Towns & Housing
The classic cities - where you bank, trade, and train - plus two things you won't find on most shards: houses built into real town buildings, and public vendor stalls you can hire.
Overview
The towns are the classic cities of the world, and they do the classic jobs: banking, buying from NPC vendors, training your class, and catching your travel. What sets PL's towns apart is that the buildings are not just scenery - some of them can be yours, and the streets can carry your vendor.
What's in a Town
The usual services live in town: a bank, shops, and the trainers you need. Each of the nine classes has a guildmaster - Pirate, Necromancer, Bard, Elementalist, Ranger, Gladiator, Biologist, Assassin and Cutpurse - and they tend to share a hall, alongside a sparring dummy for practice. If you are new, the town is your home base while you find your feet.
Town-Building Housing
On most shards a house is a plot you drop in the wilderness. On PL you can instead take an actual building inside a town and make it your home - the walls and roof you see on the map become a real player house, with all the lockdowns, secures and management that implies.
Where the shard has opened a building up, you will see a stone standing out front that advertises FOR SALE, FOR RENT, or both, with the building's name and price. That stone is your way in. Not every building is available - staff open them one at a time - so an unmarked building is just scenery.
Buying & Renting
Stand near the listing stone and double-click it. You have two ways to hold a building:
| Option | What you get |
|---|---|
| Buy (permanent) | The building is yours for good - it never decays. You pay the listed sale price once. |
| Rent | You hold it for a set term and renew at the same stone before it lapses. Let a rental expire and, after a short grace period, your goods are packed up and sent safely to your bank - nothing is destroyed. |
Once it is yours, a working house sign appears at the building and it behaves like any house: lock down items, set secures, add friends and co-owners, and manage it from the sign. The purchase also drops a key to the building's doors into your pack and locks those doors to you. Payment is in gold.
A town building counts as your one house per account - the same limit a normal plot uses. Taking a town building fills that slot, so you hold the town building instead of a wilderness house, not in addition to one.
A note on doors: a town building's doors are part of the map art, so on rare buildings a door may not have been wired for a key yet. Your lockdowns and secures are protected by the house region regardless, and staff can link any missing doors on request.
Public Vendor Stalls
You do not need a house to run a player vendor. Towns have public vendor stalls - hire points where you can set up a vendor right in the street.
Find a vacant stall, stand next to it, double-click, and pay the gold hire fee. Your vendor spawns on the spot, facing the way you are, and starts selling for you in a spot with real foot traffic. Two things to know:
- The limit is one town vendor per player, counted across every town - you cannot blanket the map with stalls.
- When the vendor comes down - you dismiss it, or it stops being paid - its goods and gold are returned to your bank in a labeled backpack. Nothing you stocked is ever lost.
To take a vendor down, do it the standard way: stand near it and say "vendor dismiss", or use its context menu.
Tips
- A town building puts your home in the middle of the action - bank, vendors and travel are all a few steps away.
- Renting is the low-commitment way to try town living; buying is for when you know you want to stay. Since it uses your account's only house slot, pick the building you actually want.
- A public stall in a busy town beats a vendor tucked away on a private plot no one walks past.
- Working a farm plot behind a town building feeds straight into the trade pack economy.