A Small Minecraft-Based Worldbuilding Project

Starting to return from my break, dont expect me to be too active though

Some of these names are blantently stolen from AO and other game series lmao.

Anyways into the actual topic, I recently downloaded SKLauncher to play minecraft for free, and after a while I felt like making a world building project of my first world.
~World Map~
(for now)

~Map Key~
Light Green ~ Plains Villages or structures related to them
Dark Green ~ Misc Ruins
Gold/Orange ~ Savannah Villages or structures related to them
Yellow ~ Desert Villages or structures related to them
Light Blue ~ Snow Villages or structures related to them
Cyan ~ Taiga Villages or structures related to them
Blue ~ Sky villages or structures related to them
Black ~ Pillagers or structures related to them
Grey ~ Regions
White ~ Other

~Notes~
~For the most part villages of the same type are related to eachother, even if they’re incredibly far away.
~Even if villages are close to eachother, if they’re of different types they likely don’t trade.
~Ruined portals and other misc ruins aren’t tied to any village/faction unless stated stated otherwise.
~Misc ruins aren’t getting lore.
~Most igloos aren’t getting lore.

~Mods~

~By sp164x(?)~

~Optifine

~By CmdrMCNuggets~

~Human Era Villagers & Illagers X Fresh Animations
~Human Player Mobs
~Centaur Horse & Spider

~By xaero96~

~Xaero’s Minimap
~Xaero’s Worldmap

~By FreshLx~

~Fresh Animations

~By BlayTheNinth~

~Balm

~By almightytallestred~

~Guard Villagers~

~By y4z0n~

~Sky Villages [Forge]~

~Recent updates~

~Updated map and region maps
~added ember desert map stuff
~added rest of central riverlands map stuff

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~The Seas of Shalidor~
~It is said Arch-Mage Shalidor casted these seas into eternal winter~

The Seas of Shalidor is located near the northeastern end of the known world, a few centuries ago, this area was the location of a battle between Arch-Mage Shalidor and an Evoker whose name was lost to time. Although it is unknown who was the victor in the battle, what is known is Shalidor casted a spell that froze all of the nearby seas.

The area was rendered nigh uninhabitable for centuries, nearly everything caught in the attack was frozen solid or fell to the harsh drop in temperature after. Only in the last century or so has life even begun regrowing, with the first trees coming in within the last 125 years or so.

The only “predators” living in the region are foxes who came in from the nearby taiga that adapted to eating what little prey entered the area and the few sweetberries that made it through the snow, even then they stick to the snowy taiga, leaving the snow covered beaches and plains to the few artic hares.

On the shores off the coast however, trouble is brewing. Constructs created by Shalidor to seal away Maltheal’s Study were captured by Pillager’s seeking to recover the profane arts within. Local Allays attempted to warn the villagers of Winterhold, but were captured before they could. Left unchecked, the Pillager’s could obtain Maltheal’s profane works, and devastate Winterhold. Destroying the Pillager Outpost would route them from the area and prevent them learning Maltheal’s profane arts, but who will do it?

~Points of Interest~

~Winterhold~
~A snow covered town located upon a snow covered island~
It is said that Winterhold was built atop the grave of Arch-Mage Shalidor. Occassionally travelled by those who study Shalidor’s Frost spells in search of his insights. However, most of the town knows not the faintest idea of frost magic, merely fishermen and farmers who live day to day, attempting to survive in the harshest of conditions for one reason or another. Living in the shadow of the accursed ruins of Maltheal’s Study, especially with has been recently discovered there, has gotten the village falling into a state of paranoia.

What doesn’t help is the fact the Allays that were friends of the village have gone missing, and the constructs guarding the accursed study that made them feel like whatever is done there will stay down there have gone missing, as large boats made of Dark Oak with Ominous insignias on their sails have being operating on the cover of night. The town is waiting for a strike, and they know they can’t defend from it.
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~Maltheal’s Study~
~You can still feel the Dark Arts practiced in this forsaken study~

A study once held by the Illagers, though long abandoned after the Evoker who led the collection of Dark Arts was fell shortly after his battle with Shalidor. Little remains above surface, only recently uncovered by the melting ice. From what little work has been done with the ruin, it is thought the Evoker’s name was “Maltheal” from what little legible text was uncovered.
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~Winterhold Outpost~
~Are the wretched Pillagers preparing a strike on Winterhold?~

A recently constructed Illager Outpost, dangerously close Winterhold and Maltheal’s Study. Rumor has it they plan to retake the study and the Dark Arts contained within, whilst reducing Winterhold to an icy waste. They seem to have trapped Iron Golems and Allays within their cages.


