Saurona
Overview
Welcome to the official information hub for Saurona. This site serves as the main source for server information, guidelines, features, systems, and other important information you may need while playing.
As development continues, new sections and information will be added to keep everything in one place and easy to reference.
Guidelines
Community
- Treat others with respect. Harassment, discrimination, threats, targeted abuse, and excessive toxicity are not allowed.
- Keep disagreements civil. Do not repeatedly provoke, insult, target, or create problems with others.
- Do not spam, flood chat, impersonate others, or intentionally disrupt conversations or server activities.
- NSFW content, doxxing, malicious links, DDoS threats, or other content intended to threaten or endanger someone is not allowed.
- Do not advertise other Minecraft servers, Discord servers, communities, products, or services.
- Do not intentionally deceive, scam, or trick other players in trades or agreements.
- Treat staff with respect and cooperate with them when they are handling server matters.
Gameplay
- One account per player. Alternate accounts are not allowed.
- No hacked clients, cheats, x-ray, autoclickers, macros, scripts, or anything else that provides an unfair advantage.
- The official modpack must be used. Additional client-side quality-of-life and performance mods, such as minimaps, FullBright, HUD improvements, shaders, and similar mods are allowed as long as they do not provide an unfair advantage.
- No duping, bug abuse, exploit abuse, or intentionally taking advantage of broken or unintended mechanics. Serious exploits should be reported to staff.
- No stealing, griefing, or intentionally damaging another player's builds or property.
- AFK pools, movement loops, macros, or other methods used to bypass the server's AFK system are not allowed.
- Fly is provided for building only. Do not use it for travel, exploration, PvP, escaping danger, gathering resources, or any other gameplay advantage.
Gameplay Systems
Playstyles
- Haven is the default playstyle. PvP is disabled and your inventory is protected on death.
- Mortal enables higher-risk gameplay, including PvP with other Mortal players, inventory drops on death, and access to bounties.
- Choosing Mortal is permanent unless changed by staff. Use
/playstyleto check your current mode or/mortalto review the Mortal choice.
Progression
- Active playtime earns permanent rewards and upgrades. AFK time does not count toward progression.
- Your backpack starts small and gains additional rows through playtime rewards. Open it with
/backpack. - The virtual crafting table is unlocked through playtime progression and can be opened with
/craftonce earned. - Weekly challenges give you a rotating set of objectives to complete for useful rewards. Check progress with
/challenges. /playtimeshows your active time played and progress toward upcoming rewards.
Bank
- Middle-earth coins can be stored in a personal server bank instead of taking up inventory space.
/bankshows your balance and bank options, while/dep alldeposits all supported coins from your inventory.- Coins can be withdrawn with
/wdraw <amount>or sent directly to another player with/transfer.
Factions
/faction infoshows your faction details, leadership, and members.- Each faction can have a shared home that members can reach with
/faction home. - Faction leaders are responsible for setting and managing the faction home.
Fellowships
- Fellowships are smaller player groups with their own members, invites, private chat, and PvP settings.
- Use
/fellowshipto manage a fellowship and/fcfor quick fellowship chat.
- Mail lets you leave messages for others even when they are offline.
/mailopens your inbox,/mail sendsends a message, and/mail giftcan send the item held in your main hand.
Stats
- The server tracks useful gameplay statistics such as active playtime, kills, deaths, blocks placed, blocks mined, and more.
- View your own stats or another player's public stats with
/stats.
Items
- Eligible items can be personalized with custom names, lore, and ownership engravings through Saurona's item tools.
- Some custom abilities and special rewards are earned through server progression rather than normal crafting.
/help or /commands.
Settlements and Production
Structure Standards
Applications are judged by both the listed requirements and the build as a whole. Meeting the minimum checklist does not guarantee approval. Staff look for builds that are complete, usable, organized, and show reasonable effort and quality.
Settlement Requirements
A Settlement is a faction's main approved population center and is required for faction leadership. It should feel like a complete, lived-in settlement rather than a collection of unrelated builds placed near each other.
