Origins
Nomad
Live through temporary wilderness camps, a 10-day migration cycle, local gathering, herds, a managed pack mule and optional travelling Bands.
- Playstyle
- Mobile / Wilderness
- Lives in
- Temporary camp
- Main progression
- 10-day migration cycle
- Can found Towns
- No
- Can join Towns
- No permanent Towny residence
- Key command
/nomad info
Getting Started
Start here, then use the detailed reference below when you need exact rules or edge cases.
Select Nomad and travel into eligible wilderness.
Use the campfire-based camp system to establish your temporary one-chunk protected camp.
Gather local biome resources, manage one herd and maintain your pack mule while the camp is active.
Use /nomad info. You may move early, but an expired camp becomes dormant until packed and relocated.
Pack the camp safely. After expiry, the next valid camp must be at least 800 blocks away; Band camps travel together under adjacency rules.
Restrictions
- Nomad is temporary wilderness life, not a permanent Towny residence or persistent Freeholder estate.
- The ordinary camp is a temporary managed claim centred on its registered campfire; packing removes the managed campfire/claim, not the player’s whole build.
- The current camp duration is 10 real-time days. Once expired, gathering and normal camp-home use are disabled until relocation.
- After an expired camp is packed, the next valid camp must be at least 800 blocks from the previous camp location.
- Band membership does not automatically grant access to another member’s personal claim; trust is explicit.
- Permanent Nomad abandonment requires the camp to be packed and the player to leave any active Band first.
Overview
The Nomad Origin represents mobile communities that live outside permanent Town settlement. Nomads establish temporary protected camps, migrate on a real-time cycle, manage herds and local gathering, use personal pack mules, and can combine adjacent camps into Bands without giving up individual ownership.
Nomad is deliberately different from Freeholder and Towny life:
- a Freeholder owns a small persistent estate;
- a Town resident lives inside a permanent political settlement; and
- a Nomad raises a temporary camp that is expected to move.
The current core loop is:
Raise camp -> gather/manage herd -> travel/use pack mule -> cooperate through a Band -> pack camp -> relocate when the migration cycle ends -> raise the next camp.
Raising a Nomad Camp
A Nomad establishes their camp through the campfire-based camp system in eligible wilderness.
The camp creates a temporary protected claim around the camp's chunk. The claim is tied to the individual Nomad rather than creating a Town.
The system validates protection before fully committing the camp. If the region cannot be created safely, it avoids consuming/committing the camp into a broken state.
A successfully raised camp starts or joins the relevant migration cycle and provides access to Nomad gathering, herd management and camp utilities.
The ordinary Nomad camp is distinct from a Faith Sacred Camp. The latter belongs to the Itinerant Faith system.
The 10-Day Migration Cycle
Current camp duration: 10 real-time days.
During the active period, the camp can be used normally. The Nomad does not have to wait until the tenth day to move: an active camp may be packed earlier if the player wants to travel.
When the cycle expires, the camp becomes dormant/expired. Gathering and normal camp-home functionality are disabled until the camp is packed and successfully relocated.
After expiry, the next valid camp must be raised at least 800 blocks away from the previous camp location under the normal relocation rules.
Current relocation requirement: 800+ blocks
The purpose of this system is to make Nomad mobility meaningful rather than allowing a player to choose Nomad and then permanently remain in one protected chunk forever.
The distance rule applies after an expired camp has been packed. Your next registered camp must be outside the 800-block relocation radius.
Packing a Camp
The campfire is the centre of the Nomad claim.
Sneak-right-clicking the player's own valid campfire packs the managed camp. The camp claim and registered campfire are removed from the old site and the player receives the packed-camp state/item used to establish the next camp.
Packing does NOT scoop up the player's whole build.
Chests, roads, decorative blocks, farms, buildings and other ordinary blocks placed around the old camp remain physically where the player built them. The Nomad system only manages its registered campfire and temporary claim.
This means players must actually decide what they take with them when migrating.
The registered campfire is protected from ordinary breaking because packing is the safe state-transition path.
Dormant Camp Cleanup
An expired camp enters a dormant period rather than being immediately deleted.
Current dormant cleanup period: 30 days
This provides time for an inactive Nomad to return, pack the old camp and continue migrating. After the retention period, the system can clean up stale managed camp state rather than leaving abandoned temporary claims forever.
Cleanup is protection-aware: it attempts to remove the managed region safely before deleting authoritative camp data.
Camp Home
An active raised camp can be used as a return point with:
/nomad home
Current cooldown: 1 hour
The command only works while the camp is actively raised. It is disabled when the camp has expired and requires relocation.