~Wreck of Winterhold’s Pride~
~A large ship stands before you, covered in ice~

The largest ship ever made by Winterhold’s fisherman, this great ship was destroyed after a Pillager assault caused it to run aground. Fortunately, the fisherman aboard the boat got away physically intact, but the blow to Winterhold’s pride lingers to this day


~Dawnstar~
~A large village on the southern tip of it’s namesake islands~

The islands of Dawnstar have always been cold, but when Shalidor casted his grand spell it nearly froze everything there, including the peaceful village that would become Dawnstar. Fortunately though, one of his students watching the battle casted a counterspell, barely stopping the villagers from being killed, though causing his death in the process.

This man would become the namesake of the islands, and by extension Dawnstar. Dawnstar itself is mostly self-reliant, with it’s only real trading partner being Winterhold, mainly trading fish from Winterhold for wood from Dawnstar. For the most part, it rarely gets visitors and Illagers have no plans of invading it due to it being of little strategic importance to their current plans.

For now, this little island and its people is at peace. For now, they rest easy at night, knowing that they won’t be attacked, for now. Fears of what is in Maltheal’s Study exist of course, but they trust those studying Shalidor’s magic to prevent the Illagers from retaking it.


~Snowveil Port~
~Snowsqualls from the Seas of Shalidor often slam into this port town~

North of the Seas of Shalidor lies this quiet port. Most of the year it is regularly blasted by snowsqualls carried by northward winds. Due to this, it doesn’t see much trade compared to other ports, but it is quite an important stop for the few sailing through the Seas of Shalidor.

It’s questionable placement has also let to the Illagers being completely disinterested in it, as it’s simply not worth the effort of taking. It holds, practically no strategic value outside of maybe aiding efforts in the Seas of Shalidor and just is incredibly difficult to supply outside of the summer months.


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~The Ember Desert~
~Desert and Badlands, formed into one region of searing heat and scorching dunes~

Searing heat and scorching dunes. Words no description of the Ember Desert could go without. While the village safe from attacks from Illagers, it’s mostly because the villages are all located in the Great Dunes; the desert part of the Ember Desert. While valuable supply lines go through the area, it isn’t worth the effort of expending manpower to take and hold the area, when they could simply just use another river.

The Ember Valley; the badlands part of the Ember Desert is where the Illager’s real interests lie. Once having a mine deep within that they were forced to abandon after villagers armed themselves and forced them out of the region, in the centuries after, the villagers of the region have let their guard down, letting them begin to set plans to retake their mines.

To start this plan, they sunk the Sameria’s Fortune, the flagship of the navy of the dunes. While they haven’t made any grabs for power after that, the people of the sands of the Great Dunes grow worried. Proposals for an armed militia have been thrown around, but who knows what’ll happen.

~Points of Interest~

~Cal Ranus~
~A temple buried in the dunes, recently retrofitted into a fortress~

All written records of this temple were burned when the Pillagers came. What is known is that it was lost to time before they came. The only thing that proved that it existed was a hidden map found within the dunes, hidden by the inhabitents of the Great Dunes before the Pillagers burned down their archives.

Using this map, Cal Ranus was partially excavated and had its TNT carefully disarmed. After this, the people of the Great Dunes decided to retrofit it into a the fortress it is today. It’s main entrances are barred by iron doors and iron bars, with its emergency entrance being a trap door at the top, which is barred by iron bars bars not shown in images since am too lazy to update).

Within the fort is the work site of all of it’s support staff, with some ladders leading up to the entrances on the second floor. While nothing much is up there, it’s typically used as a break room by the staff and guard. On the sides of the main room are the beds and holding cells for captured Pillagers while they wait for a transport from Sameria to come to transfer them to a more permanent jail cells.

Near the front of the room are hallways leading to the other entrances and the fort armory, which the guard is only allowed in. The switches on the wall are to lock the hallway doors in the event Illagers break through. Generally the fort commander stands by the door, ready to order a lockdown if need be.

In the depths of the fortress lies the supply room, with a special guard on duty to ensure nothing is stolen (he fell down when I was making it and lived somehow so I healed him and gave him feather falling boots which arent shown the image). Only he and the fort commander are allowed in this room.





