A Small Minecraft-Based Worldbuilding Project

~The Raising of Militias~
~When a lone champion wasn’t enough, men and women rose to defend their homes~

The Central Riverlands was under attack, The Frigid Expanse was under attack, The Seas of Shalidor was under attack. The Pillagers were making moves on their former territories and were bold enough for one of their Evokers to reveal herself and her mansion as a challenge. Seeing as most villages had not raised a militia in years, they desperately cobbled together a defense.

Most of these early militias would get FOLDED by the Pillagers, essentially equiped with wood and sometimes stone swords and barely trained at all. This was shown in a bloody day in which the town of Acamar (now known as Old Acamar) was massacred by Evoker Iliric bringing a horde of undead on the time, resulting in a bloody massacre, with what little survivors running for the hills, eventually founding the town of New Acamar

The actually competent militias on the other hand would push back Pillager assaults well, and eventually would have multiple villages begging them to send troops to help train them and defend them in the mean-time. Sparing what little men they could, the villages would slowly become actually competent at fighting and began to be able to actually offer contest against their foes.

Eventually, as the villages began to produce decent quality crossbows, swords and shields while being trained to actually fight, the fighting became agonizingly slow, while the villagers managed to gain back ground they lost. Nitwits were often conscripted, seeing as the village couldn’t benefit from them in any other way and sent to the front.

During this time, the world had much more Pillager outposts, but many were razed during the fighting. While the Central Riverlands never dealt with any themselves, they forged much of the equipment used in the fighting. Eventually, the borders would settle with how they are in the modern day, but now the Pillagers are readying for another strike.

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so how strong are the people around here? I assume not nearly as powerful as the player with a simple mending shield

depends on group to group, some groups have just some farmers with iron swords, some have built forts that could handle like multiple raids back-to-back without falling. an individual guard with decent training can take down like 1-2 illagers before going down

The typical defense of a village (some guards with iron swords / shields and crossbows with scraps of armor + 1 dude with a big ass spear and a greatshield) could handle like, 1-2 waves of a raid before falling

larger villages could possibly defeat a raid but would lose like all of their guards and probably sustain heavy casualties, civilian and guard. Odds are 75/25 (win/loss) though.

forts can win 2-3 raids and possibly draw on the 4th (total annilation of the pillagers but like 1-2 guards are left in the fort), would be like a 50/50 though.

in a 1v1 a guard would get dunked on by a full iron player with iron tools, but trying to attack the average village would give a player with full iron armor and diamond weapons (some enchanted some not) a pretty difficult fight.

tl;dr; not total pushovers and pretty strong, but a decently kitted out player could take them down

ps. this mostly applies to militias in the time period that im writing about, earlier iterations as noted in the lore I wrote sucked ASS and would get wiped by a guy with a stone sword and leather armor

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I assume the struggle would be the crowd of guards?

Finally, a use for Piercing

PLACEHOLDER

~The Alvistan Sea~
~Hundreds of merchant ships enter and exit this great sea~

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PLACEHOLDER

~The Seawatch Pennisula~
~A hilly pennisula known for great hills overlooking the seas and low valleys at sea level~

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This is a really interesting world you’re writing, I am enjoying reading through all of it right now. Wish you the best of luck on the rest! :3

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man this new arcane odyssey update is wild

vetex readded magius!!!

make some kind of industrial zone in an ice-spikes biome that uses the giant spikes as support for massive buildings and mechanical constructs

could be cool if the underground was actually a giant weapons forge or something, supplying all kingdoms across the world with all kinds of high quality weapons forged deep beneath the polar ice.

the heat is kept insulated underground to keep the facilities warm, and steam is released into the sky through giant vents which stick out from the ground.

sorry for a very late reply, been busy with highschool so I took a break from this project and building

but yeah im thinking of doing something like this, probably scaled down from how you described it because I HATE excavating underground areas for builds. Currently working on some above ground structures.

