted with the date. Acquisition becomes a staircase with a memory at the top instead of a transaction.

Seen in: Asheron's Call's housing hunt, made legible instead of folkloric; Animal Crossing's gentle acquisition tone; Hearthfire's founding-day feeling.

Lands on: the Registry's "find your first lot" entry, the map, and the Sign

Implementation notes

The map markers shipped; the lot list gains a filter keyed to the same claimability rule the server enforces; the claim path itself is untouched. The plaque is a decoration minted at claim time carrying the founding date. The world-inventory line the journey opens with ("thousands of lots stand open across New Britannia") is published as an approximate count.

client Mserver noneimpact the first key stops being folkloretests filter equals claim rule

S15 · The role ladder, explained and workable

Tier 2Size M–LServer: none

Six roles, a permission grid, guild grants, PVP and access flags, scattered across context menus and a window that cannot say what any of it means. One reworked permissions window shows the ladder top to bottom with plain descriptions of what each rung grants, a person search that actually errors on a misspelled name, guild-granted roles labeled as such, and the lot-level flags in one place.

Seen in: WildStar's four-word permission ladder, still the genre's high-water mark. Motivated by the most-replied housing thread on the forum, the access-list discussion; the misspelled-name silence is a tester report from rinaldi rinaldi. The list-size raise itself stays with the decorating page's D23.

Lands on: the Estate (an Access tab)

Implementation notes

The rung descriptions derive from the same role-to-permission table the server enforces. Guild-derived roles display their origin and the rule that they lapse when the granter's standing does. The three places the client currently answers permission questions slightly differently get unified onto one path as part of this work, honoring the findings of the guild-ranks program's first phase.

client M–Lserver noneimpact the ladder means something to the person setting ittests description equals table

S16 · Eject on ban

BuildingTier 2Size Msmall server change

Banning someone from your lot should mean they leave it. Today the ban blocks re-entry, but the banned player can stand in your parlor until they feel like going. Ejection-on-ban moves them to the lot edge the moment the role lands, with the safeguards around open-PVP edges the earlier design discussion asked for. This was declined once over a griefing concern, reversed this July, and is in progress; the card records the decision and finishes the work.

Seen in: Ultima Online's "I ban thee," where ejection has been table stakes since 1997. Requested by the forum's ban-behavior thread, one of housing's most-read.

Lands on: the Sign (ban action), the world (the ejection)

Implementation notes

The ejection movement, the edge-point computation, and the ground snap all exist and fire today in one narrow case. The work is widening the trigger to the ban action itself while keeping the safeguard rules that answered the original decline.

client Sserver Simpact ban means leavetests eject cases incl. safeguards

S17 · Recall to your basement

Tier 2Size Msmall server change

Recall binds to exactly one place, and that place cannot be your basement, the room where many players actually live. Let the bind point be the basement or dungeon entrance, so coming home means arriving home.

Seen in: Old School RuneScape's house portal arrivals; FFXIV's estate teleports landing at the door you choose. Requested by Micmatty.

Lands on: the Sign (bind action gains a destination choice)

Implementation notes

The recall system already distinguishes location types; this adds a sublevel selector to the lot bind. Arrival anchors to the entrance fixture, never a free point, which keeps every arrival spot a place the builder chose.

client Sserver Simpact home is where you actually livetests bind and arrival per selector
Tier 3 · S18–S31

The Storefront and the Key

The server-backed cards. Each one names the data it adds, because new records and indexes carry real migration cost and deserve to be counted. Two are flagships: the storefront (S18) and rentals (S29). Two at the end are concept cards, included by explicit decision and gated on a separate go-ahead before anything is built.

S18 · The properties-for-sale browser

Tier 3Size XLserver-backedflagship

The market shipped and the storefront did not. Lot sales and stored-house sales work today, but a buyer finds them only by walking past the right sign. One browser, from anywhere: every active lot listing and stored-house listing in the world, filterable by town, size in Sq M, price, and water or land, plus an opt-in Open Homes tab where owners list decorated properties for touring, with capped recommendations so the front page stays honest. Every entry deep-links to the real place on the map, because in this game a browser row is a real address in a real town: a visit walks past your neighbors' vendors, which no instanced game can offer.