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~Sameria~
~The jewel of the Great Dunes~

The first of the two cities of the Great Dunes, it traces back its origins to directly as the Days of Crimson Sand started, as a mere outpost for rebel forces entering the Ember Valley. As the rebellion raged on, the outpost grew to a military base, then to a large town, then into the sandy city that it is today.

Sameria now is the capital of the Great Dunes, once having one of the most majestic sailing ships, the Sameria’s Fortune, a stolen Pillager ship. These shining city was well known around the lands, often using funds from goods that they taxed when they flowed through it to fund their own ventures, becoming wealthier and stronger over the centuries.

Eventually some Samerians decided to split off and form the town of Alvaris, taxing those who tried to use the other river to bypass the Samerian tax. As hated as the two towns are by merchants, they’re well respected in terms of military strength, similarly to the Sacred Way, they never slowed down the growth of their forces, using their funds to retrofit Cal Ranus into the fortress it is today.


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~Alvaris~
~The eastern entrance to the Ember Desert~

The second of the two cities of the great dunes, this town mostly exists to taxe any merchants trying to avoid the Samerian tax on goods that flow through it. As a result, this town like Sameria is rather despised by merchants, forcing a detour or a loss in net profit.

Local travelers on the other hand, adore it, as it allows them to restock before making the long and generally very difficult trek through the Ember Desert and due to the taxes providing so much income, they can afford to make prices incredibly low, enticing more tourists to the area.

Due to Alvaris being closer to Cal Ranus and more inland than Sameria, it’s much less paranoid of an attack, as the garrison over at Cal Ranus would just sail over and save them, and even then an attack would go for Sameria, letting Alvaris simply build up defenses before it occured.


~Evoker Alarak’s Mines~
~Long ago, the ancestors of the people of the Great Dunes toiled away in these mines~

These accursed mines were once subject to horrific rituals and brutal working conditions, kidnapped villagers were forced to be the subject of horrific experiments turning many into abominations (F&H type shit, you know you know), some of which led later Illagers to create the Ravager based on the horrors they created.

Those who weren’t chosen for these rituals were instead forced to work grueling hours at the mine, going until they collapsed of exhaustion or malnutrition and being forced back to work when they woke, that is, if they ever did.

The Illagers would keep a vigilant watch, and for nearly 300 years none would escape, until one faithful day when a group managed to make the area that would become the Sacred Way. From there the seeds of a rebellion that would force them out of those damned mines would be born.

While not much is known about the rebellion, known the Days of Crimson Sand (im too lazy to write about it rn lmao), what is known is that it was a mix of an attack by an army of rebel villagers who either escaped or joined to liberate the Embter Desert and a revolt by the miners coordinated by rebels who willingly went in to tell the miners when to rebel.

The mines were abandoned after that, no villager wished to return after putting down the abominations that the villagers had created. So the place was left to rot, occassionally patroled by guards to ensure no Illager returned. For the most part, the place is inhabited by cave spiders, some of which travel to the surface, though patroling guards scares them back in.

Since the sinking of the Sameria’s Fortune, patrols near the area picked up drastically. Occassional skirmishes occur quite often as Illagers attempt to establish a foothold, only to be forced back by the garrison of Cal Ranus and occassional Gar Haran. For now they can hold, but how long will this last?


~The Wreck of Sameria’s Fortune~
~The people of Sameria stole this ship from the Illagers, centuries later, they got revenge~

The Sameria’s Fortune started her life out as the flagship of the Illager navy in the (I’ll think of a name for this sea when I explore it later). During the Days of Crimson Sand, it was used as a mobile base of operations against the rebelling forces, fending off dozens of rebels attempting to land on the southern shores of the Ember Valley.

Eventually though, when the Illagers were forced into retreat, the panic of the fallback allowed some rebels to slip onto the fleets ships and steal them, allowing them to fire on retreating Illagers thinking they were allied, the sheer bloodshed of that day stained the Ember Valley’s southern shores a blood red that took centuries to wash out.

After that, the ship was taken and renamed to the Sameria’s Fortune, and would sail the seas for the next century or so, until one fateful day an Illager fleet challenged the Samerian fleet to a battle, resulting in the Illager fleet being sunk, but taking down the Sameria’s Fortune along with a large portion of it’s fleet.

