Build your World. Shape an Era.

Elysian is a whitelisted Minecraft server for realistic roleplay. You found a town, keep its treasury out of the red and deal with whoever settles next door. Run it well and it might grow into a nation.

Elysian is a whitelisted Minecraft server for realistic roleplay. Players found towns here, and the ones that last can become nations. Lead one, and the money, the diplomacy and the borders are all on you.

Elysian is a whitelisted Minecraft server for realistic roleplay. Join a town, find work and make a living. You don't need to run a nation to have a place here.

Elysian is a whitelisted Minecraft server for realistic roleplay. You don't have to join anyone: claim your own corner, make your own money and keep out of the politics if you want to.

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The rift that opened Elysian

In 1806, a sailor on a cargo run from the Cape Colony to western Australia went into a storm and came out somewhere that wasn't on any chart. The storm had been hiding a rift in the sea. On the other side of it was Elysian.

Realistic gameplay

Roleplay comes first here, and the game is set up around it. Getting anywhere takes time, and so does getting rich.

No teleporting

There's no teleporting. You get around on foot, on horseback, by boat or by train, and it takes as long as it takes. Pick where you settle with that in mind.

Balanced gameplay

We've adjusted the mods so they fit together. No item, machine or trick will make you rich overnight, and nobody gets so strong that the rest can't catch up. Unless it's from pure skill.

Made for roleplay

We made the ferry, overseas trading and the world events ourselves, and we made them with realistic roleplay in mind.

Getting in

You won't find a public IP for Elysian. Join our Discord, get whitelisted, and the server pack connects you from there.

  1. 1. Join the Discord

    Finish the onboarding and hang tight. Whitelist requests are checked by a person, not a bot, and that can take a while.

  2. 2. Get through the first night

    Nobody picks where the ferry lets them off. Wherever you end up, place a bed before anything else, then look for shelter.

  3. 3. Set up camp

    Camps are temporary. You can keep one for up to 48 hours while you get ready to found a town.

    Camps are temporary. You can keep one for up to 48 hours while you find a town to join.

    Camps are temporary. You can keep one for up to 48 hours while you find a town to join or get ready to found your own.

  4. 4. Found a town

    Ranking up to Traveler costs 1,000 GU. After that, founding your town costs 5,000 GU.

  5. 4. Join a town

    Towns looking for players post on our Discord, and the live map shows where everyone has settled. Once a town takes you in, you have a home and a place to build.

  6. 4. Join a town, or found your own

    Towns looking for players post on our Discord, so you can ask to join one. To found your own, ranking up to Traveler costs 1,000 GU, then founding the town costs 5,000 GU.

Settling in

You don't need to run anything to have a good time here. Make some money, find some people and see what the modpack can do.

Making money

Trade with other players, open chest shops once you've ranked up a little, or join a town that ships goods overseas from its Trading Station. Prices follow supply and demand, so make what people need.

Your first camp

When you arrive, a free camp protects a small patch of land while you find your feet. It only lasts a couple of days, so use it to get settled, then join a town.

Finding people

Towns looking for players post in the recruitment channel on our Discord, and the live map shows where everyone has settled. Voice chat is built into the pack, so you can just talk to the people you meet.

Things to try

Build machines with Create, put colonists to work with MineColonies, build a boat with Create Aeronautics and hunt for rare relics. There are age achievements to earn along the way.

Getting started guide

Going it alone

You can play here without joining anyone. What you need is a town of your own and enough money to keep it running.

A town of your own

Camps don't last, so once you've been on the server for a little while, found a town. It can be just you. The land you claim is protected by the server, and nobody else can build there unless you let them.

Paying your own way

Every town pays upkeep, and with no residents to tax, that's all on you. Keep the treasury topped up with what you earn from trade. A town that stops paying falls into ruin.

Nation claims

Nations treat large areas around their towns as their territory. Those borders are roleplay, so the game won't stop you settling inside one, but the nation might. Find out whose area you're in before you build.

Staying neutral

Nobody can make you join a nation. Trading with everyone and keeping out of politics is a perfectly good way to play.

Town and nation guide

Historical nations

Every nation below was started by players. Some lasted longer than others, and plenty of what they left behind is still around.

Covenant emblem

The Covenant

Government: Religious cult
Capital: Lioran

The people of the Covenant were peaceful, but they were also an unusual group of religious cultists.

Ryðria emblem

Ryðria

Government: Council republic
Capital: Ironworks

Danger is their middle name. Ryðria is a chaotic military-industrialist nation based in the desert.

