The Chancery

The Chancery posts daily writs, weekly commissions and monthly faction mandates, and pays them out of a fund with a hard ceiling of 2,000,000 coins.

Three tiers of order

The Chancery is the state's work office. It posts orders in three tiers and all three run at the same time: daily writs that reset every night, weekly commissions you commit to, and monthly mandates that a whole faction works on together. There is no building to find and no clerk to talk to. You open it with /writs.

TierPeriodOffered to youWhat you commit toWhose progress
WritOne day3Nothing; all three are live from the moment they are drawnYours alone
CommissionOne week4Up to 2, and the choice is final for that weekYours alone
MandateOne calendar month2 per factionNothing; you contribute when you feel like itShared across the faction, settled proportionally at month end

Every period runs on UTC rather than on local time. That is deliberate: daylight saving would otherwise make one day 23 hours long and another 25, and a system built on calendar days cannot afford that. /writs answers to the aliases /writ, /quest and /quests, carries eleven verbs and needs no permission. Typing it bare opens the hub screen; /writs explain opens the in-game explainer and works even on a server where the rest of the system is switched off.

The daily board

Three writs are drawn for you each day from six desks, each desk covering a different kind of work. Draws are weighted, and a desk whose affinity matches a job you hold is weighted 1.6 times heavier, so a miner sees mining work more often than a banker does. A desk whose subsystem is switched off on the server contributes nothing to your draw at all, which is why two players can open the board and see different pools.

Targets are frozen at the moment the writ is drawn. If you rank up, change jobs or move zone halfway through the day, the bar on the card does not move under you. The same frozen row is what the card displays and what the completion check reads, so the two cannot disagree.

RuleValueWhat it means at the board
Writs offered per day3All three are active. There is nothing to accept
Free reroll1 per dayReplaces one daily writ with another from the eligible pool
Paid rerolls500 coins, then 1.75 times the previous costThe second reroll of the day costs 500, the third 875, the fourth 1,531
Repeat cooldown6 daysA writ you were offered will not come back around for six days
Cooldown memory40 idsThe ring remembers your last forty offers, oldest evicted first
Progress messagesOne per 3 secondsA throttle, so a mining session does not become a wall of chat

Rerolling is a daily-tier action only. Commissions and mandates cannot be rerolled, and the buttons on those cards say so rather than offering a click that would be refused.

At midnight UTC the board is redrawn. A writ you finished but never claimed is not lost: it becomes a pending claim and is paid to you on your next join. A writ you did not finish lapses, and the lapse is written into your history with the reason.

Weekly commissions

Four commissions are offered each week and you may take two. Taking one is the only irreversible choice in the whole system: a commission is yours for the rest of the week, it cannot be swapped, rerolled or handed back, and the two slots do not refill when you finish one. The screen therefore does not put a confirm button under your mouse. It closes the window and hands you a command whose visible text is the command itself, so a misclick costs nothing and the same confirmation works on Bedrock, where there is no hover text to read.

Commissions are bigger than writs by design. They run against the same measurable goals, but with heavier targets and a week to reach them, and they draw from four branches rather than six desks. The repeat cooldown at this tier is three weeks, so a commission you have just worked will not be offered back to you the following Monday.

An offer you never take is simply gone at the weekly rollover. There is no penalty for taking neither, and no bonus for taking one rather than two; the second slot is capacity, not a commitment.

Monthly mandates and the split

Two mandates are posted per faction per calendar month, and everybody in the faction pushes the same bar. The target scales with how many members the faction has, but sub-linearly: the exponent is 0.75 and the scaling is capped at 6.0, so a faction of twelve finds a mandate harder than a faction of three without finding it four times harder. Large factions are not punished for their size and small ones cannot farm the tier by staying small.

When the month ends the reward pool is split among the members who contributed, in proportion to what each of them contributed. Three rules shape that split, and all three exist because a shared pot with no rules is an invitation to a second account.

RuleValueEffect on your cut
Participation floor2% of the bar, minimum 1 unitBelow the floor you earn no share. The work still counts toward the faction's bar
Contribution days3 distinct calendar daysOne heroic evening earns nothing. The days are counted in the Chancery's own UTC calendar
Share ceiling60% of the member poolNo single account takes more, however much of the work it did
Excess and remainderTo the faction treasuryAnything above the ceiling, plus the rounding remainder, is withheld rather than redistributed
Contributor ledger64 entriesThe ledger tracks up to sixty-four contributors per mandate

The ceiling has a consequence worth knowing before month end: a player who finishes a mandate on their own takes 60% of the pool and their own treasury takes the other 40%. The excess is deliberately not shared out among the other contributors, because handing it to whoever is second in the ledger is exactly what an alt ring wants.

