The huntmaster's contract
Hunted Target
Three marks. One purse. The blade who takes the most life stands first, and that place keeps a favour the other two do not.
Open until 22:00, Europe/Warsaw. The places below are still in the hunt.
Contract of 14 November 2026
Wanted
Minotaur Archer
Bodies 0
Scouts count about 1,416.
Wanted
Minotaur
Bodies 0
Scouts count about 3,773.
Wanted
Cyclops
One killing blow is 260 life
Life taken 23,660
Bodies 91
Scouts count about 2,540.
One purse for the whole city
The city purse
238 gold
Never past 80,000. A purse above 50,000 is a rare night. The bar is this sum against that cap.
The three blades
The seats show the prize. The gold stays in the clerk's hand until three hunters have each landed a killing blow.
First blade
23,660 life
91 bodies
120 gold
Second blade
The seat is empty
71 gold
Third blade
The seat is empty
47 gold
First blade: half the purse, 5% more experience, and 20% more gold in loot. Second blade: three tenths, and the loot favour only. Third blade: one fifth, and the loot favour only. Coins left by the rounding stay with the first. The three gold sums are the purse, and fourth place takes nothing.
The ten names
Life is the rank. Bodies break a tie. If life and bodies are both equal, the hunter who reached that life first stays ahead. Places four through ten are written for the city to see. They are not paid.
| Place | Hunter | Life taken | Bodies | Favour if the place holds |
|---|---|---|---|---|
| 1 | Omega | 23,660 | 91 | 5% experience and 20% loot gold |
How to win this board
Read this before you choose a spawn. The rank is not the number of corpses. The purse is not a pile of bodies. Both are weighed from life, and the life of one creature is written in full when you land the killing blow.
1. The only number that climbs the rank
Your life is the sum of the full life of every marked creature you finished. A rotworm writes 65. A behemoth writes 4,000. One behemoth stands above sixty-one rotworms, because 61 times 65 is 3,965, and 4,000 is more.
Your bodies are only the count of those killing blows. They do not climb the rank while someone else has more life. They matter in two thin ways: they break a tie, and they add a little dust to the city purse.
- More life stands higher.
- Equal life: more bodies stand higher.
- Equal life and equal bodies: the hunter who reached that life first stays ahead.
2. What one killing blow is worth
The board writes the creature's full life, not the wounds you dealt on the way. Chip it down with a party, and the last hit still takes the whole life. A summoned creature writes nothing. A creature that is not one of the three marks writes nothing. The staff do not sign the board.
These are the lives of creatures in this world. A blow is worth that number only when that creature is nailed to today's contract.
| Creature | Life of one blow | Rotworms one still beats |
|---|---|---|
| Demon | 8,200 | 126 |
| Behemoth | 4,000 | 61 |
| Warlock | 3,200 | 49 |
| Hydra | 2,250 | 34 |
| Hero | 1,400 | 21 |
| Dragon | 1,000 | 15 |
| Banshee | 1,000 | 15 |
| Vampire | 450 | 6 |
| Cyclops | 260 | 3 |
| Rotworm | 65 | the measure itself |
Four rotworms are 260 life, the same as one cyclops. Life is then a tie, so the four bodies stand above the single cyclops. Hunt the mark with the heavier life. A fast field of weak marks fills the body column and barely moves the rank.
3. How the city purse is counted
Every hunter's life is added into one city life. Every hunter's bodies are added into one city count. The clerk then does two sums, both rounded down, and adds them.