Most of the ships sunk in this battle were buried under the gravel and sand, or covered by the seagrass, but the Sameria’s Fortune rests above the other wrecks, overgrown, but visible. May those who sailed the seas in this legendary wreck rest in peace,


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This seems decently cool

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~The Central Riverlands~
~A large stretch of peaceful plains and rivers, now threatened by Illagers~

The Central Riverlands are, were, the most peaceful area of the known world. Primarily made of vast plains stretching from the wreck of Ironport’s (I forgor word) to the forests east, These lands have seen goods flowing from Ironport for decades. Most of the goods go though Ivarsted and Riverville, though on occasion goods go to Kavar’s Landing.

Local fauna include your typical plains biome animals, nothing too special. Although centaurs often make their way through the biome, generally ignoring human settlers. On occasions humans and centaurs have got along, allowing the lucky human to catch a ride with the herd. For the most part the ecosystem isn’t too impacted by humanity’s presence, and the land should be at peace…

However, recently, a Illager Outpost has cropped up in prime location to attack Kavar’s Landing and Ivarsted and caused the Ironport’s (I forgor word) to crash from damages received after it attempted to get goods through the waterways the Outpost overlooks. If this vital lifeline is allowed to be cutoff any longer, the Central Riverlands will fall into anarchy. This land needs a savior, yet the constructs the people of these lands have created is not enough for an offensive and they do not have a militia to even try and take down a mere patrol, who will save them?

~Point of Interest~

~Riverville~
~A peaceful, albeit small, fishing village famed for their Clerics~
Within the Central Riverlands lies Riverville, a peaceful village located by a river. While it does have a small farm, most food comes from the various fisherman and fisherwomen in the village efforts. The most it exports is surplus fish to the rest of the Riverlands and potions their Clerics brew. Famed for their high quality, many shipments go out to Sylvain, which is used to keep the village afloat financially and literally.

However, Illagers have been raiding shipments from their Ivarsted Outpost, forcing ships to brave the Seas of Shalidor only to possible face the Winterhold Outpost or face the rain of arrows from the Ivarsted Outpost coming down on them as they speed past. With the danger being too much for ships, no money is coming in. Riverville is on the brink of collapse, as the wood that holds up the docks cracks and splinters more and more day by day.


~Ivarsted~
~All goods flowing east and west pass through this riverside town~

Originally set up as a trading post by merchants from Sylvain and Ironport, it eventually grew to a small self-sufficent town. While being able to get by itself, the main reason Ivarsted exists is for trade, if it were to collapse, soon it would as well. Unfortunately, the Illagers have taken notice to this.

Down the river from this merchant town is the Ivarsted Outpost, at the intersection of the several major rivers that flow into Ivarsted and the rest of the Central Riverlands, cutting the entire plain from trade. The town lives in fear of an Illager raid that could come any day now and the inevitable collapse even if they stay holed up in their outpost.
![Screenshot 2024-08-19 131638|690x330]



~Ivarsted Outpost~
~Who will dare stop the schemes of these madmen?~

Overlooking the rivers flowing into the Central Riverlands from the east, trade has been forced into the much rougher waters of the Seas of Shalidor by this wicked outpost. Due to the Central Riverlands never seeing an incursion on this scale, they lack the resources to defend from an inevitable assault.


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~Wreck of Ironport’s Treasure~
~Run aground by the Illagers or by its crew?~

Ironport’s Treasure was once a legendary ship created by the founders of Ironport, having sailed the sea for centuries. But on one fateful day, whilst returning from a trip from Sylvain to trade, it was heavily damaged by Illagers on the Ivarsted Outpost. The ship eventually ran aground, either by the Illagers attempting to take it or the crew preventing it’s capture.

Either way, the treasure within was never recovered by either side, and was rumored to have been buried deep into the sand the ship rests in today by it’s crew to ensure the Illagers never found it. When they did inevitably arrive, they merely found misc. goods, angering them so much they simply left without taking anything. Plenty of treasure is to be found, if one were to loot it’s remains.



~Kavar’s Landing~
~A town built on the remains of a crashed ship and it’s crew~

Long ago, before Ironport’s founding, a group of seafarers charted the Central Riverlands. After taking a wrong turn on their way home, they crashed into an island marooning them on it. Eventually exhausting means of escape, they simply settled down on the island, using the remains of their ship to build homes.

This would lay the foundations for the village of Kavar’s Landing, named after the ship that had crashed into the island centuries prior. Due to trade rarely flowing through it, it still has fears of the Ivarsted Outpost, as they could easily become targets of the Illagers if they choose to go south after raiding Ivarsted.


