Property access in Aurbis is built around locks, keys, and recorded authority. A home, chest, holding, or guard facility is controlled because the right people hold the right keys, and because the server knows where master authority begins.
This makes locksmithing a real player-facing trade without turning ownership into a free-for-all.
How it works
Four things stay separate and none of them implies the others: the title to a property, master authority over it, the lock fitted to the door, and the ordinary keys that open it. The title is ownership. Master authority is the right to cut copies, change the lock, and say who gets in. The lock is the hardware in the door. An ordinary key opens the door and does nothing else.
Master authority is not an item you carry. It is a record, so it cannot be pickpocketed off you and cannot be lost down a well. Ordinary keys are the opposite: they are physical, they move by hand, and whoever holds one can open what it opens.
Locks are forged at a smithing station. The five tiers are Novice, Apprentice, Adept, Expert and Master, gated at Smithing 0, 25, 50, 75 and 100, and each tier costs its own materials. Fitting a lock, or re-coring the one already fitted, kills every key that turned before it. That is how you take a house back from somebody who will not hand the key over.
Keys are cut by whoever holds master authority, at a smithing station, for one iron ingot and no skill requirement. When you hand a key over the access travels with it and your old one is dead metal. Keys cannot be dropped in the world and never enter the loot economy, though you can destroy one deliberately, and an owner can take a named person's key back at any time.
Every property is shown as a name and a small number, and every command takes either one. Standing at the door you can leave both off.
Chests work the same way on their own shelf. Fit one of your forged locks to an empty container, choose whether it admits only its own chest keys, the property's keys, or everyone in the owning household, and replace the lock when you no longer trust who is carrying one.
Jarls and Hersirs claim doors for their own hold, and may seize a title back or release it to Skyrim. Staff seed the public properties and keep an admin lock rail for repairing world doors.
Commands (/help property)
/property shows what you are looking at, then what you own.
/property 7 shows one property in detail: who owns it, who can open it, and whose keys turn.
/property name [property] <new name> names a property you control.
/property give [property] <who> ["name"] hands the title over and optionally names it.
/property sell [property] <who> <gold> offers yours for gold.
/property accept [number] accepts the property offer waiting for you.
/property access [property] keys|household|open sets who gets in: keys only, everyone in the owning group, or anyone at all.
/property keys [property] lists who can open it, by name.
/property revoke [property] <who> takes a named person's key back.
/key lists your ordinary, master and chest keys on separate shelves.
/key 2 shows what one key opens and who cut it.
/key chest [number] lists or inspects the separate generic-chest shelf.
/key forge [property] forges a copy at a nearby smithing station where you hold master authority, for one iron ingot.
/key forge chest [chest-number] [name] forges a controlled chest key at the same station and cost.
/key give 2 <who> hands a key over. Access travels with it.
/key drop 2 permanently destroys one key copy. Type it twice.
/lock lists the locks you hold and where yours are fitted.
/lock forge <novice|apprentice|adept|expert|master> [name] forges a lock at a nearby smithing station with that tier's Smithing gate and materials.
/lock install 2 [property] fits one of your locks. Every key that turned before it stops.
/lock change [property] re-cores the lock already fitted. A new key, and every old key dies.
/lock remove [property] pulls the lock out and leaves the door open to everyone.
/lock sell <stock-number> <person> [gold] offers a nearby player one unfitted forged lock.
/lock buy [offer-number] accepts a nearby lock sale.
/chest lists the locked chests you control and reports the container you are looking at.
/chest claim <stock-lock-number> fits an unfitted forged lock to an eligible empty container, up to four per scope.
/chest access <private|property|household> chooses which keys the chest admits.
/chest replace <stock-lock-number> replaces a controlled chest lock and revokes every old chest key.
/chest release releases an empty controlled chest and returns its lock to stock.
A hold's Jarl or Hersir also holds /property claim <name>, /property seize [property] [why] and /property release [property] inside their own hold.
The old /keys, /jarldom property and /jarldom key trees are gone. Everything above is one surface. Group gold, vaults and shop stock are next door in Treasuries, Vaults, and Shops.