Glory
Players built upon prior experience, and brought real-life political and social concepts into a world of coastal forests and island chains. Settlements migrated to distant shores, rose above all others, or endured the threat of terrorism.
Aug 10 – Aug 17, 2025
Sessions
14
Players
147
Played at least one session
Communities formed
7
Player-hours
2,747
> RECAP
Two weeks after the end of Trial 0, the servers opened and welcomed returning and new players alike. In this break, and during Trial 1, the plugin was remade and updated for Java Edition 1.21.8.
Among other changes: debuffs were applied to Dried Kelp and Sweet Berries, both common foods; and custom recipes were added to make Brewing Stands accessible.
Trial 1 began on a wooded coastline with an abundance of food and wood. This facilitated many spawn settlements to emerge, however they would not last.
Berrywood Commune couldn’t keep griefers out because the settlement overlapped with the spawn zone. Capital Hill tried to translate capitalism into the game without success: its members were not committed to the copycat ideology.
These settlements were no more than springboards for players leaving to make homes further afield.
Settlements sprung up across the world and found their own ways to deal with the dangers of the environment and other players.
Island nations, such as Loup Land, banished hostile mobs with torches; Skyland remained hidden far from spawn; and the compact Fort Red Berry prioritized efficient progression.
The biggest settlement was Dead Horse, named for a skeleton trap encountered during its formation. Five-hundred blocks down river of spawn, it became the most accessible for migrants and new players.
After mastering the plugin, players safely focused on their own goals. A casino and cathedral were built on Turtle Island, while Dead Horse created a constitution and guild system. Resources were pooled into class-specific or centralised storage areas for greater ease of access. The threat of griefing encouraged valuables being stored underground or in the inventories of trusted players.
As the event progressed, attacks by raiders increased in strength. Island nations, such as Mycelia and the Jestocracy, became staging posts for attacks on Dead Horse. It was lava-casted and pillaged on many occasions. Its citizens either endured, using the adversity to feed their national pride; or left for safer shores.
The island sanctuaries were targeted in retribution, however the raiders were able to evade capture.
Conflicts were derived from boredom, as there was little in-game reason to fight. Victory lacked weight, due to the inability to capture land or stall raiders.
Trial 1 demonstrated strategies and patterns which would be developed in later events. It was similar in scale to Trial 0; the leap to Event 2 would be far greater.
> HIGHLIGHTS
Session 2
Capital Hill is dissolved
The island settlement lacked security and player commitment due to its proximity to spawn and mimicry of real-life ideologies. Other spawn settlements, such as Berrywood Commune, dissolved in the following sessions.
Session 3
The Dead Horse is Killed
Participant_462, arrived in Dead Horse and killed their namesake: a sacred skeleton horse. A living horse was chosen as its reincarnation, and a copper statue was built in its honor.
Session 5
Turtle Island’s Casino Caverne opens
It was run by Participant_736 and attracted visitors such as: the pumpkin-wearing Skylanders; members of Brightiom (apparently disbanded); and ShotRush himself. Would occasionally be damaged by fire and rebuilt.
Session 6
Pillage of Dead Horse
Two former Marinas arrived in Dead Horse having apprehended two players on Dead Horse’s KOS list. Before a trial could happen, the four coordinated to raid the settlement. Members of Fort Red Berry helped push them out, and later formed the Red Thorns.
Session 8
Abandonment of Mycelia
Players identified as raiders inhabited the streets of Mycelia. The leadership, and many citizens, fled to safer lands such as Loup Land. Participant_462 later claimed the mushroom island for the Jestocracy, and attempted liberations were futile.
Session 14
The Red Thorns’ Final Tour
The Red Thorns of Fort Red Berry toured the world, ending at Loup Land casino where they went on a killing spree. Afterwards, they dissolved their group.
> DOWNLOADS
1 file
World saves, logs, recap docs — anything we publish from this event.
