MarshlightHorizons

Modded Minecraft · 1.21.1 · NeoForge

Marshlight Horizons

A cozy exploration server built on Create machines and airships, colonies, four schools of magic, seasons and a coin economy. No waystones. The journey is the point.

“When the Marshlight rose, it called forth dreamers — not to conquer, but to connect.”

What this place is

A world worth the walk

Marshlight isn’t a kitchen sink and it isn’t a grind. It’s a world with roads to follow, food worth cooking, machines worth building, and a light on the horizon that always seems a little further out.

Build with Create

Windmills and waterwheels, trains on Steam ’n’ Rails, and full crewed airships with Create: Aeronautics. Build one and go find the edge of the map.

Raise a colony

MineColonies with a stack of add-ons. Start with a builder and a hut. End with a town that feeds itself.

Four schools of magic

Ars Nouveau for spellcrafting, Iron’s Spells for the flashy stuff, Primal Magick for the slow research path, Hexerei for the witchy corner of the woods.

Food worth cooking

The whole Let’s Do family on top of Farmer’s Delight, proper butchery, and seasons that change what grows and when.

A real economy

Villagers pay in coins, not emeralds. Pay with any mix you like and get change back — that part was written for this server.

Guided, not railroaded

200+ quests across eight chapters walk you from your first night to airships and bosses, without ever telling you what to do next.


“Take the long way. There’s something out there.”

Getting here

Four steps and a first night

The pack does the heavy lifting. Install it, point it at the server, and pick who you want to be.

Install the pack

Marshlight Horizons on CurseForge. Works with the CurseForge app, ATLauncher, Prism and most other launchers.

curseforge.com — link coming at launch

Pack is awaiting CurseForge approval. The link lands here the moment it’s live.

Give it memory

Allocate 8 GB minimum, 10–12 GB if you have it. In the CurseForge app that’s Settings → Minecraft → Allocated Memory. It won’t run well on 4 GB, and the first launch takes a few minutes either way.

Add the server

Multiplayer → Add Server, and paste the address.

play.marshlight.example

Placeholder — the real address goes here before we open the doors.

Your first ten minutes

Pick an origin when you land. Open your quest book and start with First Steps — it walks you through the pack. Grab the Traveler’s Guide from your starting kit; it covers claiming, roads, magic and travel. Then claim your spot before you build anything you’d miss.

Voice chat runs inside the game. Nothing extra to install.


What you need

Minecraft1.21.1
LoaderNeoForge 21.1.235
Java21
Memory8 GB minimum · 10–12 GB recommended
Mods in the pack348
PvPConsent only · off by default
Claims150 chunks per player

“The light is lit. Now go find your horizon.”

Forty-six rules, nine chapters

The Marshlight Code

These rules aren’t here to fence you in. They’re here so everyone has room to build, explore and belong. Most of it comes down to three things: be kind, be fair, and leave the world a little brighter than you found it.

Server & CommunityRules 1–5

1No Harassment or Toxicity

Marshlight Horizons is an inclusive community for players of all backgrounds and experience levels. Harassment, hate speech, discrimination, bullying, targeted provocation, or personal attacks will not be tolerated.

Friendly jokes and banter are welcome, but know when to stop. If someone asks you to drop a subject or tells you that something is making them uncomfortable, respect that boundary.

Disagreements happen. Handle them respectfully, and involve staff when necessary rather than allowing arguments to disrupt the community.

The light belongs to everyone — keep it warm.

2Respect Staff & Staff Decisions

Staff are here to keep Marshlight Horizons safe, fair, stable, and enjoyable for everyone. They may step in to resolve disputes, investigate rule violations, address technical issues, or deal with gameplay that negatively affects the server.

Staff decisions should be respected, but constructive feedback is always welcome. If you disagree with a staff decision, discuss it privately with the appropriate staff member rather than arguing about it publicly.

We build this world together.

3Communicate Early & Kindly

If you have a disagreement with another player, are uncomfortable with an interaction, or believe something has gone wrong, communicate respectfully.

Many problems can be solved through a simple conversation. If you can't resolve the situation yourself—or don't feel comfortable doing so—contact staff.

Every world is a conversation.

4Claim Your Land

Use the server's land-claiming system to protect your builds and establish your space. Players may claim land individually or work together to create shared towns, settlements, and community projects.

Only claim land you reasonably intend to use. Do not surround another player's claim, claim large areas solely to prevent others from building there, or intentionally block access to important locations or resources.

An unclaimed build is not automatically free to take or destroy. If something clearly belongs to another player, leave it alone.

What's yours is safe; what's shared is sacred.

5Voice Chat & Communication

Voice chat is available for both casual conversation and roleplay. You are not required to remain in character while using proximity voice chat.

Be respectful of other players using shared spaces. Avoid excessive screaming, soundboard spam, intentionally disruptive noises, or repeatedly interrupting conversations.

When players are actively roleplaying, participating in an event, or having an immersive interaction, please respect the scene and avoid deliberately disrupting it.