Town Directory · Properties
Show: [ For sale v ]  Size: [ Any v ]  Town: [ Any v ]  [ ] Water only
41 results, newest first                          [ Show on map ]
------------------------------------------------------------------
FOR SALE  Row Lot, 150 Sq M      Central Brittany   120,000 g [Map]
FOR SALE  Town Lot, 1200 Sq M    Aerie              890,000 g [Map]
HOUSE     Stone Cottage (stored) seller: Corwin      45,000 g [View]
OPEN      12 open Village lots   Windemere         claim free [Map]
TOUR      "The Glass Atrium"     Ardoris           open house [Map]
------------------------------------------------------------------
New to housing? [ Find your first lot ]
prices illustrative · vacancy rows arrive with the Towns page's vacancy board

Seen in: ESO's Home Tours (opt-in listings, theme tags, capped weekly recommendations); Rift's dimension browser, the most Shroud-shaped precedent; EQ2's housing directory and hall of fame. Answers the discovery asks of Cora Cuz'avich, Barugon, and Isabel Ayin, whose town-map half belongs to the Towns page's S3.

Lands on: the Registry (the town directory grows a Properties view; the map is its spatial twin). Data cost: one shared per-town deed index (the same one the Towns page's S17 ledger needs; it lands once and serves both, plus the planned web companion), a listings-by-state index, and an open-home flag.

Implementation notes

Both listing record types already exist with exactly the fields a browser needs; the work is the cross-scene query, served paginated off the new indexes, plus the directory view and map deep-links, which reuse the shipped lot markers. The Open Homes tab is one opt-in flag plus the recommendation cap. Front-page squatting by mega-builds is handled the way ESO's gap suggests: a rotating spotlight slot rather than a raw popularity sort. Whether v1 ships with recommendations or listing-only first is flagged as an owner call on scope.

client Lserver L + indeximpact the market becomes visibletests filters, pagination, dedup

S19 · The whole lot travels: basements and dungeons in the sale

Tier 3Size Lserver-backed

Selling a lot today means emptying your basement and dungeon first: the sale carries the surface only, so the most-decorated spaces on a property are the ones the sale cannot include. Version two lets a listing carry all three levels, with the same item-conservation guarantees the surface transfer already proves on every sale.

Seen in: SWG's pack-up, where the entire structure state moves as one object.

Lands on: the Sign's sale flow. Data cost: no new records; the sale's resume journal widens to cover three storage groups.

Implementation notes

The transfer job extends across all three of the lot's storage groups instead of one. The recent house-transfer work caught a double-payout with an item-conservation proof before it shipped; that same proof style gates this card, because three groups triple the places a resumed transfer could double-count.

client Sserver Limpact sell the home you actually builttests conservation proof, crash matrix

S20 · Grace, suspension, and the way back

Tier 3Size XLserver-backed

Between paid-up and evicted there should be a visible middle, and after eviction there should be a way back. First, a delinquent stage: when taxes lapse, the lot visibly suspends. The vendor closes, decorating locks, the sign says why, but ownership persists through the grace period, the way New World switches services off without ever taking the house. Second, a restoral window: for a short time after release, paying the arrears plus a fee returns the lot if nobody has claimed it, the way LOTRO's foreclosure keeps an undo. The existing soft landing already spares your things; this spares the story.

Seen in: New World's service suspension; LOTRO's escrow and restoral fee; FFXIV's retrieval window after demolition.

Lands on: the Sign (the suspended state) and the Estate (the way back). Data cost: the release record grows from a ten-minute breadcrumb into a restoral record with a days-long window, and the delinquent state persists on the deed.

Implementation notes

The per-minute sweep already defers release in one case (a paid sale in flight), so state-aware deferral has precedent. The delinquent stage reuses that pattern; the restoral op rides the existing deed operations. The known risk is soft penalties inviting squatting, which is why the hard release date stays as the backstop and the restoral window is days, not weeks. Window length and fee shape are the owner's numbers to set.

client Mserver XLimpact a lapse becomes a bad month, not a lost hometests state machine, restoral races

S21 · Anyone you trust can pay the taxes

Tier 3Size M–Lserver-backed

A lot should be able to outlive its owner's busy month. With the owner's standing consent, Kindred and above can top up a lot's taxes at the sign. Contributions are gifts, not claims: logged in the lot's ledger, never creating an obligation or a stake. Wurm let anyone feed the coffer and EQ2 let trustees pay at the door; between them, twenty years of couples, guilds, and friends kept each other's homes alive.

Seen in: Wurm's anyone-pays upkeep coffer; EQ2's trustee payment; Asheron's Call's allegiance-funded mansion upkeep.