~Ironport~
~This booming merchant town has funded many rebellions~

Ironport was founded long before the Illagers as a faction existed. So old, that the only city older than it in the Central Riverlands is Westhall, and even then by less than a decade. Fielding one of the most impressive ships in history (The Ironport’s Treasure), built by the Founder of Ironport, Henry Salore. It would slowly grow into a booming city, seeing hundreds of ships passing through it after a few centuries. While the Central Riverlands themself were never threatened, the villages in the areas were threatened or said areas was under Illager hold.

So when the time came for people to push back the Illagers from their lands or force them out of their holdings, Ironport would rally funds from every town in the Central Riverlands that existed then to fund those defending their land, various mercs, and the rebels against the Illagers. Now while they did fund and make weapons for the fighting, they never formed a standing army, which would come to bite them later.

After conflicts ceased after roughly a century worth of fighting, Ironport would pool money to civilian ventures, rather than armed guards or defenses. Unfortunately, to no one’s surprise, the Illagers took advantage of this and cut off trade to the Central Riverlands by forming the Ivarsted Outpost. Seeing as this is the artery of Ironport, this caused it to fall into anarchy until martial law was enforced. With them desperately scrambling to get aid from their allies they funded centuries ago and throwing together a rag-tag militia to hold the line, can they survive for long enough for relief to break the siege?


~Westhall~
~The largest western port on the continent of Magius~


Westhall was the first city founded on Magius, from the people of the western continent of Deltora. It would be shortly outgrowned by Ironport, founded only a few years after it, but it would still grow slowly, becoming the most well known port outside of Magius.

Though it has had a long history, it has mostly been a neutral entity in times of conflict, offering funding to Ironport’s rebellion fund, but only after numerous pleas from it’s mayor. Generally, it acts as a neutral ground for Villager-Illager negotiations on Magius.

Recently however, they’ve begun to ban Illager goods and refuse any service as a protest against the Ivarsted Outpost. The Illagers, expectedly, did not take this well. Will these laws stop the Illagers advance, or merely enrage them into attacking Westhall?

~Mary’s Hope~
~Founded by a survivor of Alarak’s Mines, this village is renowned for its craftsmen~


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WIP
~The Golden Prairie~
~Nearly all rain to this golden land is blocked by the Ember Desert~

The Golden Prairie is a vast stretch of savanna, divided into two areas, the Scorched Plains, which nearly always has some sort of large-scale forest fire on it, and the Ashen Fields, where the winds blow the ash from said forest fires. Known for being astonishingly arid, with many a scholar claiming that the Ember Desert blocks rainfall to it, while some more paranoid theorists claim that a Firekeeper left to rot after the Days of Crimson Sand cursed this land in his dying breath.

Skirmishes regularly occur across the Scorched Plains, generally causing fires that only worsen the natural wild fires across the Plains. Generally, the Savanna villages can hold the line, but on occasion they request aid from the garrison of Cal Ranus when incursions grow too large. Meanwhile, on the Ashen Fields, the air itself is nigh unbreathable outside small pockets, fortunately stopping Illager incursions, but also making trade and travel incredibly difficult.

~Points of Interests~


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WIP
~The Great Forest~
~No matter where you look, you see trees for miles~


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(Sub-Area of this, my house lmao, and I guess the caverns far below it)

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am I allowed to destroy the pillagers (I need the allays for my redstone DOOM emulator fr)

as long as you free the iron golems trapped in the Winterhold Outpost and give them a home :slight_smile:

Domain expansion… malevolent TNT spam…

Very interesting

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~The Frigid Expanse~
~A land shrouded in an eternal winter~




~Norhain’s Shelter~
~A reinforced igloo and shelter for those wandering the Glacial Heights~

Traveling towards the Frigid Expanse through the Glacial Heights, one may find this small shelter, barricaded from the horrid creatures that roam it during the below-zero nights. Due to them being quite stupid, they mostly ignore the snow part of the structure, and gnaw at the door, only to fail due to the fact its like 2 doors and a wooden and metal barricade.

The igloo itself is a cover for the inner shelter, though passing travelers are free to set up camp within, as it’s still quite safe. Unlike many others, this particular igloo does not come with pre-set furnishings, mostly relying on travelers to do it themselves.



