Beyond the twentieth level

High Mortals Two paths. One legend.

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.

Level 20 is not the ending

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.

20

Reach the threshold

Earn the right to enter the High Mortal Club above the Adventurers Hall.

2

Unite two classes

Keep your primary class and adopt exactly one secondary discipline.

36

Possible pairings

Every pairing has its own level-10 High Mortal art to discover.

A male High Mortal Bard-Mage holding an ornate lute while weaving blue-violet magic
Bard + Mage

The Bard-Mage

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

A female High Mortal Witch-Fighter in practical armour with a sword and ember-red magic
Witch + Fighter

The Witch-Fighter

Curses and conjuring joined to hardened steel — equally at home over a cauldron or behind a blade.

Privilege earned through mastery

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.

Multiclass command paths

Use the abilities of both classes, visit both guild halls, join both class channels and appear on both class lists.

Exclusive paired-class arts

Each class combination culminates in a unique High Mortal ability at level 10.

Private crafting

Claim free recipe books, use the High Mortal forge and make weapons reserved for your exact class pairing.

Senior mortal privileges

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.

Complimentary lockpicks

Collect five iron lockpicks once per six-hour period from the High Mortal Club.

A permanent estate

Purchase one plot, then design, describe and expand a persistent home from the foundations upward.

A High Mortal building an estate from stone blocks, timber, cord, steel and copper
Construction is physical and persistent: gather materials, begin a stage, and contribute at your own pace.

Build it one stage at a time

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.

  1. Foundations20 stone blocks + 4 steel
  2. Exterior walls28 stone blocks + 12 seasoned wood + 8 cord
  3. Roof18 seasoned wood + 10 cord + 4 copper fittings
  4. Magical front door8 seasoned wood + 4 copper fittings + 2 steel

Complete shell: 48 stone blocks, 38 seasoned wood, 18 cord, 8 copper fittings and 6 steel.

Cutaway of a completed High Mortal estate with a basement, rooms, staircase, magical front door and key
A finished shell is only the beginning: rooms, levels, doors and descriptions make each estate unique.

Lay out your own corner of Lucidity

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.

Horizontal rooms

The first costs 8 stone, 8 wood and 4 cord; each later room costs 1.6× more.

Upper levels

The first landing costs 12 stone, 14 wood, 4 steel and 4 cord; every further level doubles.

One basement

Excavate it from the entrance for 24 stone, 10 wood and 6 steel.

Doors and keys

The owner enters keylessly. Create cheap, persistent friend keys per door, or rekey one door to revoke every old copy.

From purchase to private room

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

Become more. Build something lasting.

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.

Play InsomniaExplore the classes