Your first ten minutes
The hub, and the map you stand onYou arrive in a lobby with nothing, standing on a relief model of the Earth. This is the room where you choose where you live.Choosing where you liveWalk to a spot on the hub's map floor and claim it as your homeland. Confirm it and it is permanent.The record, and what gets written downEverything permanent that happens to this world is written down as it happens, in public, for ever. This page explains what counts.
A real Earth
Heat and cold will kill youYour temperature comes from real climate data for your latitude, altitude and month. About seventy per cent of the map is safe. The rest can kill you.Your own skyA day takes a real twenty four hours, and the sun you see is the sun above your own longitude. Dawn where you settled happens when it is dawn there.Sleep, beds and where you come backA bed here sets your respawn point. It does not skip the night, and you can only place one on claimed town land. Until then you come back to the homeland you chose.Wind and currentsReal wind pushes you when you glide and real ocean currents push your boat. Both reward crossing the way the crossing was really made.
Making a living
Crops grow where they really growTwelve real crops. You can only get each one where it grows on Earth. Tomatoes come from the Atacama. Everything else is a journey or a trade.Cooking and brewingA dish is worth what it cost you to gather. The further apart its ingredients grow on Earth, the more it gives you.What is under youThe rock under you follows a real geological survey, and ore follows real enrichment data. Where you dig decides what you find.Enchanting stops one level shortEnchanting tables and librarians stop one level below the vanilla maximum. Higher levels only come from an anvil, and four enchantments only come from trade.Gear remembers who made itTools, weapons and armour carry the name of who made them and the age of the world they were made in. Ages do not end on a timer.
Going places
Danger
Fighting, and not running from itPvP is on. Hitting someone marks you for twenty seconds, and while you are marked you cannot glide, boost, or leave.The deepThere is no ancient city. The Warden carries what the city held, and elder guardians turn up where they should not.The EndA harder dragon, no end cities, and the only elytra in the world are in barrows out past the ring.
Towns and nations
TownsTowns own the land. Before you can join or found one you need an account three days old and one hour played in the Earth world. A town costs 64 gold.NationsTowns group into nations. A nation has a capital, and whoever is mayor of the capital is its leader.WarSieges can only start on a Thursday. Fighting is possible for at most seven hours a week, in seven fixed one hour windows, and nothing happens outside them.Voting out a leaderYou can vote out a mayor or a nation leader who is absent or unpopular. No admin needed, and you do not have to leave your town.Chat, names and the mapTown, nation and global chat all arrive in one place. You never miss a message, and the prompt tells you which channel you are typing into.Writing your town's storyEvery town, nation and player will get a page here written by its own people. This is not open yet. Here is how it will work.