I can’t unsee it lol

~Claorell Peak~
~There is NOTHING for you to find but utter SILENCE~

An accursed mountain, near the origin itself. No settlers or adventers roam here. What’s left here best reminds long forgotten under it’s depths. Forget this place existed, for your own good. You never saw it. Those too curious have never returned from it’s depths. Things are forgotten for a reason, so forget it.


~Ruins of ⍊𝙹⊣-ᓭo⋮oℸ ̣⍑~
~You should’ve never delved this deep~

You saw it. What remains of the proud city of ⍊𝙹⊣-ᓭo⋮oℸ ̣⍑. Happy now?
Leave. You have a family, just like all the others did, be better than them. Being tormented by dreams of the city and what may have lied within are better than what will happen within. Maybe you’ll be the only person to return from the depths of Claorell’s caverns.

No?

Well be my guest. You wander into the city, triggering those strange things that make that squelching noise when you make too much noise near them, but what threat could those things possibly even do? Ruins are scattered about, the remains of the inhabitants of the city strewn about mixed in with those of explorers like you.

Some seem to be old, hundreds, if not more, years old. Some however, seem to have been of people who could’ve been alive when you were. One particular sight of one your age seemingly having died recently causes you to run out as fast you can.

That was your last mistake

Those strange things make their squelching noise and it seemingly connects to another. and another. and another. Until it reach something that SHRIEKS so loudly it throws you off your feet and deafens you for a minute.

When you finally recover, it is in front of you. Larger than any beast you’ve ever seen, a beast only spoken of in vague whispers in archaic documents, one that could slay even the best humanity provides. It will be your end. It is…

…The Warden of ⍊𝙹⊣-ᓭo⋮oℸ ̣⍑,

ᓭ╎∷ ᓵꖎᔑ𝙹rᒷll


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okay obligatory nightmare fuel done,

for those wondering what the enchanting table text means
⍊𝙹⊣-ᓭo⋮oℸ ̣⍑ - Vog-Sojoth, those who get the reference are unfathomly based
ᓭ╎∷ ᓵ⍑ᔑr𝙹リ- Sir Claorell, those who get the reference are unfathomly based as well

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hi to the 0 people following me working on this elaborate shitpost, back with an attempt to actually start working on shit

Personal roadmap that I’m going to either be too busy or lazy to actually do lmao

Finish the Age of Discovery
TO DO
~Areas currently listed
~Munnin’s Forge lore
~A lore section for the Age of Discovery
~Some basic foundation lore for shit like Sky Cities and other junk like I did with guard villagers
~A couple extra towns not listed currently
~Update the mods list its so out of date now :sob:

Start the Age of Pale
~Write some lore for AoP era Central Riverlands
~Write lore for the Pale Gardens
~Write lore for AoP ruins

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Oooh, interested to see what lore you write next! Can’t wait :3

WIP, doing other shit first but honestly I had to put a placeholder for this

~The Wreck of the Blitzing Snowsquall~
~How did we get here?~

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~Villager Raids~
~A bit of payback to these damned criminals~

A villager raid is quite simple. It’s a essentially just a raid on a Illager encampment, carried out by a local village’s forces or guards typically. At times, indepedent armies may take over an Illager encampment, particularly larger ones like Woodland Mansions, that villages couldn’t. Instead of coming in waves, villager raids typically just slam everything they got into pillager forces.

While most of these failed early on, as the Villagers became more experienced and as the Illagers lost men, outposts would start falling left and right. By the AoP, most Pillager outposts had been taken over by villagers. Most of these were retrofitted into incredibly condensed villages, typically filled with guards.

Due to the Illager’s in the AoP having ran out of steam for their war effort, many of these stolen outposts would develop into small towns and forts that would prove difficult for them the AoR. Of course, due to the AoR destructive and chaotic nature, who knows how many of these stolen outposts survive.

