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Bounties

Pay someone to kill someone else. It's exactly what it sounds like.

Placing a bounty

/bounty <target> <killer> <amount>

This offers <killer> a contract: kill <target> and get paid <amount> gold. The gold is taken from you the moment you place the offer - it's held safely until the contract is resolved one way or another, so you're never on the hook for more than you agreed to pay.

You have to be within 10 blocks of the killer (and they have to be online) to place the offer - it's a face-to-face handoff, not something you can arrange remotely.

A few rules on who can place a bounty on whom:

  • You must be in a nation, and so must the killer you're offering it to. Nationless (wilderness) players can neither place a bounty nor be hired as one.
  • You can't target a member of your own nation, and you can't hire a member of your own nation as the killer either. Both close off using bounties to just shuffle gold between two people in the same nation.
  • A player can only have one active bounty on them at a time. You can't stack a second contract on someone who's already got one pending or running.

Accepting or declining

The player you named as killer gets a private heads-up and has to respond:

/bounty accept
/bounty deny

If more than one offer is waiting for you, add the target's name to say which one you mean - e.g. /bounty accept Steve.

  • Accept and the clock starts: you have 24 hours to land the kill.
  • Decline, and the requester gets their gold back immediately.
  • Don't respond within a few days and the offer quietly expires - the requester is refunded either way.

Cancelling a bounty

Placed a bounty and changed your mind? As the requester, you can call it off yourself at any point - whether it's still an unanswered offer or already accepted and running:

/bounty cancel

Add the target's name (/bounty cancel Steve) if you've got more than one active. Cancelling refunds your gold in full. If the killer had already accepted, their contract - and their locator compass - is pulled immediately and they're notified it was called off.

The locator compass

The moment you accept a contract, you're handed a compass named Locator: <target> - its needle actually points toward them, and its lore shows your live distance in blocks. Both update every second while you're in the same world; if they're offline the lore says so instead, and if they're in a different world the needle just holds its last direction until you're back in range.

It's a tracking tool for the contract, not a real item - it can be moved around your inventory freely, but it can't be dropped, stashed in a chest or any other container, fed into crafting, or nested inside a bundle/shulker box. It survives death rather than dropping, and disappears automatically the moment the contract resolves - killed, or the window running out.

Getting paid

Land the kill (PvP - melee or a projectile both count) within your 24-hour window and the payout happens automatically. It's then announced to the whole server. If the window runs out first, the contract fails and the requester's gold is refunded.

An accepted contract works anywhere - claim protection doesn't apply. Normally you can't damage someone standing inside a claim that isn't yours; a bounty is an explicit exception, the same way an active war is. If your target holes up inside their own nation's territory, you can still get the kill there.

That part of the contract only kicks in 1 hour after you accept - before that, normal PvP rules still apply. It's a manhunt, not an instant pass: the wait stops a contract from being used to just walk up and drop someone's claim protection the moment it's signed.

Who knows what

Bounties are quiet by design:

  • The target is never told they have a price on their head.
  • Nobody but the requester and the killer hears about the offer, the accept/decline, or the countdown.
  • The only public moment is a successful kill - that gets announced for everyone to see.

Trophy heads

No contract needed - every PvP kill drops the victim's head, and anyone who picks it up can cash it in.

Right-click the head and it pays out 20% of the victim's current gold balance, taken at that exact moment and credited straight to you - the head disappears, and it's announced to the whole server: who claimed it, whose head it was, and for how much. The lore on the head shows a live estimate of that payout, refreshing periodically while it sits in your inventory or on the ground - but the amount you actually get is always whatever their balance is the instant you click, not whatever the lore last said.

That gives you a choice: cash in right away, or hold onto the head and gamble that they'll be richer later. Heads never despawn, so there's no rush either way.

A couple of things worth knowing:

  • Only a straight PvP kill drops a head - killing someone in an active war battle doesn't (that side already pays reparations to the winning nation instead).
  • You can't loot your own head, or a fellow nation member's - if you or one of your own pick one up, it just can't be redeemed by you.
  • A head with nothing to claim can't be redeemed - if the victim's balance is sitting at 0, the head isn't consumed on a failed attempt, so you can hang onto it and try again once they've got something worth taking.
  • Heads can't be placed as decorative skull blocks - right-click redeems them, that's their only use.