Work done on fewer than three days is not thrown away. It still moves the faction bar, and the settlement message tells you plainly that it earned no cut, rather than leaving you to work out why nothing arrived. The monthly tab is also shown to players with no faction, because a tab that renders empty reads as a broken feature rather than as an answer.

What counts, and what quietly does not

There are 58 measurable goal types behind the 66 orders in the catalogue, split 32 daily, 22 weekly and 12 monthly. Every one of those types is wired to a real capture point in the code: 44 feed methods, each sitting at the exact line where the thing it measures is finally committed, and a build check refuses to compile a goal type whose feed nobody calls. Twenty candidate goals were cut during development for the opposite reason, because nothing in the server observes them; three of those were later restored once a genuine capture point was found. That is the rule the system is built on: an order with no way to progress is worse than no order, because you watch the bar not move.

Where a goal is fed matters as much as whether it is fed. The capture point is chosen past every refusal and every anti-exploit gate, so a throttled action still counts once (it earned less, it did not fail to happen) and a refused one counts nothing.

SituationWhat the Chancery records
Buying your own market listingNothing. Buyer and seller are compared twice, and a sale only ever counts once, on the seller
Paying yourselfNothing. The counterparty is carried into the feed, and the transfer refuses self-payment anyway
Claiming a bountyCounts only past all four of the bounty system's anti-collusion gates: account age, protected relations, the per-pair reclaim cooldown and the contributor rule
A Village Farmer harvesting your fieldsNothing. Only a harvest you caused counts, and it reports the yield that actually hit the ground
Repaying a loanThe principal only. Paying interest on a loan you keep open earns nothing, and a defaulted loan does not count as closed
A one-person company paying its founderNothing. The owner's own residual draw is not payroll
Asking to assay 8 bars while holding 33. The feed counts what was taken from you, not what you asked for
Buying bullion at the deskA commodity trade, never an assay. Nothing was stamped out of your own metal
Forging at quality 80The capped quality the item actually carries, so the card and the item in your hand agree
Re-logging a codex entry you already haveNothing. The codex's own de-duplication is also the writ's anti-farm rule
Sealing a rift in a groupCounts for every participant and damage dealer, by account, so a member who logged off still advances
A single enormous eventProgress is capped at the target. A bar cannot overshoot, and no single event can carry a writ further than its own goal

Job-action goals are written against the job system's own action vocabulary rather than against the free-form identifier a block break happens to carry, so a goal that says "break 64 ore" cannot quietly start counting stone.

Seals, standing and what a claim pays

A finished order pays a bundle, and the bundle can carry four different things: Chancery Seals, coins, goods and job experience. Seals are the currency of the Chancery and are not money anywhere else. They carry no price on either valuation oracle, they do not appear in /baltop, net worth or any wealth ranking, and nothing in the plugin will buy or sell them. A boot check asserts that at every start, in both directions, because a seal that ever acquired a price would become an untaxed parallel currency overnight.

You spend seals at the Chancery exchange. It holds a set of staple lines plus a rotating selection that changes each week, priced in seals only, up to 250 seals for the most expensive line. Goods go straight into your inventory, and anything that does not fit drops at your feet rather than being destroyed.

Lifetime seals, not your current balance, drive a persistent standing rank. Spending never costs you rank.

RankEarned from
PetitionerThe starting rank, before any lifetime seals are banked
ClerkThe first ladder step
RegistrarMid ladder
Chancellor's HandUpper ladder
KeeperThe top rank

The coin part of a reward is not paid out of thin air. It is reserved from the Writ Fund before the claim commits, and the reservation is all or nothing. If the fund cannot cover the whole coin part, you receive no coins at all and the entire coin part is converted into seals instead, at the fund's conversion rate. That verdict is on the card before you click, read from the same code path that pays, so the card cannot promise something the payment will not do. If a reward names an item the server cannot build, that leg pays one consolation seal and the claim still completes.

The Writ Fund

Every coin the Chancery pays comes out of one pot, the Writ Fund, and that pot is filled two ways. The first is an escrow: 5% of every coin destroyed through the server's two burn routes is parked in the fund instead of being destroyed. The second is a match: when a player is paid through a routed payout, a matching 10% of what actually landed in their hands is created and parked in the fund. The player's own amount is untouched, and the match is calculated on the net after faction tax, so the fund never grows with the tax rate.