Housing
- Include at least 8 complete houses.
- Each house should have a finished exterior and a usable furnished interior.
- Homes should have enough space to reasonably function as living spaces.
- Repeated styles are allowed, but the settlement should not look like the same unfinished shell copied repeatedly.
Public Center
- Include at least 1 completed public or civic building that gives the settlement a clear center.
- This may be a meeting hall, council building, market hall, religious building, gathering space, or another structure with an important shared purpose.
- The building should feel like a central part of the settlement rather than an isolated structure.
Storage
- Include a developed shared storage area for the settlement.
- A warehouse, granary, storehouse, supply yard, or similar build may be used.
- The area should clearly show where food, materials, equipment, or communal supplies are kept.
- Storage should be part of the settlement layout and easily accessible from the main roads or paths.
Production Sites
- Include at least 2 approved Production Sites within or directly connected to the settlement.
- At least 1 Production Site must provide food, such as a farm, ranch, fishery, orchard, or another believable food source.
- Production Sites must meet the separate Production Site requirements listed below.
- Some resources are not eligible for automated production. Check the current Production Site blacklist in Discord before building.
Keep
- Include a completed Keep that serves as the main building and fortified center of the settlement.
- The Keep should be substantial enough to stand apart from normal housing and smaller public buildings.
- Its interior should have believable uses such as leadership space, living quarters, storage, meeting rooms, military space, or other functions appropriate to the build.
- The Keep should be properly connected to the rest of the settlement rather than standing alone.
Military
- Include clear military support appropriate to the size and style of the settlement.
- This may include barracks, soldier housing, an armory, training grounds, stables, guard posts, supply areas, or similar structures.
- Military areas should look usable and should connect naturally to the Keep, defenses, and settlement roads.
Defenses
- Use walls, towers, gates, ditches, palisades, watch posts, or similar defenses where they make sense.
- Defenses should protect the developed settlement and its important structures.
- Do not surround large empty areas simply to make the settlement appear larger.
- Defensive builds should have usable entrances and connect logically to roads, military areas, and the Keep.
Roads
- Important structures within the settlement must be connected by proper roads or paths.
- Roads should be usable, clearly built, and feel like part of the finished settlement.
- The settlement must also have a made road leading to an established approved settlement.
- Bridges, stairs, gates, and other access points should be included where the terrain requires them.
Layout
- Everything should feel like it belongs to one completed settlement.
- Housing, the Public Center, storage, Production Sites, the Keep, military areas, defenses, and roads should all be connected and accessible.
- Structures should be arranged with a clear purpose instead of appearing as unrelated builds placed near one another.
- Staff will judge the settlement as a whole when deciding whether it feels complete and ready for approval.
Production Sites
Production Sites are dedicated builds used to produce specific resources. Anyone may build and apply for one; you do not need to lead a faction or own an approved Settlement.
There is no fixed list of Production Site designs. If a build is a believable way to gather, grow, craft, or process a resource, it can be reviewed for production. Some resources are intentionally excluded from automated production, so check the current Production Site blacklist in Discord before starting a build.
Production Sites
- The build must clearly match the resource being produced.
- It should look like a real work site, not just a marker, chest, or single machine.
- Include details that fit the job, such as tools, work areas, carts, paths, raw materials, workers' space, storage, or finished goods.
- Staff should be able to tell what the site produces by looking at it.
- Staff determine the approved resource and production rate during review.
- Any additional resource or side product must be included in the approval with its own rate.
Production Depots
A Production Depot is the storage area supporting a Production Site. It does not need to be large, but it should clearly show where produced resources are kept and should look like part of the work site.
- Include at least 1 storage container, such as a chest, crate, or barrel.
- The depot should be inside or beside a small building, shelter, wagon area, shed, or similar storage space.
- Include simple decor related to the Production Site, such as tools, stacked materials, or displayed resources.
- The depot must be reasonably close to the Production Site it supports.
- One developed depot may support more than one nearby Production Site when the layout makes sense.