The Covenant
The people of the Covenant were peaceful, but they were also an unusual group of religious cultists.
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.
Showing everything.
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.
Roleplay comes first here, and the game is set up around it. Getting anywhere takes time, and so does getting rich.
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.
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.
We made the ferry, overseas trading and the world events ourselves, and we made them with realistic roleplay in mind.
You won't find a public IP for Elysian. Join our Discord, get whitelisted, and the server pack connects you from there.
Finish the onboarding and hang tight. Whitelist requests are checked by a person, not a bot, and that can take a while.
Nobody picks where the ferry lets them off. Wherever you end up, place a bed before anything else, then look for shelter.
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.
Ranking up to Traveler costs 1,000 GU. After that, founding your town costs 5,000 GU.
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.
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.
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.
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.
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.
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.
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.
You can play here without joining anyone. What you need is a town of your own and enough money to keep it running.
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.
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.
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.
Nobody can make you join a nation. Trading with everyone and keeping out of politics is a perfectly good way to play.
Every nation below was started by players. Some lasted longer than others, and plenty of what they left behind is still around.
The people of the Covenant were peaceful, but they were also an unusual group of religious cultists.
Danger is their middle name. Ryðria is a chaotic military-industrialist nation based in the desert.
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 was a small group of skilled engineers who shared the leadership between them. Democracy and industry were what they were known for.
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 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 was founded by devoted priests of Helios. It wants peace and prosperity, and above all it protects its citizens from foreign interference.
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.
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.
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.
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.
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.
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
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.
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.
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.
Income
Spending
Stay in the black.
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.
Announce it publicly and get an owner to sign off. No approval, no war.
Both sides get a day to skirmish and get into position. Good time to check your walls.
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.
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.