Reach the threshold
Earn the right to enter the High Mortal Club above the Adventurers Hall.
Beyond the twentieth level
Master a second class, claim the privileges of the High Mortal Club, and turn raw stone, timber and steel into a permanent corner of Lucidity that is entirely your own.
A life after levelling
It is the point at which an accomplished mortal can choose one secondary class. Your primary path remains your identity, but the new discipline brings its commands, guild access, channel and class list with it. Where both classes train the same skill, you receive the better ceiling and training rate — the values do not simply stack.
Earn the right to enter the High Mortal Club above the Adventurers Hall.
Keep your primary class and adopt exactly one secondary discipline.
Every pairing has its own level-10 High Mortal art to discover.

A master of performance and raw sorcery: charm, craft and song backed by serious arcane violence.

Curses and conjuring joined to hardened steel — equally at home over a cauldron or behind a blade.
High Mortal capabilities
High Mortals gain more than a second command list. They enter a private social and crafting tier with powers that leave a lasting mark on both character and world.
Use the abilities of both classes, visit both guild halls, join both class channels and appear on both class lists.
Each class combination culminates in a unique High Mortal ability at level 10.
Claim free recipe books, use the High Mortal forge and make weapons reserved for your exact class pairing.
Set a title and start point, review messages, mark and revisit places, cloak with sufficient Stealth, create with sufficient Conjuring, and use clerical marriage rites where qualified.
Collect five iron lockpicks once per six-hour period from the High Mortal Club.
Purchase one plot, then design, describe and expand a persistent home from the foundations upward.

From bare earth to shelter
estate build always shows the next available work and its exact material cost. Start a project, contribute raw materials over as many sessions as necessary, and watch the structure take shape.
Complete shell: 48 stone blocks, 38 seasoned wood, 18 cord, 8 copper fittings and 6 steel.

A home with no upper limit
Buy an eligible plot using money you carry — Bargaining can reduce the price by up to half — and keep it permanently. Once the shell stands, add rooms, an upper landing or a single basement, then write each room's short and long description yourself.
The first costs 8 stone, 8 wood and 4 cord; each later room costs 1.6× more.
The first landing costs 12 stone, 14 wood, 4 steel and 4 cord; every further level doubles.
Excavate it from the entrance for 24 stone, 10 wood and 6 steel.
The owner enters keylessly. Create cheap, persistent friend keys per door, or rekey one door to revoke every old copy.
At the estate sign
The command is designed as a guided goal: without arguments it tells you what is possible next.
estate value <direction>Inspect an available plot and your price.estate buy <direction>Purchase your one permanent estate.estate buildSee the next stage and required materials.estate build contributeAdd materials to the active project.estate describeGive your rooms their own identity.estate keyMake a shareable key for a chosen door.Interior doors cost 6 seasoned wood, 2 copper fittings and 1 steel. A friend key costs 1 copper fitting. Rekeying costs 1 copper fitting and 1 steel and immediately invalidates older keys for that door. Estate doors cannot be picked.
Your second life begins here
There is no fixed plan and no catalogue house. Insomnia gives you the tools, the rooms and the doors; the place you make with them is yours.