An example of one of these Raids nearing the end of the AoD below


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WIP

~A Brief History~
~The world’s history, condensed for your reading pleasure~

This section of the lore will be formatted a bit differently. It’ll be pretty much just a general summary for each age with

~Notes like this going over small stuff and details

~Important details about the age not in the summary

~Other misc that wasn’t mentioned in the summary

~Interludes~

Additionally, certain ages may have interludes that aren’t associated with either or overlap in multiple ages. These typically occur with ages with gradual transistions

~some, like the AoL and AoU don’t have interludes as their seperations aren’t smooth and the transition was marked by a single act that’s undisputed. There wasn’t really any build up to it.

~ Some events may just fall into both eras, the Days of Crimson Sand were began at the end of the AoL and ended at the beginning of the AoD.

~The AoP and AoD was also a gradual transition, as the Pale Gardens started appearing in very small places very slowly.

~The Age of Unity (AoU)~

The AoU was uh… honestly, this is more of your sterotypical golden age in a game/book series. You know, the classic “they were so much more advanced than us (in the modern day)” type shit. Tech was up to late-war WW1 + more advanced magic. Nothing special really.

~The Aether and the Nether were much more present in the Overworld

~Skulk had no presence outside a few labs that created and experimented on it

~Illagers didn’t exist

~The End hadn’t been reached

~Dedicated forts and armed forces didn’t exist

~Religions were mainly tied to the Aether and the Nether

~The world was extensively settled and mapped out

~Most non-military ruins and abandoned stone structures are from this time

~The Age of Loss (AoL)~

The Age of Loss begun with the schism of Illagers and Villagers. Villagers, who worshipped the Gods of the Aether, claimed that the Illagers were sacrificing innocent people for occult rituals. Illagers, who worshiped the Gods of the Nether, would argue that those people had been actively insulting their Gods and were had to be punished. This would lead into a war so great, that the Aether and Nether would withdraw from the Overworld.

~Sent both sides back to the get wood and hide in the ground tech era in the worst of it, recovered to tech around the discovery of mining by the end

~Most military ruins (bastions, nether fortresses, strongholds. etc), come from this era

~Most of the population was wiped out, so were most villages

~Maps were pretty much all destroyed or left in abandoned ruins

~The undead emerged for the first time

~Nether and Aether portals violently exploded, sending bits of their respective dimension in the overworld.

~Anyone in the Aether or Nether were basically stranded

~Piglins would appear from those trapped in the nether after a few generations

~The Sculk would go completely out of control, spreading across the many underground cities

~Interlude~

~Refuges from the constant wars above ground would flee to underground strongholds, eventually creating the End Portals

~Days of Crimson Sand occur and end

~Alvista is founded and rapidly grows into a regional power

~The Seas of Shalidor are frozen by Shalidor

~Munnin’s Forge is built

~Greyhollow is cursed in an unknown event (I’m too lazy to decide on its lore so just think of it as ooo spooky island copied from D3)

~Sky Cities~
~The descendants of the Aether’s most loyal~

In the AoU, the Gods of the Aether would often elevate particularly devoted villages to the skies to be closer to them. From these villages came wings made to immitate creatures of the Aether (the precursor to the Elytra) and heavy weaponry to take advantage of their rapid descents from the skies (the precursors to the Mace). Typically though, they would often simply fire their guns whilst staying high up in the sky propelling themselves with fireworks.

Unfortunately, when the Aether-Nether war began, many of these shining cities would be shot out of the skies, with those remaining often being fractions of what they once were or simply in far remote locations that could not share the tech that they once had. Eventually, the advanced tech the surviving cities had would fall out of favor, opting for much more basic tech that would let the starving survivors make it through the rough era that defined the AoL.

By the AoD, Sky Villages had devolved into tech matching their ground counterparts, but had much more knowledge about the Aether in their sky-high archives. Contact with the ground had been all but lost, excluding a few incidents where unfortunate or fortunate souls got blasted up so high into the air that the ended up landing in a Sky City.