Guide · Towns

Towns, land, and why nobody can grief you

Land is the heart of this server. Here's the whole system with real numbers — nothing hidden.

The land rules

Wilderness

Everywhere unclaimed

Mine, dig, chop, build, explore — and loot what you find. Dungeon chests, shipwrecks, mineshafts, buried treasure: all openable, pure vanilla. Drop a door to pocket some air, bridge a ravine, wall off a cave — the wild is yours to move through. Just know it's lawless: anything you build or leave out here is unprotected, and anyone can break it or take it. Want your builds and chests safe? That's what a town is for.

Town land

Claimed chunks

Only residents can build, and only where the mayor allows. Outsiders can't touch a thing — not a door, not a chest, not a flower.

The math

What land costs

Starting a town: free. Claiming: free. A town can hold 6 chunks per resident — recruit people to grow. Upkeep: $10 per chunk per day, paid by the town bank.

Your first town, step by step

1 · Found it

Stand at the spot that should be your town's center and run /t new YourTownName. That chunk becomes your home block, and you're the mayor.

2 · Claim around it

Walk to a neighboring chunk and run /t claim. Repeat. /towny map shows a live map in chat of what's claimed around you. Solo, you cap at 6 chunks — every resident who joins raises the cap by 6.

3 · Fund the bank

/t deposit 200 moves your money into the town bank. Upkeep ($10/chunk/day) is drawn from there daily. If the bank can't cover it, the town falls into ruin — protected but frozen for 72 hours, during which any resident can /t reclaim it (for a fee) before it's gone for good. So keep a cushion. /t shows your balance and daily cost.

4 · Invite people

/t invite PlayerName — they type /accept. More residents = more land, shared upkeep, and someone to blame when the crops go missing.

5 · Set a spawn

/t set spawn inside your home block. Residents teleport home with /t spawn from anywhere.

Plots — dividing your town

Every claimed chunk is a plot the mayor can assign, sell, or configure. This is how towns become neighborhoods.

Selling

Give residents their own space

Mayor stands on a plot: /plot forsale 50 (any price, 0 works). A resident stands on it and runs /plot claim — now it's theirs to build on, and only theirs.

Rent & taxes

Where "rent" comes from

There's no fixed server rent — mayors set everything. /t set taxes 5 charges each resident $5 a day into the town bank. /t set plottax 2 taxes plot owners. Set them to 0 for a free-to-live town. Taxes unpaid? The resident is kicked by the system, their plots revert to the town.

Plot types

Zoning

/plot set shop, farm, embassy, arena, jail and more — each changes the rules on that plot (embassies can even be sold to outsiders). /plot perm shows exactly who can do what where you're standing.

Nations, allies, and rivals

Founding and joining a nation

A town can found a nation with /n new NationName — other towns join via invite (/n invite TownName). Nations share a bank, a capital, and a name in chat.

What nations actually get you

Allies (/n ally add) and enemies (/n enemy add), nation-wide chat, a shared identity for politics and drama. On this server war is roleplay — claims stay protected regardless. Your rivalry lives in chat, trade, and who builds the taller keep.

Town ranks

Mayors can promote residents: /t rank add PlayerName assistant gives claim/invite powers. Good for co-running a town with a friend.

Command cheat sheet

/t — your town's status, bank, and upkeep · /t here — info on the plot you're standing on

/t new <name> · /t claim · /t unclaim · /t deposit <amt> · /t withdraw <amt>

/t invite <player> · /t kick <player> · /t leave · /t spawn · /t set spawn

/plot claim · /plot forsale <price> · /plot perm · /t set taxes <amt>

/n new <name> · /n invite <town> · /n ally add <nation> · /towny map