Towns

Claiming land, growing a town, and everything your town can do once you have one.

Last updated: 2026-08-15 12:55 AM EST.

Your town

Starting one

Stand wherever you want your town and run /town new <name>, which claims your first chunk and appoints you its mayor. From there:

CommandWhat it does
/town new <name>Found a town on the spot you're standing.
/town add <player>Invite someone to join (mayor or officer).
/town join <town>Join a town that lets anyone join.
/town claimClaim the chunk you're standing in for your town.
/town spawn [town]Travel to your town, or any town that's public.
/town deposit <amount>Put money in the town bank. Claiming spends from there.
/nation new <name>Join towns together into a nation (you need a town first).

The individual prices appear on the Economy page.

How much land you get

The bigger the nation, the larger that bonus: from +1 chunk per town up to +6 for the largest nations.

A town that drops to 0 residents is displayed as <town> Ruins until somebody joins it.

Taxes

A mayor may charge every resident a daily tax, and rent on plots as well, both collected into the town bank (/town set taxes <amount>). Most towns charge nothing, but every mayor decides individually, so enquire before you join one. The town bank's other expenses appear on the Economy page.

The land around you

The wild

Outside town land, anybody may build and destroy freely. Nothing out there is protected, including anything you leave behind.

Land beside a town in a nation is the exception. Nobody outside that nation may build or break within 2 chunks of its claims.

Hostile creatures spawn out there. Town land is the only protected ground, and that is where you should establish yourself.

PvP

Out in the wild, PvP is off. Players cannot injure each other anywhere outside town land. The Nether and the End behave identically.

Inside a town the mayor decides: /town toggle pvp governs the entire town, while /plot toggle pvp governs a single plot such as an arena or a duelling yard. Either setting can only be switched once every 30 seconds, which prevents anybody disabling it during a fight.

Farm animals and pets on town land follow that plot's build permissions, so anybody unable to build there is equally unable to kill them.

Law and order

Outlaws

A town may proclaim a player an outlaw with /town outlaw add <player>. If they enter regardless, they are teleported straight back out. Outlawing somebody already standing inside your town ejects them immediately. The town receives a warning whenever one of its outlaws sets foot on its land. An outlaw who attacks somebody and is defeated on town land is jailed for 5 hours.

Jail

A mayor may imprison their own residents, or an outlaw captured inside the town, for a maximum of 72 hours. You may purchase an early release, and the price appears on the Economy page.

Running your town

Who's who

Three words appear throughout this guide, and these are their exact meanings:

Ranks, renaming and closing

Promote a resident to officer with /town rank add <player> assistant. /town rank remove <player> assistant withdraws it, and /town ranklist displays who currently holds which rank.

Renaming it. /town set name <name>, mayor only. A name containing spaces emerges joined by underscores.

Handing it over. /town set mayor <resident> appoints somebody else as mayor and reduces you to an ordinary resident.

Where visitors arrive. Stand where you want visitors to appear and run /town set spawn, mayor or officer, which fixes the destination /town spawn brings anyone to. Do not confuse it with two similar commands. /town set homeblock defines the centre the town measures itself from, and /event setspawn only positions arrivals for an event your town is hosting.

Leaving. Any resident may /town leave, but a mayor cannot: you must transfer the town first, or close it down entirely. The mayor removes somebody else with /town kick <player>.

Moving it. No command moves an entire town, so you move it gradually instead, in three stages. Claim new chunks with /town claim, which must border land you already hold, then surrender the original ones with /town unclaim. Finally, stand wherever you want the centre of the town and run /town set homeblock. Never delete the town and refound it, because you would forfeit the town and its entire bank balance.

Closing it down. /town delete dissolves your own town permanently. It requests confirmation beforehand, and no staff ticket is involved. It leaves a ruin behind for a while before the land returns to wilderness.

Nations operate identically. Rename with /nation set name <name> and hand over with /nation set king <resident>. A king removes a town with /nation kick <town>. Use /nation leave to withdraw your own town, and /nation delete to dissolve the nation entirely.

If you stop playing

What becomes of your town if you stop playing for an extended period? You have 30 days. Remaining logged out beyond that period removes you from your town. If the mayor remains absent that long, the entire town is deleted as well.

A town that does collapse into ruin keeps its land and buildings for 24 hours, after which it disappears and the land returns to wilderness. A ruin can be recovered with /town reclaim during that period, for free.

Your voice in the realm

Ravens

A raven is your town's voice to the realm, and not merely decoration. Any town may send one daily: a 24–56 word message that reaches every player online, Discord and the wiki. The sender receives 1 Silver Stag for it.

CommandWhat it does
/raven send <message>Send your town's raven, once a day (mayor or officer).

Who you are

Your sigil, your house name, your town's culture and your own religion are described on the House page, and the chat channels appear on Commands.

Back to top