Your own corner of the valley

Come home to something yours.

Build a cottage in a player village. Fill it with your stories, share it with friends, and grow it into a tower that feels like home.

A warmly lit personal home with a chest, hearth and adjoining stable

A lot. A hammer. A home of your own.

Your front door stands in the same shared world you explore. A council offers a lot, you buy it with earned silver, and a cottage goes up through deliveries, hammer-work and the foreman’s inspections. Friends can contribute materials and Workers can help build it.

  1. Choose your village. province lots lists lots for sale, rent and required standing. Visit one and buy lot to review the terms; buy lot confirm pays only after you have seen them.
  2. Lay out your cottage. Clear wild ground with prepare ground . From the storehouse, go east to its general store, then up to the blueprint loft. Buy a steading blueprint and use build steading on your lot.
  3. Build together. Deliver your materials with build deposit , or pay for province supplies with build deliver . Wield a hammer and build . province home shows what is needed and when the next inspection falls.
  4. Make it yours. Describe the rooms, invite friends and fit out the hall. You can have one home on a province lot at a time.

From a cottage to a great tower.

Homes grow along their own ladder: Cottage → House → Tower → Great tower . Each larger home opens further fittings and finer versions of the ones you know. Building a great tower is a substantial long-term investment in earned silver, materials and work.

Make room for… What you gain
Rooms Additional rooms upstairs and down in the cellar, each with its own description.
A vault A strongroom for additional secured chests and equipment racks.
A stable A place for your mounts and empty wagons, with stalls you can inspect.
A trophy wall Mounted hunting trophies that tell the story of your journeys.
An arms display Weapons and armour on show in your hall.

Hearths, floors, walls, lamps and tables change the interior; roofs, yards, gardens, banners, battlements and a belfry shape what visitors see outside. The belfry’s bell rings when the owner comes home.

Type install inside to see available fittings, then install <name> to inspect the full cost. Confirmation pays for the work. Larger fittings are staged construction projects; one project runs at a home at a time. Fittings stay with the home when it moves.

Write a place that feels like you.

Give each room a name, add its description, describe things visitors can examine, and add sounds. Your writing sits alongside the room’s base description; clearing your additions removes only what you wrote.

A feather quill, inkpot and parchment for writing room descriptions

A hall with a history

house describe short <text> names the room. house describe long <text> adds a line. Tell visitors about the hearth, your collection, or the bench where friends gather.

A welcoming timber door with a bronze knocker and lantern

Friends by invitation

house access add <name> coowner shares the home and its chests. house access add <name> guest lets someone visit. You control guests with house lock and house unlock .

An iron-bound secured home chest

Keep what matters

Buy a home chest, guest chest or home rack at the general store, place it in the hall and secure it. A vault gives more room. Secured storage persists; loose items on the floor do not survive a world restart.

The council does not gain entry to your home. Owners and co-owners can end a session safely inside and wake there with their equipment. Guest access is checked again when they wake.

A doorway of frost, back to your hall.

A silver latchkey edged with frost

Your latchkey forms when you first enter your finished home; a co-owner gets one too. turn latchkey spends a homeward blessing and carries you home from afar. Buy blessings at a restored, consecrated province shrine with bless latchkey .

The first trip after the world wakes is free. The key rests an hour between trips, or half an hour for a great tower, and cannot turn during a fight. A ridden mount travels with you; a led mount cannot follow.

A blessing currently costs 10,000 silver in game. look at latchkey shows its blessings and whether it is ready. If you lose it, a province shrine can replace it while retaining its stored blessings.

A home in a player-run village.

Rent each in-game month comes from your bank and goes to the province treasury. Councils set it within the allowed range for the home’s size. province home shows the rent, debts and any coming increase from anywhere; a rise takes effect only after three days’ notice.

One missed payment brings a warning. After a second unpaid month, the home closes and its contents stay intact; no further rent is charged while it is shut. province home pay settles the debt and reopens it. A council cannot evict an owner who pays.

After about three in-game years of unpaid rent, the council may reclaim the lot. The house moves whole to the Outfields, with its rooms and stored belongings, and owes no rent there. Paid lot costs are not refunded when you leave.

Old towers have a new address.

The old city apartments and wand towers now stand in the Outfields , a walled field north of Silverspire. Their owners, shared access, rooms, vaults and chests carry over. Towers are permanent places now; Marqigou no longer sells tower wands, charges or additions.

From Silverspire’s north gate, follow the road east and the narrow path to the wooden bridge. Beyond it, take the northward river path to the Outfields. At the gate, homes lists homes you may enter and enter <name> takes you inside.

A home in the Outfields pays no rent and is never reclaimed. It takes no new construction there. To grow it, visit a suitable lot for sale in a province and use house move , or house move tower if you need to specify which home.

Your home travels whole. Moving between provinces keeps rooms, fittings, secured chests and their contents. Pay any rent debt first; you buy the destination lot, while the move itself is free. Your current council can also relocate the home to prepared ground within its province and will notify you by letter.

Before you set out

Is this different from province housing?

Yes. Province housing shelters NPC settlers and generates taxes. A player home is your personal property with its own rooms, access list, storage and rent.

Can friends help build my house?

Yes. Registered Workers can contribute hammer-work, and anyone can deposit their own materials. Only the owner draws paid supplies from the province stores.

Can I leave a province?

Yes. Clear rent debts and use house leave inside. Your home moves to the rent-free Outfields with its contents. To move directly to a new province, use house move at its lot.

Where can I check the full instructions?

Read help homes and help latchkey in game. The province guide explains the village around your home.

Give your adventures an address.

A cottage beside the food hall, a vault full of discoveries, a tower that rings you home. Build a place you want to return to.

Play Icesus for free →