Life gold = 76,000 × city life / (city life + 8,000,000)
Body dust = 4,000 × city bodies / (city bodies + 25,000)
Purse = life gold + body dust, and never past 80,000
If that sum is 1, 2, 3 or 4 gold, the clerk writes 5, so three hunters can each take a coin. Zero stays zero. A single rotworm is still zero. The dust is the small term. At a thousand bodies it is 153 gold. At three thousand bodies it is still only a few hundred. The life term is the purse.
| City life | Bodies | Life gold | Dust | Purse |
|---|---|---|---|---|
| 4,000 | 1 | 37 | 0 | 37 |
| 65,000 | 1,000 | 612 | 153 | 765 |
| 206,245 | 3,173 | 1,910 | 450 | 2,360 |
| 231,245 | 3,186 | 2,135 | 452 | 2,587 |
| 1,000,000 | 1,000 | 8,444 | 153 | 8,597 |
| 4,000,000 | 1,000 | 25,333 | 153 | 25,486 |
| 8,000,000 | 4,000 | 38,000 | 551 | 38,551 |
| 20,000,000 | 8,000 | 54,285 | 969 | 55,254 |
Read the third row as a plan, not a prize. Two hundred thousand life is a long file of rotworms, about three thousand bodies, and the purse is still near two and a half thousand gold. Twenty million life, the last row, is the sort of night that passes 50,000. The cap of 80,000 is the ceiling of the sum. It is not a purse the city is expected to fill.
This contract, weighed the same way: 23,660 life gives 224 life gold, and 91 bodies give 14 dust. Together that is 238 gold.
4. How the three shares are cut
Second blade takes 30% of the purse, rounded down. Third blade takes 20%, rounded down. First blade takes whatever is left, which is the half plus any coins the rounding dropped. On a purse of 2,587 the shares are 1,294, 776 and 517. They add back to 2,587. They never add past 80,000, because the purse itself never does.
The gold is one purse, not three. It is paid into the bank, including when the hunter is offline. Fewer than three hunters, each with a killing blow of their own, and the clerk shuts it. A thousand hunters may sign. There is no ceiling. Only the first three are paid.
5. The favours, and who does not get them
When the contract closes and the purse is paid, two favours go out. They last until 22:00 on the next day, Europe/Warsaw, through the next hunt and not beyond it.
- The first blade draws 5% more experience, and finds 20% more gold in loot.
- The second and third blades find 20% more gold in loot. They do not draw the experience.
- Fourth place and below take neither gold nor favour.
A second win does not make the experience 10%, and it does not make the loot 40%. The same favour simply runs until the new hour. A pile of loot under five gold coins is too small for the fifth to become a coin. The favour is the hunter's own. It is not given to the party, and it is not given to the whole city.
6. A plan for the four hours
- Read the three marks. Take the one whose one blow is the heaviest life you can finish.
- Land the killing blow yourself. A friend's last hit writes the life on their name.
- Do not farm the weakest mark for a long body count. Sixty-one of them still sit under one strong blow.
- Watch the city life if you want the purse to grow. Your own life is what takes the place.
- Keep two other hunters on the board. Without three names, the clerk returns the gold.
- Hold first place until 22:00 if you want the experience. Second and third still leave with a heavier purse of loot, and with their share of the bank.
The window is 18:00 to 22:00, Europe/Warsaw. The three marks are drawn once that day. The red omen may name one of them. It does not have to. Scouts tell you the field is busy. They are not the rank, and they are not the purse. A restart does not draw the marks again and does not wipe the tally. The purse is weighed again from the life taken. A night the city misses entirely pays nothing.
The chronicle
| Contract | Marks | Purse | Board |
|---|---|---|---|
| 13 November 2026 | Ancient Scarab, Fire Elemental, Rotworm | Shut | The purse stayed shut |
| 12 November 2026 | Demon Skeleton, Rotworm, Larva | Shut | The purse stayed shut |
| 11 November 2026 | Rotworm, Dragon Lord, Vampire | Shut | The purse stayed shut |
| 10 November 2026 | Sibang, Ancient Scarab, Lizard Templar | Shut | The purse stayed shut |
| 9 November 2026 | Larva, Rotworm, Minotaur | Shut | The purse stayed shut |
| 8 November 2026 | Behemoth, Rotworm, Banshee | 79,534 gold |
Paid into the bank Aaxxem, Makalu, Mauna Loa |