Lands on: the Sign (pay action, role-gated). Data cost: a new ledger event kind; no new collections.

Implementation notes

Both payment paths already exist for the owner; the change is a role check plus a consent flag, and a ledger line for who paid what. The gift framing is the whole answer to disputes: no refunds, no stakes, a log. The money-safety doctrine written on the economy page applies as-is.

client Sserver Mimpact homes survive busy monthstests role gate, consent, log line

S22 · Upgrade the deed without unclaiming

Tier 3Size Lserver-backed

Outgrowing your lot today means tearing your life down first: unclaim, watch everything sweep to storage, claim again, rebuild. If a bigger deed can legally claim the lot you already hold, the swap should happen in place: house, decorations, roles, and prepaid balance carried across, one confirmation, no demolition day.

Seen in: UO's rebuild-in-place without losing the footprint claim; the modern standard of relocation that carries everything. Requested by Duke Olahorand, the fourth of his four standing asks.

Lands on: the Sign and the deed list. Data cost: no new records; a behavior change to what a re-claim resets, documented as such.

Implementation notes

Rebinding a deed already runs as one guarded sequence, and the currency upgrade path for deeds already exists. The substance of this card is what the swap deliberately preserves: today any rebind resets the paid-days clock and the claim date, and the in-place upgrade must carry the balance and the activity clock across on purpose. Every existing claim gate still runs, so a sale in flight, tax debt, or a town budget refusal all stop the swap cleanly.

client Mserver Limpact growth stops costing your historytests gate matrix, clock preservation

S23 · Keep your rooms when the house changes

Tier 3Size XLserver-backed

Changing your house model today un-homes everything inside it. With the layout engine doing the matching, a house change becomes: interior captured, matched into the new shell, a dry-run report of what fits and what overflows to the Property Manager, and only then a commit. SWG ran this experiment for the whole genre: offered pack-up versus empty-it-first, nobody ever chose empty-it-first again.

Seen in: SWG's packing crate; the modern relocations that carry every furnishing. Requested by Duke Olahorand.

Lands on: the house picker's confirm step. Data cost: none new; items move within existing storage.

Implementation notes

The house swap operation and the overflow path both exist; the matching is S13's engine applied at swap time. The long-standing warning that a moved property can leave decorations stuck in walls is exactly what the dry-run report exists to retire, which is why report-first is the shipping order.

client Lserver Mimpact redecorating by choice, not by losstests matcher fixtures, overflow accounting
Oil painting of a homeowner holding up a lantern in an open doorway at night, welcoming two travelers in from the snow, a cat beside the door
The social half of property: the door, the guest, and the verbs between them.

S24 · The Tenant role comes alive

Tier 3Size M–Lserver-backed

The role ladder has had a Tenant rung since the beginning, and it grants nothing a Guest does not. Define it for real: a Tenant can bind and recall to the lot, holds a defined container and decoration scope the owner sets, and appears on the plaque. FFXIV's estate sharing shows the shape; Shroud's version rides a ladder that already exists in the data.

Seen in: FFXIV's tenants, with teleport rights and interior permissions for a few named friends; WildStar's Roommate rung.

Lands on: the Estate's Access tab and the Sign's plaque. Data cost: none new; the role's permission bundle is definition, not storage.

Implementation notes

The grant path, the ladder checks, and the role storage all work today; the change is the permission bundle behind the rung, defined narrowly first and widened later, because the matrix's known coarseness (see S25) is where edge cases live. This card is the prerequisite bed for rentals.

client Mserver Mimpact a real rung between guest and familytests bundle matrix per role

S25 · A use permission, so guests can water the garden

Tier 3Size Lserver-backed

The permission matrix knows move, modify, take, and add, but not use. The most-asked permission in housing is "let my friends tend the planting beds without being able to rearrange them," and the matrix cannot say it. A new use permission covers harvesting, sitting, and operating placed objects without granting movement or removal. The permission grid has held one vacant slot for years; this is what it was waiting for.

Seen in: UO's lockdown-with-public-use, the primitive twenty-five years of player-run libraries were built on. Requested by the planting-bed permission thread, one of housing's most-discussed.

Lands on: the item permission panel (with S7's sentences). Data cost: an enum and per-item key extension; existing items default to today's effective behavior so nobody loses access on patch day.