Amarillo emblem

The Amarillo Republic

Government: Dictatorship
Capital: Gravebound

Amarillo is like the Wild West: a notorious desert nation led by a trusted ruler. Whether they are a friend or a foe depends on you.

Clementia emblem

Clementia

Government: Direct democracy
Capital: Anthea

Clementia was a small group of skilled engineers who shared the leadership between them. Democracy and industry were what they were known for.

Rubanaire emblem

Rubanaire

Government: Dictatorship
Capital: Wineport

Rubanaire built its power by keeping authority in one pair of hands and controlling the sea trade that ran through its capital's port.

Mana emblem

Mana

Government: Senatorial monarchy
Capital: Heria

Mana puts unity and culture first and keeps its own house in order. It prefers talking to fighting, but push it too far and it will defend itself.

Sanctum Veritas emblem

Sanctum Veritas

Government: Republican state
Capital: Bernardingrad

Sanctum Veritas was founded by devoted priests of Helios. It wants peace and prosperity, and above all it protects its citizens from foreign interference.

Crinitus emblem

Crinitus

Government: Oligarchy
Capital: Solace

Crinitus was formed by leaders looking for peace, security and freedom. It presents itself as a sanctuary where people from all backgrounds can live together with mutual respect.

Your nation could be next

New nations can be founded at any time. If your government and your alliances hold together long enough, your nation ends up on this list with the others.

Leading a nation

Any town can grow into a nation. The government, the borders and the diplomacy are yours to decide, but a few things work differently from other servers.

From town to nation

Everyone starts with a town. Once you've been around a while, you can turn yours into a nation and invite other towns in. Nations get their own bank, taxes and chat.

Nation claims

Anything your towns claim is protected by the server. Beyond that, your nation's borders are just roleplay. Nothing in the game stops people walking in or settling there, and staff won't settle border disputes, so a border is worth exactly as much as your ability to hold it.

This isn't a war server

You need a reason to go to war, and it has to come from roleplay. Every war starts with a formal declaration that an owner signs off on. If you're mostly here to fight, you'll probably be happier somewhere else. How wars work

Diplomacy is on you

Treaties and alliances are between players, and staff stay out of them. Breaking one is a political move like any other. If a leader refuses to step down, that's for the players to sort out, not us.

Town and nation guide

Running a town costs money

Towns pay upkeep, and that money has to come from somewhere. Nobody shows up rich (remember the suitcase?). How well you manage money decides how far your town gets.

Elysian's currency, Gold Units, is backed by gold mined on the island. Most players earn theirs by trading.

Trade goes by sea

Set up a Trading Station at a dock on the mainland and merchant ships will take your goods to the edge of the map, where they trade with foreign nations like Portugal and the Ottoman Empire. Prices aren't fixed. Sell too much of one thing and it stops being worth much.

Shipping is risky, though. A ship can be sunk and looted by other players, taken by pirates or lost in a storm. It's smart to keep some of your trade on land.

Money in, money out

Income

  • Overseas trade Goods shipped from your Trading Station to foreign nations.
    Income
  • Player trade Chest shops and deals on land. Slower, but no storms or pirates.
    Income
  • Resident taxes Your residents will have opinions.
    Income
  • MineColonies Colonists keep producing while you're busy with other things.
    Income
  • Melting gold Gold ingots turned into Gold Units. You lose some along the way, so it's a last resort.
    Income

Spending

  • Town upkeep Due whether business was good or not.
    Expense
  • Trade costs Import tax, trader fees and transport. The merchants set the last two.
    Expense
  • Growth More land, more buildings and the things everyone in town gets to use.
    Expense
  • War readiness Just in case. See the rules of war.
    Expense

Stay in the black.

If it comes to war

Wars can happen, but nobody stumbles into one. Every war goes through the same three steps, and staff watch all of it.

They're also expensive, so it's worth checking the ledger first.

  1. Day 0

    The declaration

    Announce it publicly and get an owner to sign off. No approval, no war.

  2. The next 24 hours

    Skirmishes

    Both sides get a day to skirmish and get into position. Good time to check your walls.

  3. After that

    EventWar

    The actual battle. Everyone gets a limited number of lives, and you're trying to bring down the enemy's homeblock health. That keeps wars from dragging on for weeks.

Built not to lag

Most big modded servers lag, and we've put a lot of work into making sure ours doesn't. We go through the configs by hand and only keep mods that still run well after months of towns growing around them.

Powered by Haste, a performance mod we made ourselves.

Create MineColonies Create Aeronautics Relics & Artifacts Simply Swords Majrusz's Mods Roots Classic
Full mod list on CurseForge

Hey! Welcome to Elysian.

What brings you here?

You can change this any time at the top of the page.