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Bounties
August 16, 2026 at 04:29 PM
Updated rewards to the inflated economy, added the Fortress Writ, and expanded board locations
A bounty is a contract that pays Silver in exchange for trophy items. Bounties are the most reliable way for a new player to earn currency without a settled economy behind them, and they are the mechanism that drives the religious victory path. They are taken from the bounty button on the interface or from a bounty board inside a Town Keep.
Since the MS 68 build, bounty boards also appear at Fortress Keeps and Large Camps, although the PvE hunting contracts are only offered at Towns. A board starts with around eighteen contracts and slowly replenishes a mix of difficulties.
A player holds a limited pool of available bounties at any time, and that pool refills gradually rather than all at once, so bounty income is paced rather than farmable in bulk.
Accept a contract from the bounty interface or a bounty board.
Complete the objective, which is usually killing a specific creature or enemy player and recovering the trophy it drops.
Return to a town and hand the trophy in for the Silver reward.

Trophies are ordinary inventory items until they are handed in, which means they can be lost on death or taken from a body. Carrying a full set of high-value trophies through contested ground is a real risk, and a run that ends badly loses the payout as well as the gear.
The contracts below are the ones present in the current build. Rewards are given as ranges because most contracts scale with the number of trophies handed in. The figures reflect the MS 68 economy, which inflated all Silver values tenfold to give the currency more granularity.
Bounty | Objective | Difficulty | Requirement | Reward (Silver) |
|---|---|---|---|---|
Boar Hunt | Hunt aggressive Boars roaming the wilds | Very Easy | 1 to 3 Boar Tusk | 80 to 240 |
Deer Hunt | Hunt Deer wandering the wilds | Very Easy | 1 to 3 Deer Antler | 80 to 240 |
Wolf Hunt | Hunt Wolves preying on travellers | Easy | 1 to 3 Wolf Tooth | 120 to 360 |
Reaver Camps | Locate Reaver camps and kill the Highwaymen | Medium | 2 to 4 Highwayman Cloak | 300 to 600 |
Bat Hunt | Hunt Bats roosting in the Underworld | Medium | 3 Bat Wing | 400 |
Dire Raven Hunt | Hunt Dire Ravens circling above deadwood trees | Medium | 2 Dire Raven Wing | 400 |
Bear Hunt | Hunt Bears terrorizing the wilds | Hard | 1 to 3 Bear Claw | 200 to 600 |
Reaver Forts | Locate Reaver forts and kill the garrisoned Bandits | Hard | 1 to 4 Bandit Mark | 250 to 1,000 |
Death-Writ: Pagans | Kill Pagan soldiers to support the war effort | Hard | 1 Pagan Oath Ring | 200 |
Death-Writ: Ancients | Kill Ancient soldiers to support the war effort | Hard | 1 Ancient Lamen | 200 |
Death-Writ: Remnant | Kill Remnant soldiers to support the war effort | Hard | 1 Remnant Cingulum | 200 |
Fortress Writ | Capture an enemy Fortress Keep to support the war effort | Hard | 1 Fortress Charters | 750 |
Pillage Pagan Territory | Torch farms in Pagan territory and recover the valuables | Hard | 1 Pagan Valuables | 400 |
Pillage Ancient Territory | Torch farms in Ancient territory and recover the valuables | Hard | 1 Ancient Valuables | 400 |
Pillage Remnant Territory | Torch farms in Remnant territory and recover the valuables | Hard | 1 Remnant Valuables | 400 |
Religious Relics | Raid and excavate Relic Sites, which also advances the religious victory condition | Hard | 1 Religious Relics | 300 |
Stonwulfe Hunt | Hunt a Stonwulfe deep in the Underworld | Very Hard | 1 Stonwulfe Heart | 400 |
Mánadýr Hunt | Hunt an elusive creature that wanders the wilds at dusk | Elite | 1 Mánadýr Barb | 1,500 |
Difficulty runs from Very Easy through Easy, Medium, Hard and Very Hard to Elite. The tiers track how dangerous the target is rather than how long the contract takes. The Very Easy and Easy hunts are safe solo work near a settlement. The Medium and Hard tiers push a player into Reaver camps, the Underworld, or enemy territory, all of which carry a real chance of losing the run. The single Elite contract pays by far the most and targets the toughest creature in the game.
Three families of bounty are tied directly to the war rather than to hunting. The Death-Writ contracts pay for killing enemy players and recovering a faction token from the body. The Fortress Writ, added alongside the territory zone system, pays 750 Silver for capturing an enemy Fortress Keep; the bounty item drops into the captured Keep’s hold to be looted along with any Silver, and like the Death-Writs it can be handed in at Fortresses and Camps as well as Towns. The Pillage contracts send a player into enemy farmland with torches or oil flasks to burn farms and carry off the valuables inside. The Religious Relics contract is the delivery step of the religious victory path: relics excavated from Relic Sites are handed in as a bounty, and each turn-in adds to the empire's influence total.
This makes the bounty board one of the few systems that pays an individual player for doing something the whole empire needs, which is why bounty boards sit at the centre of most towns rather than at their edges.