Implementation notes

A new permission class beside the existing four, carried per item the way the others are, with use decisions resting on the server's authority the same way container access does. The decorating page's move-permission program (its D22) is the sibling card on the move side; this card adds the missing verb rather than changing theirs.

client Mserver Mimpact the garden question finally has an answertests gate matrix incl. defaults

S26 · The guest book and the lot mailbox

Tier 3Size L–XLserver-backed

Visitors can already store items on your lot, which is first-class hospitality plumbing, but they cannot sign their name or leave you a note. Two placeable fixtures finish the loop. The guest book takes short signed entries, rate-limited, with banned players silently excluded, and keeps a visit count; milestone plaques mark a well-visited home. The mailbox accepts letters and small parcels addressed to the lot, and gives system notices, tax warnings included, a place to land at your own front door.

Seen in: Animal Crossing's mail and hospitality loop; the guest books of EQ2's tour era; and the fiction's standard, the hall pegs and pantry of a well-kept hobbit hole.

Lands on: the Threshold, as placeables. Data cost: guest-book text storage and the mailbox store, with quotas from day one.

Implementation notes

The guest book extends the lot's existing event log with a short text payload; the mailbox stands on the same per-visitor storage machinery the lot already runs, which is exactly the seam a mailbox needs. The harassment surface is designed up front: entry length caps, the ban role suppressing entries, an owner clear, and letters plus small stacks before anything larger.

client Lserver Limpact visitors leave more than footprintstests quotas, ban suppression, clear

S27 · Travel between your own doors

Tier 3Size Lserver-backed

Multi-property owners run an estate connected by nothing. A door dial, in the oldest fantasy sense: from any property you own, or hold Tenant-or-better standing on, travel to the door of another. Not general teleportation, not a public network; your addresses only. Whether arrival lands at the door or at the town entrance is flagged as an explicit owner decision, because town foot traffic is worth protecting.

Seen in: the four-color door dial of Howl's Moving Castle; Terraria's pylons, where housed NPCs are the travel network; OSRS's Portal Nexus. Requested by Wishdragon, with Micmatty's basement bind as the first rung.

Lands on: the Threshold (a door-side fixture reading your holdings). Data cost: none new.

Implementation notes

The holdings list (S5) already knows every address; standing checks ride the existing role resolution; travel rides the recall family rather than a new system. Role-gated, cooldown-limited, and arrival anchors to the lot's front, the same front the map markers draw.

client Mserver Mimpact an estate becomes one placetests standing gates, cooldowns

S28 · Home Port: the water lot keeps your berth

Tier 3Size M–Lserver-backed

Water lots are homes with a dock, and the dock deserves its one distinguishing feature: a Home Port plaque that reserves the lot's mooring. Your boat always has its named slot at your own pier, shown to anyone sailing past. This card lives on this page rather than the Towns page deliberately: the berth is a property of the lot, like its basement, not a town policy. Scope is the plaque, the named slot, and the visible reservation; it promises nothing about boats that sail.

Seen in: WildStar's functional plot sockets, the pattern of a lot feature that does something without becoming a stat. Requested by John Markus.

Lands on: the Threshold (a dockside fixture). Data cost: one new persisted fixture-state class.

Implementation notes

Water lot shapes and per-fixture persisted state both exist; the plaque adds a state class and a passer-by line on the sign's broadcast data. The card explicitly refuses scope creep toward navigable boats.

client Mserver Mimpact the pier is yours in fact, not just in feelingtests state persistence, display

S29 · Rent a room, a floor, or a lot

Tier 3Size XLserver-backedflagship

The deepest unbuilt feature in Shroud housing, standing on machinery that now exists end to end. An owner posts terms at their own sign: the scope (a room's containers and decoration rights, a floor, or the whole lot), the rent per period, an optional deposit. A tenant accepts; the Tenant role activates automatically with exactly the agreed scope; rent accrues on the server clock while the owner is away, capped at a few uncollected periods and collected in person at the property, so income feels alive without demanding daily logins and without printing money. Either side ends the arrangement with notice, and a tenant is never locked out mid-term. Deposits and rent move through the same escrowed, resumable machinery the lot sale proved. No major MMO has shipped player-set rent with automated collection; the Tenant rung, the sale machinery, and per-item permissions are the three parts everyone else lacks, and this game has all three.

Seen in: UO's vendor rental contracts, the genre's first commercial tenancy; FFXIV's private chambers as the nearest modern cousin; and Fable II's rent bags, capped at three uncollected, the cap this card adopts on purpose. Framed as innkeeping and roommates first, because players are literate about landlords.