Before teleporting, the system confirms that the registered campfire still exists and that the arrival space is safe. If the campfire has disappeared or the location is obstructed, the teleport is refused rather than placing the player into a broken location.
If the registered campfire is missing unexpectedly, /nomad recover is the normal recovery path.
Gathering
Right-clicking the active Nomad campfire opens the gathering/herd interface.
Local gathering has its own cooldown:
Current gathering cooldown: 4 hours
The resources obtained depend on the biome around the active camp. The system groups Minecraft biomes into gathering profiles.
Current gathering profiles and rewards are:
Mountain
- 16 Cobblestone
- 8 Coal
- 2 Raw Iron
Plains / Meadow
- 16 Wheat
- 8 Raw Beef
- 4 Leather
Forest
- 16 Oak Logs
- 12 Sticks
- 4 Sweet Berries
Taiga
- 16 Spruce Logs
- 8 Sweet Berries
- 3 Rabbit Hide
Savanna
- 16 Acacia Logs
- 8 Wheat
- 4 Leather
Cherry
- 16 Cherry Logs
- 12 Pink Petals
Jungle
- 16 Jungle Logs
- 8 Cocoa Beans
- 8 Melon Slices
Desert
- 24 Sand
- 8 Cactus
- 3 Gold Nuggets
Badlands
- 16 Red Sand
- 12 Terracotta
- 4 Gold Nuggets
Swamp
- 12 Clay Balls
- 8 Oak Logs
- 4 Slime Balls
Mangrove
- 12 Clay Balls
- 12 Mangrove Logs
- 4 Slime Balls
Coast / Ocean / River / Beach
- 8 Cod
- 16 Kelp
- 8 Clay Balls
Snow / Frozen / Ice / Grove
- 16 Snowballs
- 12 Spruce Logs
- 4 Rabbit Hide
Mushroom
- 12 Red Mushrooms
- 12 Brown Mushrooms
Wilds / Other
- 8 Oak Logs
- 12 Wheat Seeds
- 12 Sticks
Gathering is disabled while the camp is dormant. The system is therefore linked to actual migration rather than becoming a permanent remote resource button.
Herds
An active Nomad camp can maintain one herd type.
Current herd options:
- Cattle
- Sheep
- Chickens
- Pigs
- Goats
The first selected herd begins with 4 animals in its abstract population.
Current maximum population: 20
Changing species does NOT reset the population or activity cooldowns. This prevents a player from repeatedly switching animals to bypass herd progression or harvesting restrictions.
Growing a Herd
A herd can be grown through the camp interface.
| Current growth cost | £500 |
|---|---|
| Current growth cooldown | 2 hours |
| Growth amount | +4 population, up to the 20-head maximum |
Growth is disabled at a dormant camp.
The cost is an economic sink representing the resources required to expand and sustain the herd rather than a direct money generator.
Culling a Herd
The Nomad can cull either 20% or 50% of the current herd through the camp interface.
Current cull cooldown: 2 hours
The calculation rounds the culled amount appropriately and protects the herd from being reduced below its minimum continuing population. Very small herds cannot simply be deleted for repeated resources.
Cull yields depend on herd species. The implemented output families are:
| Cattle | beef, leather and bones |
|---|---|
| Sheep | mutton, wool and bones |
| Chickens | chicken, feathers, eggs and bones |
| Pigs | pork and bones |
| Goats | mutton, leather and bones, with goat-horn output for sufficiently large culls |
Herd management is a persistent camp activity rather than spawning a large physical mob farm inside every Nomad claim.
Pack Mule
Nomads have a personal managed pack mule system for migration and storage.
A pack mule is granted as part of successfully establishing the relevant Nomad camp state. Its ordinary Minecraft chest inventory is authoritative while the mule is physically present.
The mule has a feed meter:
| Maximum feed | 100% |
|---|---|
| Wheat restores | 25% |
| Drain | 1% per minute |
Right-clicking the managed mule with wheat feeds it.
When feed reaches 0, the managed mule becomes immobile until fed. This gives the mount a travel-maintenance role without requiring a separate custom inventory economy.
Packing the Mule
A Nomad can pack the managed mule for travel using:
/nomad mule pickup
The packed-mule state safely preserves its stored cargo. A packed mule can later be restored through its owner-bound packed mule item.
The system contains anti-duplication tokens. Copying an old packed-mule item does not create multiple valid versions of the same stored mule.
If the valid packed mule item is lost, the owner can use:
/nomad mule recover
to issue a replacement and invalidate older copies.
This recovery system is intended to protect storage without making duplicated spawn eggs an item exploit.
Nomad Bands
Bands allow nearby Nomads to form a mobile community while retaining individual camp ownership.
Bands are built from adjacent individual camps rather than merging everyone into one Town-like claim.
