Rules
- No cheating. X-ray and hacked clients get you banned.
- Protect what you want to keep. Anything outside protected land is fair game.
- The night allows PvP. Seek shelter at home when darkness falls.
- Be decent in chat. No threats, no hate and no spam.
- Don't lag the server. Ask before building big farms or machines.
- The admin and Smeden have the final word.
Break the rules and Smeden will know. You may end up in the jail … or banned.
Death has a price
When you die you wake up in a village. Sleep in a bed in a protected village and it becomes your home, and that is where you wake. Otherwise you wake in the nearest protected village you have visited, and if you have found none you wake at spawn. Only villages where people still live will take you in. Beds out in the wild do not bind you. If you die in the Nether or the End, it counts from where you left the world. What you carried stays where you fell, but some of it is lost forever and your finest tools are damaged. You also wake up without full health and with little food in your belly.
Then it's a long walk back, without armour and without tools, through a world where the monsters are tougher than you're used to. That is the punishment. Think twice before taking that shortcut over the lava.
Tip: live near a village and sleep in one of its beds, and the walk home stays short. Live far away if you dare.
Nobody gets in alone
New players start at the prison gate. You can walk around and talk in chat, but you can't touch anything: no doors, chests or blocks.
There is no timer that lets you out, and no command. The way in goes through the people on the server: say hello in chat and tell us why you want to play here. If a trusted player believes you, they will come into the cell and strike you. Then you are free.
For your first hour of play after you are let in you are protected: nobody can hurt you in PvP, and you can't use TNT, lava or fire. Just enough to place your chest and build a first house.
How badly do you want to play here?
The villages are protected
Trade is a big part of life here. Villagers take emeralds, and it pays to travel between villages to buy and sell.
That is why villagers are under special protection. Monsters barely hurt them, and they can't be lured into boats or minecarts.
Whoever murders a villager risks the wrath of the heavens. The lightning doesn't always strike, but when it does, neither armour nor potions will help. Every murder is a new gamble.
What lurks in the world
- Skeletons laugh at arrows. Meet them with a blade instead.
- A burning creeper is about to burst. Keep your distance.
- Deep below, the dark breeds monsters even close to your light.
- Endermen can drag you to them through the void.
- In the Nether the zombified piglins are always angry.
- Never punch out a fire with your hands – the flames will catch you.
- No jump towers: you can't build upward under your feet. Build stairs.
- After death you wake weak and hungry. Eat before you set out again.
- The dragon in the End is far mightier here – and she returns.
Good to know
- EXTRAHARD: stronger monsters, harder falls and deadly caves.
- Torches fail in the deep: the air runs thin. Bring lanterns.
- Loose earth: dirt and cobblestone can cave in. Build on solid ground.
- Crowded pens: animals don't like being crowded and can die of the stress.
- Stingy land: crops can wither, the desert bears nothing and snow kills the fields.
- Protect your build: your first chest protects the land around it. Grow it with the golden shovel and /extendclaim.
- Let friends in with /accesstrust name so they can open your doors.
- The night is dangerous, even at home. Shut the door – only villages and spawn are safe.
- Nature heals: dropped saplings sometimes take root on their own.
- Barter: sneak and right-click a fellow traveller to trade your finds safely.