Lands on: the Sign (terms and acceptance) and the Estate's Market tab (agreements). Data cost: the page's largest: a new rental-agreement record with its indexes, new ledger event kinds, and a listing surface flag. Counted, and worth it.

Implementation notes

The money leg is the sale saga's pattern reused: escrowed, resumable, refund-on-failure, with settlement on the path that already serves both sale kinds. Role activation is the standard grant with S24's bundle; scope enforcement is the per-item access machinery plus S25's use class. A rented lot gates unclaim and sale the way a listed lot already does, so no tenant is dissolved by a landlord's exit. Notice periods, the accrual cap, and a collection fee are the tuning levers; the economy page's money-safety rules apply in full.

client Lserver XLimpact the spare room earns its keeptests agreement state machine, conservation, notice

S30 · Inn rooms: a first key

ConceptSize XLserver-backedowner-gated

A concept card, included by decision and built only on a separate go-ahead. A rentable room above the tavern: a small interior with storage, a modest decoration allowance, and a recall point. Cheap, plentiful, exempt from ownership clocks, and honest about what it is: a first key, not a lot. The classic era proved the pattern twice, with Asheron's Call's apartments and the free-shard era's live inn rooms both protecting the scarce tier by giving newcomers a floor to stand on, and ESO's free inn room made it the modern default. Nothing about lot supply changes; the ladder gains a bottom rung that teaches the housing loop and points upward at the deed.

Seen in: Asheron's Call's apartments; the rentable inn rooms of UO's largest free shard; ESO's inn room; FFXIV's apartments, deliberately without gardens, which is the anti-cannibalization lesson this card keeps.

Lands on: the Registry (finding a room) and the Threshold (the room's door). Data cost: a new lease record and indexes.

Implementation notes

The nearest existing substrate is the basement machinery: an interior space with per-user storage behind an entrance fixture. Small caps and no outdoor space are the protective rules, so a room never competes with a lot. If rentals (S29) ship first, player-run inns compose naturally out of room-scope rentals, which may make this card partly redundant; that comparison is part of the go-ahead decision.

client Lserver Limpact a first night in town, indoorstests lease lifecycle, caps

S31 · Rent-to-own: from tenant to deed holder

ConceptSize XLserver-backedowner-gated

A concept card, included by decision and built only on a separate go-ahead. On an open lot, an owner can offer terms with a horizon: rent under the normal rules, with each payment accruing toward a deed price locked at signing. Complete the schedule and the sale executes automatically through the same transfer machinery every lot sale already uses. Acquisition becomes a staircase, from a first key to tenancy to a deed of your own, with a celebration at the top instead of a wall at the bottom. Walking away returns the accrued share under stated rules; nobody's money vanishes into a handshake.

Seen in: Animal Crossing's interest-free, deadline-free debt ladder, the tone worth stealing; Palia's plot growth bought with earned writs.

Lands on: the Sign (the offer) and the Estate's Market tab. Data cost: fields on the rental record plus linkage to the sale machinery.

Implementation notes

Pure composition: the rental agreement gains an accrual field and a locked price; completion executes the existing, resumable sale transfer; the reserved-buyer machinery the sale already has becomes the tenant's standing reservation. Default rules are the whole design: the accrued share refunds minus a stated fee, and the locked price kills disputes before they start.

client Mserver Limpact the staircase reaches the deedtests accrual, completion, walk-away
Considered

Considered and rejected

Ideas the research surfaced and this page deliberately declines, with reasons, so they stay decided rather than perpetually re-proposed.

Section 4

Four surfaces, no new windows

Housing already has nine or more UI entry points: the lot sign, the Lots window, the Property Manager, two tax windows, the deed list, the permissions list, the housing dialog, the basement entrance. The failure mode for a page like this is N features arriving as N more widgets. The rule here: every card lands on one of four surfaces, three of which already exist. New windows: zero. New tabs on existing windows: few. In-world objects: several, and that is the point of the fourth surface.