A Band records:
- its name;
- members;
- leaders;
- shared migration-cycle information; and
- the outer perimeter of the currently adjacent group of camps.
The border system can display the union of Band camps without drawing internal seams between every member's adjacent claim.
Forming and Joining Bands
Band relationships require eligible adjacent Nomad camps and player consent. The Band command includes request, accept and deny flows rather than automatically merging any two neighbouring camps.
Use:
/band info/band requestsand the relevant accept/deny controls to manage invitations or formation requests.
Band leaders can appoint or demote additional leaders and rename the Band.
Band Trust and Property
Band membership does NOT automatically grant every member build or storage access to every camp.
Individual camp ownership remains meaningful.
Each owner can explicitly trust another member to their own camp with:
/band trust [player]
and remove that access with:
/band untrust [player]
or clear their trust list where appropriate.
The trusted player must belong to the same Band. Trust applies to the owner's claim rather than silently becoming global Band ownership.
This is important because a Band is a travelling community, not a single shared inventory/plot collective by default.
Band Migration Cycles
Members of an active Band share the Band's camp-cycle timing.
When a new eligible member joins during an active cycle, the camp cycle is synchronised rather than giving that member an unrelated private expiry date.
After the Band's cycle expires, the group is NOT dependent on one old designated leader logging in before anyone can move.
The first eligible Band member who successfully establishes the new encampment starts the next 10-day Band cycle. Other members can then establish their camps in the new encampment under the Band adjacency rules.
The new cycle is only committed after camp establishment succeeds. A failed claim/protection attempt does not start the clock on a camp that was never actually created.
This prevents an inactive former cycle leader or failed placement from soft-locking the whole group.
Leaving a Band
Band departure is designed to cleanly separate claim relationships.
A Nomad generally needs to pack their camp before leaving the Band. Trust relationships and shared perimeter state are reconciled during departure.
If membership falls too low for a meaningful Band, the Band can dissolve and remaining individual Nomads return to independent camp state.
A player cannot permanently abandon their Nomad camp while still belonging to a Band; they must leave the Band first.
Itinerant Faiths
Nomads can participate in the shared Faith system without requiring a permanent Town church.
An eligible Nomad may found an Itinerant Faith and serve it as a Waykeeper. The Faith uses one movable Sacred Camp as its physical religious centre.
The Sacred Camp supports followers, altar-based rites, services and Faith history while remaining mobile.
This is separate from the ordinary Nomad camp: one is the player's day-to-day settlement claim, while the Sacred Camp represents the itinerant Faith's religious institution.
See the Clergy/Faith wiki page for doctrine, conversion, rites, religious politics and Sacred Order mechanics.
Recovery Tools
Use:
/nomad recover
if the managed campfire or a camp transaction becomes inconsistent. The recovery flow attempts to restore the valid managed state instead of encouraging players to manually break/recreate protected camp blocks.
Use:
/nomad mule recover
when the mule is packed but the valid packed-mule item has been lost.
These recovery commands are player-facing safeguards, not progression mechanics.
Permanently Abandoning Nomad Life
A Nomad can permanently clear their camp state only after the camp is packed.
Use:
/nomad abandon
The command requires confirmation within 15 seconds.
The player must also leave any active Band first.
Abandonment clears the managed camp state, migration data, herd state and Nomad-specific camp safeguards. If a managed mule is physically present, it is left behind as an ordinary tamed vanilla mule rather than simply being deleted; it is no longer maintained by the Nomad system.
Changing or Resetting the Nomad Origin
A player cannot change away from the Nomad Origin while persistent Nomad responsibilities are still active.
The player must first:
- pack and leave their Band; and
- permanently clear their remaining managed camp state with the proper abandonment flow.
This prevents Band memberships and temporary camp claims from being left behind.
Important Commands
/nomadGeneral Nomad command/help.
/nomad infoView camp state, cycle, location, Band and herd.
/nomad homeReturn to an active camp; 1-hour cooldown.
/nomad muleView pack-mule state.
/nomad mule pickupPack the managed mule for travel.
/nomad mule recoverReplace a lost valid packed-mule item.
/nomad recoverRepair/recover managed camp state.
/nomad abandonPermanently clear a packed independent camp.
/band infoView Band information.
/band requestsView Band requests.
/band accept|deny ...Respond to Band requests.
/band appoint|demote ...Manage Band leadership.
/band trust [player]Grant a Band member access to your own claim.
/band untrust [player]Revoke that access.
/band trustedView trusted members.
/band name ...Rename the Band where authorised.
/band wallRebuild/refresh Band perimeter where authorised.
/band leaveLeave the Band through the safe departure flow.