LegDirectionRateDetail
Burn escrowIn5%Diverted from coins that were going to be destroyed anyway. Above the ceiling the slice burns normally
Payout matchIn10%New money, created and metered at the moment of creation. Calculated on what you received, never taken from it
Treasury grant matchIn10%The same match on a grant made to a faction treasury
ClaimsOutWhole rewardReserved, committed, then paid. A crash mid-claim loses coins rather than duplicating them
DecayOut3% per dayWhatever sits unclaimed is destroyed and booked as a real burn, back into the sink
CeilingBoth2,000,000 coinsAt the ceiling the match creates nothing at all, not even briefly

The ceiling is the safety property rather than the rate. Because the match takes only what fits underneath it and mints only what it takes, the most new money this feature can ever add to the world is 2,000,000 coins, roughly 3.4% of the last logged money supply, and after that only as fast as players claim it out and decay burns it back. Transfers between players are deliberately never matched: matching a transfer would let two accounts pay each other back and forth and mint on every leg, with each individual payment looking legitimate.

What this means at the board is simple. Coin rewards get more generous when the server is busy, because a busy server pays out more, and they thin out when the fund runs low, which is when the card starts telling you the reward will arrive as seals. Money nobody claims does not sit there forever; it drains at 3% a day.

The nine screens, and handing an order in

The Chancery is nine screens built from one view model, which is why the Java menu and the Bedrock form always say the same thing.

ScreenWhat it is for
HubThe way in, plus the fund header: the live match rate, the live balance and whether the fund is refilling
DailyToday's three writs, with claim and reroll
Weekly offersThe four commissions on offer, and the commit action
Weekly activeThe one or two you took, with their bars
MandateYour faction's two monthly orders and the shared bar
Mandate ledgerWho has contributed what this month
ExchangeThe seal shop, staples plus this week's rotation
HistoryYour last 30 outcomes, each with what happened and why
HelpThe written explainer, including the fund, streaks and standing, and rerolls

Every order card answers six questions in the same order: what the goal is, how to move it, where to do it, how much is done, what you get, and when it ends. On Bedrock all six are folded into the button label, since there is nothing to hover over.

Handing in is two halves. Progress is automatic: you do the work anywhere in the world, and the capture point books it, whether the menu is open or not. The payout is not automatic. You have to claim, and until you do the reward is not yours. A finished order left unclaimed is still safe, because the period rollover turns it into a pending claim which is delivered on your next join. Up to 20 pending claims are queued at a time.

No window in the Chancery holds a real item. Every cell is a display icon, clicks are cancelled before anything is worked out, and drags are blocked, so nothing can be pulled out of a screen and nothing can be lost in one. Irreversible actions do not use a confirm button either: the window closes and you get a suggested command, clickable on Java and typeable on Bedrock.

Three items belong to the system and none of them stores anything. The Chancery Ledger opens the screens on right-click. The Chancery Stamp reports how long the current period has left, and opens the screens when you sneak and right-click. The Chancery Seal is a receipt and does nothing at all, deliberately including not blocking the chest you are trying to open. Your progress lives in the server's own files, never on an item, so dying halfway through a writ costs you nothing.

Limits worth knowing

Some of this is open, and it is better said here than discovered at a card.

  • The daily completion bonus and the streak are advertised and unpaid. The interface names a bonus for finishing all three daily writs, and a per-day streak bonus with a cap. Neither is currently paid by any code path. Paying them is an economy decision on a server that already runs hot on new money, so the promise stands unfulfilled until it is either paid or removed.
  • The mandate ring is bounded, not closed. Three distinct contribution days and a 60% share ceiling make a second account do a month of real work rather than an evening of it, but a determined player with two accounts in one faction still comes out ahead. There is no alt detection behind it, and there is no pretending otherwise.
  • Bedrock pagination. A Chancery screen with more than one page will tell a Bedrock player that further pages exist and give them no way to reach one. Java is unaffected. It is a known gap in the form renderer.
  • Idle records are pruned. A player record untouched for 180 days is removed, seals and standing included.
  • Nothing here has been proven on the live server. The Chancery and every later change to it ship marked code-written and not server-verified. The build passes its checks and the arithmetic is asserted at every boot, which is not the same as having run for a month with a hundred players.

The honest summary of the economics: the fund's match raises the amount of new money on a server whose faucet-to-sink ratio was last measured at 3.18. The 2,000,000 ceiling is what makes that bounded instead of open-ended, and the 3% daily decay claws back everything nobody earns.