SurfaceWhat it isWhat lands there
The SignThe lot's public face. Passers-by see states; owners see clocks.S1, S2, S8, S9's headline, S14's ceremony, S16, S17, S20's suspended state, S21, S22, S29's terms
The EstateThe Property Manager, grown up: Holdings, Ledger, Storage, Market, Access.S4, S5, S10, S15, S20's way back, S24, S29's agreements, S31
The RegistryThe town directory's new Properties view, with the region map as its spatial twin. One query surface; no rival window.S12's entry point, S14, S18, S30's rooms
The ThresholdThe in-world layer: objects, not windows.S3, S11, S26, S27, S28

The Property Manager keeps its name on the window; "your estate" is how this page talks, not a rename proposal. The directory view cites the Towns page's directory (its S9, built) and vacancy board (its S18, proposed) rather than duplicating either; the map side is the lot-marker system that shipped in August.

Section 5

Sequencing

PhaseNameCardsWhy this order
1Tell the truthS1–S7Pure client work and one audit. Zero server risk, immediate trust repair, and S6's rulings inform everything later.
2The clock and the ledgerS8 S9 S10 S11 S16 S17The lifecycle becomes visible before it becomes forgiving. S8 and S9 share one set of thresholds; S10 and S11 are the same data twice; S16 finishes an in-flight decision.
3The storefrontS12 S13 S14 S18 S19The shipped market gets its discovery layer. The shared per-town deed index lands once here and serves this page, the Towns ledger, and the web companion. S13 ships here so S23 can stand on it.
4Lifecycle and rolesS15 S20 S21 S22 S23 S24 S25The forgiving lifecycle only after warnings exist. The permission matrix modernizes as the bed for tenancy. The growth pair rides the proven layout engine.
5Hospitality and tenancyS26 S27 S28 S29 S30 S31The social and money flagships last, standing on everything: rentals need the role, the use permission, the fair lifecycle, and the storefront. The two concepts wait for their go-ahead.
flowchart TD
  IDX[Shared per-town deed index, lands once] --> S18[S18 Browser]
  MAP[Lot map markers, built] --> S18
  S8[S8 Clock on the sign] --> S9[S9 In-game warnings]
  S9 --> S20[S20 Grace and restoral]
  S13[S13 Cross-house layouts] --> S23[S23 Keep rooms on house change]
  S12[S12 Fitting room] --> S14[S14 First-lot journey]
  S12 --> S18
  S24[S24 Tenant role] --> S29[S29 Rentals]
  S25[S25 Use permission] --> S29
  S20 --> S29
  S18 --> S29
  SAGA[Sale money machinery, built] --> S29
  S29 --> S31[S31 Rent-to-own]
  S18 --> S30[S30 Inn rooms]
  S17[S17 Basement recall] --> S27[S27 Door dial]
  S5[S5 Holdings page] --> S27
Section 6

Appendix

Where the data comes from

A discipline this page inherits from its siblings: prefer what the client already knows. The lot sign already receives its lot's state as broadcast scene data, which is why the clock (S8), the suspended state (S20), and the berth line (S28) cost passers-by nothing. The ledger (S10), holdings (S5), and permission sentences (S7) ride round trips the client already makes. New server queries appear only where the world has to be asked a question one scene cannot answer: the browser (S18), and the agreement records behind rentals (S29). Every card that adds a record or an index says so on its face, because schema changes are the one cost a page like this must never hide.

Constraints honored

Lot sizes are stated in square meters, the unit the game shows. Money and rate figures in mockups are illustrative, not current rates; the rules text players see is drawn from the live rules at display time. Where a card touches account security or abuse surfaces, this page describes visible behavior only. Nothing here proposes changes to lot supply, store pricing, or anything a pledge already granted; the two concept cards at the end are explicitly gated on a separate decision. And everything on this page works at the scale housing actually lives at: one owner, a few friends, a street of neighbors.

The test surface

The pure-logic cards carry natural editor tests: the ledger's date math, deed-compare parity with the claim rule, registry filter correctness, the rental agreement's state machine, and conservation proofs on every transfer this page widens. The item-conservation proof style that caught a double-payout before the house sale shipped is the bar for S19 and S29.

Sources

The housing documentation suite and generated catalogs in the project's docs tree; the live rules as documented by the community wiki, cross-checked before print; the wishlist and tester trackers, with requesters named on their cards; the forum's housing threads from January 2025 through this week; and the genre record: UO's publish history, SWG's structure systems, EQ2's directory era, FFXIV's lottery and demolition documentation, ESO's Home Tours, Rift's dimension browser, New World's tax changes, and the public coverage of WoW Midnight's neighborhoods. Company and product names belong to their owners; they appear here as the genre's shared history.

Feedback

General comments

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