A private server · Minecraft 1.21.1

Alderwick Estate

The lamps have waited long enough.

A cosy Victorian countryside adventure with an undercurrent of mystery. Restore a great house one building at a time, win over three villages with opinions of their own, and find out what happened here.

Accept the invitation
Wipe your boots

From the desk of the Estate Steward

You are cordially expected

“Ah. You’ll be the new custodian. Do wipe your boots; the foyer has had twelve quiet years and would like a thirteenth.”

— Elias Ward, Steward of Alderwick

Somewhere in a green valley stands a red-brick house on a rise, with a belvedere tower and a great many dark windows. Its machines are asleep. Its villages are talking. And as of last winter, it is partly yours.

This is a slow, warm, lamp-lit sort of adventure. Danger does exist out in the wilds, and some of it is clearly signposted, but retreating is always sensible and the house is safe and lit from your very first night.

Yours, in anticipation,
The Trust of Alderwick Estate

Why the estate is dark

Three generations, one long quiet

Nobody has ever been told the whole of it. Here is what the village will tell you before the kettle boils.

  1. I

    Augustin

    The Builder

    Built the house on a rise, with a tall belvedere tower so he could see his orchards from his desk.

  2. II

    Edmund

    The Engineer

    Filled the grounds with machinery and ran a railway all the way to the town of Ironmere.

  3. III

    Lenora

    The Keeper

    Ran the estate for decades: exacting, practical, never without a notebook.

About twelve years ago, in a single season, Lenora shut it all down.

She stopped every machine by hand, in a particular order. She let the staff go with wages and references. She closed the house room by room, and then she left. She never gave a public reason.

Last winter, Lenora died. Her will put the estate into a trust with two custodians’ chairs. One of them, it seems, has your name on it.

“Light first, then hands, then water.”

The staff’s one remembered instruction

The Estate Ledger

Put to sleep, not broken. In game, /estate ledger lists what each restoration needs.

Go on, give one a nudge. (In the real thing, it takes rather more than a click.)

Who you are

Named in the will

Your identity changes how you’re greeted, which villages warm to you first, and the letters that find their way to you. Once drawn, it’s yours for good.

The first to arrive

The Heir

The first player to join is always the Heir: Lenora’s great-niece or great-nephew, raised far from the valley. You know the family name. You don’t yet know the family.

Everyone after draws one identity from the will. Each has a story of its own.

Every identity has a story of its own. Don’t look it up.

The valley

Three villages, three opinions

Each remembers the estate differently. Each will make up its mind about you.

The market village at the gates

Alderwick

First impression Divided

Families here worked at the house for three generations and still talk about “before the closing” and “after.” The village is split down the middle about Lenora, and they’ll be weighing you up on the same scales.

Festivals

  • Charter Day The founding charter read aloud. Bring a chair.
  • Lamplighting Night On the first frost.

An orchard village with a long memory

Bramblemead

First impression Warm

Tends the estate orchards on very old leases. Bramblemead remembers the Drowning Week, when the mine flooded and the estate’s pumps saved three trapped miners. They have not forgotten who kept the pumps.

Festivals

  • The Four-Day Bell
  • The Blossom Walk At dawn, in spring.

Calls Ironmere folk clinkers.

A stern railway & metalworking town

Ironmere

First impression Cold

Grew up around a foundry that burned down and a terminal that went quiet. Older folk call any hard year “a Long Cold year.” Warmth here is earned, and then kept.

Festivals

  • Whistle Night Celebrated by beating anvils, now that there are no engines.

Calls Bramblemead folk pippins.

The Harvest Fair

All three meet each autumn at the Harvest Fair, where the Golden Apple goes to the best produce. Rivalries are friendly. Mostly.

People worth knowing

Calling cards

A few of the faces you’ll meet. Start with the steward; he has been waiting.

  • Start here

    Elias Ward

    Estate Steward

    Formal, dryly funny, and still says “Miss Lenora.”

  • Mara Voss

    Mechanic · Alderwick

    Blunt and brilliant. Her mother was the estate’s chief mechanic.

  • Juniper Bell

    Grocer & matchmaker · Alderwick

    Currently waging a freight-rate war with Ironmere’s stationmaster.

  • Constable Hale

    The law · Alderwick

    Slow, fair, and thoroughly procedural.

  • Tomas Reed

    Miller · Bramblemead

    Talks weather first. Keeps a copy of something Lenora once told him.

  • Nell Finch

    Innkeeper · Bramblemead

    Food before opinions. Always.

  • Orin Pike

    Stationmaster · Ironmere

    Precise to the minute. Has Opinions about freight rates.

  • Dr. Ada Wren

    Electrical engineer · Ironmere

    Lectures in numbered points. 1) Listen. 2) Take notes.

  • Warden Crowe

    The law · Ironmere

    Severe, consistent, and very strict about tools.

Ways & customs

How things are done in the valley

A little etiquette for new custodians. None of it is a secret; all of it is useful.

Talking to villagers

  • Right-click with an empty hand to talk. Anything typed in nearby chat gets an answer.
  • Topic buttons unlock as the estate is restored and trust grows.
  • Sneak + Right-click opens the usual MCA screen and shop.
  • Gossip isn’t always accurate. You can tell a chatty villager to hush.
  • Without AI, villagers still answer with written lines, shops, requests and the law.

Eleven skills, levelled by doing

  • Press K for skills. Levels 1–50, each with its own perk tree.
  • Skill XP is never lost, even on death.
  • Quests never stall: if a step needs a level, you’re raised to it after finishing the step before.
  • Machines use their owner’s skills. Unowned machines work at level one and can be claimed with a wrench.
  • Training sites dot the estate: ore rocks, regrowing trees, fishing spots and combat camps.

The law

  • Village chests, barrels and crops belong to someone. Theft is remembered, and so is help.
  • Constables may ask for restitution or a short stay in the lock-up. Running makes it worse.
  • Ironmere fines industrial theft hardest.

Playing together

  • A narrated fly-over plays on arrival. Sneak to skip; /estate intro replays it.
  • Villages notice whether custodians squabble or share.
  • People say different things to each custodian. Compare notes.
  • The library has books for the first night.
  • The house is safe and lit from the first night.

Salvage & ruins

Ruins marked with a white placard are fair game. Everything else belongs to somebody.

  • Old Rook Mill Rotten floors
  • Harrow Foundry A fallen chimney
  • The Flooded Pumpworks Bring a boat
  • The Blackglass Works High danger. Leave if it turns.

Getting started

Your first evening at Alderwick

Four steps from your desktop to the foyer. Put the kettle on first.

  1. 1

    Install the pack

    In CurseForge, choose Create Custom Profile → Import, and pick the Alderwick client ZIP.

    Allocate 6 GB of memory. 8 GB is comfortable.

  2. 2

    Connect to the server

    Multiplayer → Direct Connection, using the address from your invitation.

    Keep the pinned mod versions and dismiss any update prompts.

  3. 3

    Answer “Who are you?”

    On first login, MCA asks. Keep your name, choose a gender, pick Vanilla, then Accept.

  4. 4

    Find the steward

    Open the Quest Book in slot one, read the introduction letter, and go and find Elias Ward.

Pocket reference

  • KSkills & perks
  • What each restoration needs
  • Help, when you need it
  • Replay the arrival fly-over

The lamps have waited long enough.

Bring your curiosity, your good manners, and perhaps a boat. We’ll leave a light on.

Back to the steps