Player Keeps
Keywords:
PLAYER-KEEPS, PLAYER_KEEPS, KEEPS
Divine Tokens are used to purchase relic items from the Divine Armory which can be found in Domus Pius on Agragon. These consist of a variety of armor and weapons based on a God(dess) theme as well as individual weapons. They can also be used to purchase Keeps, Shops, and Ships allowing for a larger scale of RP for players. These deeds can be bought at the Real Estate Office in Dragondale.
A Keep Deed provides 50 vnums: 50 rooms, 50 objects, 50 mobs, 50 mprogs, and 50 places. A keep can be expanded with a quest house deed, adding 10 vnums per deed with a max of 5 house deeds total. This will allow a keep to reach a max of 100 vnums. A keep can be no larger than 100 vnums, but a player can own as many keeps as they are able to purchase via DT.
What is a keep?
They are some form of housing for your character, as small or large as you desire based on your amount of vnums. It can be a large manor or a small cottage with a barn, shed, gazebo, greenhouse, etc nearby as desired. The surrounding lands are simply your yard, be it grass, fields, gardens, woods, a mountain with a cave or whatever else you'd like that is a place your character can live. It can be 5 room vnums for a living space and 45 room vnums for the grounds. It is simply your home, small or large, and its land, whatever it may be, all so long as it fits the Medieval theme.
What a keep is not is land built with various small structures that are meant to be a village or the like. If you wish something of this nature, please see help empire-appliction.
Keeps are allowed to have mobs, mprogs and toggles so long as they in no way benefit you or another player in anyway. They are for RP flavor alone.
MOB Settings:
Mobs should be set to level 1 and no additional stats and/or flags are to be added to them save what is found below.
Mobs are to have only affects that are automatically added when setting the race and/or subrace are set.
No additional affects are to be added. This includes affect, affect2, affect3, and affect4.
No actions, immunitites, resistances, vulnerablities, or offenses are to be added to the mob other than what comes via racial setting AND the below.
Required Settings:
act: npc no_tame stay_area
act2: avoids_all_attacks noquest
imm: summon charm
Optional Settings:
act2: daymob - If you wish the mob to only be in the area during the day.
act2: nightmob - If you wish the mob to only be in the area during the night.
act2: stay_sector - If you wish the mob to only wander in certain sectors.
Objects are not allowed to be flagged as wear take.