~Inner Shelter~
~A small group of former undead, cured and living within this shelter~


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some shit I built for this hut I found underground, lore for this dude (and his wife) is that they’re masters of their crafts that went into hiding because of the Pillagers (which is why they got like 6 guards with them). I really enjoyed building this one, even if it was a bit haphazard



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~The Sacred Jungle~
~This jungle was the route of many villagers escaping from Alarak’s Mines~

~Points of Interest~

~Gar Haran~
~An overgrown cliff-side temple, turned into a fortress~

This temple is older than written record, likely older than any village that still exists. Used as a place of worship for centuries, this place is as sacred as the jungle and town near it, yet it was forgotten due to Alarak’s Mine capturing any poor soul wishing to pray there. Realizing that his flock was simply in too much danger if they stayed, the priest of the Gar Haran orded it to be abandoned and with his flock fled north.

For many years it would stay abandoned, until Guards from the Sacred Way would stumble upon it. With Gar Haran being in a strategic position overlooking the waterways entering the Ember Desert and the Sacred Way, it would be perfect for being retrofitted into a fort. While at first this idea got heavy push back, the will of Gar Haran’s last priest emphazied that Gar Haran should be used in a way that protects the land the best, leading to the proposal being accepted.

Gar Haran nowadays is heavily reinforced, it’s old entrance has been heavily reinforced by iron bars and doors, allowing people in if need be, but generally closed off to the rest of the world and not worth while trying to break through them. The windows are similarly reinforced, though the trapdoors are made of wood instead of iron, but still have the same iron bars. At the very top is the emergency entrance, dropping you straight into the fortress without a ladder to get back up.

Inside Gar Haran has a small village worth of villagers and numerous guards, with it’s fort commander commanding the entire operation (the iron golem / the guard with white-grey armor). Regular villagers are simply considered “support staff” and while vital to it’s function, are generally not allowed in the armorer, save the armorer, weaponsmith, and toolsmith.

The top floor is where job sites lie, and where guards tend to congregate. Some of the beds are here, but most rest on the second floor. On the second floor, as mentioned, holds most of the beds where the villagers sleep, generally the fort commander stays around here. On the bottom floor is the alarm bell and the armory, with the iron bars mostly being there to ensure the fort doesn’t collapse.





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~The Sacred Way~
~A village, sacred for numerous reasons, from helping escaped miners to aiding rebellions~

200 years ago, this village simply did not exist. The area around it was jungle and plains, unmapped and undisturbed. The Pillager war machine was going strong down the river, in the Ember Valley. No villager would even consider going near there, lest they be captured and forced to work in Alarak’s Mines. The area was so feared that the sacred temple of Gar Haran, having been a place of worship for centuries was abandoned.

However, eventually the Pillagers began to go soft. And in the first time in the hundreds of years of the mine’s operation, a few miners managed to escape, resting in the area that would later become the Sacred Way. While most left for the Central Riverlands, but a man named Johan stayed to aid fellow escapees. Over the years, he slowly built a small village that aided escapees heading north and even initiated a few prison breaks, but nothing could break the death grip they held over the region.

Eventually, the various towns of the Central Riverlands decided to fund a rebellion against the Pillagers of the Ember Desert and the Days of Crimson Sand began. Bloody fighting would erupt in and outside of the mines as rebelling miners and returning escapees fought in a pincer attack against the Pillagers. The Sacred Way was vital for this, preventing Pillager reinforcements from being called and even after news got through were stopped by the garrison there.

Being a vital supply line that flowed arms and supplies to the front, the Sacred Way was attacked by Pillagers multiple times, but they were always beaten back by the determined garrison as allied ships sailed downstream to their people’s aid. Eventually the Pillagers abandoned their hold on the region, and the cities of Sameria and Alvaris were founded by the survivors, but many would head to the Sacred Way, building it up and worshipping the town as their saviors, leading it to recieve it’s name today.

Though threats of a Pillager attack coming to take the Sacred Way and Alarak’s mines have surfaced, unlike the Central Riverlands, the Sacred Way WILL repell their assault, no matter the cost. With their men garrisoned in Gar Haran and the troops they have stationed at the Sacred Way itself, the Pillagers will have a hell of a fight to take it back


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after mapping out a solid chunk of the map that will keep me occupied for a while I have decided now is the time to actually do shit and work on this :sob:

you’re using optifine?? in a post 1.12 version??

I started playing java less than a week ago I just started using mods :skull:, im running like the bare minimum rn

I can tell you some better alternatives to optifine’s features if you’re interested

meh, im good but ty