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AOSO WANTED
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Harm the realm's people and you're WANTED: scouts, mounted knights, war airships and a Giant Knight hunt you until you escape.
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# AOSO: Wanted
**The realm keeps account of what you do to its people.**
Strike a villager, kill one, cut down the realm's knights or guards, or seize a village (break its bell, or kill its folk and its golem), and you become **WANTED**. Your wanted level shows on screen with bars beside it.
## The three bars
- **One bar:** your first crime. The realm sends scouting parties after you.
- **Two bars:** you're a great outlaw (around eight killings). Companies of mounted knights ride out with their captain.
- **Three bars:** you're wanted across the worlds (around twenty killings). Greater hosts come after you, and the hunt follows you into the Nether and the End.
## The Giant Knight
At three bars the realm sends its Giant Knight: twice a man's height in plate armour, with 200 health, a mace and a great shield. He charges, leaps and smashes the ground, and blows his horn to call knights to his side.
## War airships
With **AOSO: Vessels** installed, war airships join the hunt at three bars. Each has a captain at the helm and archers at her guns and rails. Her guns fall silent as their gunners fall, and when her captain falls she withdraws.
## Escaping
Every party tracks you to where you were last seen, and follows rumours of where you went. To get away, stay out of sight of the hunters **and** of the realm's folk:
- **1 bar:** 1 real minute
- **2 bars:** 3 minutes
- **3 bars:** 8 minutes
Crouching and darkness help you hide. If you die, your record is wiped clean.
## Works with
Runs on its own. It also works with these mods when they're installed:
- **AOSO**, **AOSO: Seas and Roads** and **AOSO: Vessels**: their townsfolk, sailors and merchants count as the realm's people, and their scouts join the law.
- **Guard Villagers**: its guards count as the realm's law.
All of it is new and original: the hunters, their skins and their ways.
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