Whether sharing stories or simply sharing a laugh, let every voice have its place.

Gameplay & Fair PlayRules 6–10

6Play With a Fair Client

No hacked clients, X-ray packs or mods, auto-clickers, freecam, or any other tool that gives you an unfair advantage. Performance mods, shaders, and cosmetic changes are fine. If you aren't sure whether a mod is allowed, ask staff before using it.

A light that cheats the dark is no light at all.

7Report Exploits — Don't Use Them

With this many mods working together, bugs will happen. Duplication glitches, infinite-money trade loops, broken recipes, and anything that feels like it gives far more than it should must be reported to staff, not used.

Reporting an exploit will never get you in trouble. Knowingly using one — or sharing it with others — will. Items or coins gained from an exploit may be removed.

Every crack in the world is a chance to mend it.

8Report Bugs & Crashes

If something breaks, crashes, or behaves strangely, let staff know what you were doing, where, and when. A screenshot or a crash report helps a lot. Please don't try to reproduce a crash on purpose on the live server.

The keepers of the light can only fix what they can see.

9No Griefing or Stealing

Do not break, alter, or take from anything that isn't yours — claimed or unclaimed. The server keeps a full record of every block change and container access, with names and timestamps. Staff can see exactly who did what, and will put right what can be put right.

What one hand breaks, the whole community must rebuild.

10One Player, One Account

Don't use alternate accounts to get around bans, claim limits, cooldowns, or trade restocks. If you have a good reason for a second account, talk to staff first.

Walk the horizon as yourself.

Building & Land ClaimsRules 11–18

11Respect Spawn — Our Shared Beginning

Spawn is the heart of Marshlight — where stories begin, characters first meet, and many adventures will pass through. To keep it open for events, shared builds, and gatherings, please do not build within 8 chunks of spawn unless you have staff approval.

Spawn is a community space — if you have an idea for a shop, monument, or public feature, we absolutely welcome it! Just coordinate with staff so the area stays cohesive for everyone.

Foundations laid in light must leave room for others to shine.

12Give Space to Others

Respect the space and vision of your fellow players. Avoid building right next to someone else's area unless you have their clear invitation — this includes towns, bases, farms, and scenic builds. If you're unsure how close is too close, just ask!

Distance isn't division. It's the respect between stories.

13Keep the World Connected

There are no waystones in Marshlight — travel is part of the adventure. Connect your base or town to others with roads, bridges, Create railways, and Via Romana routes, especially toward spawn and other public places. It isn't required, but it is encouraged: roads and rails are what make the world feel alive.

If you prefer to live solo and isolated, that's fine! But even lone wolves can leave behind a road or a rail line for others to discover.

Even the quietest light can help guide the path forward.

14Respect the Forest

If you cut down trees, replant them. Clearing large areas should happen inside your own build or town area, and even then, replanting is encouraged. Forests are part of the landscape's character.

The Marshlight shines brighter through the trees.

15Honor Villages & Ruins

Villages, dungeons, and other generated structures are part of the world's story. You may settle in one — just claim it, let others know it's yours, and don't strip it bare or wreck its look unless you're turning it into something meaningful, like a town.

Loot chests in structures are per player (Lootr), so everyone gets their own loot from the same chest. These chests can't be moved or broken, so if you build in or around a structure, keep its loot chests reachable to the public. Don't wall them in, bury them, or lock them behind doors only you can open.

Not all ruins are broken — some are waiting to be reborn.

16Lore-Friendly Builds

Stick to magical, rustic, colonial, or steampunk-inspired styles: medieval villages, enchanted ruins, arcane laboratories, alchemist huts, brass-and-gear Create factories, trains, and airships all fit perfectly. Avoid anything modern or futuristic — sci-fi, cyberpunk, sleek glass towers, or neon. When in doubt, ask staff for a vibe check before starting a large project.

Invention belongs to the past that could have been.

17Keep the World Clean

If you're moving bases, abandoning a project, or relocating, clean up after yourself: remove temporary shelters, floating blocks, dirt towers, and scarred terrain. Leave things behind only if they serve a clear purpose.

Every corner of the world tells a story — make yours one worth seeing.

18Inactivity Policy

If you're gone for 30 days or more without letting staff know, your claims may be archived or repurposed so the world stays active and accessible. Life gets busy — a simple message before you leave keeps your builds safe until you return.

A light left unattended may flicker, but its place remains.

Create, Automation & Server PerformanceRules 19–23

19Don't Lag the Light

Create is at the heart of Marshlight, and big machines are welcome — but everything you build runs on a shared server. Avoid contraptions that tank performance: runaway redstone clocks, huge numbers of moving parts running at once, item overflow with nowhere to go, or oversized mob farms. If staff find a build that's lagging the server, they may ask you to change it or switch it off until it's fixed.

A world that flows well is a world that thrives.

20Chunk Loading

Each team can force-load up to 25 chunks through the claim map. Use them for things that genuinely need to run while you're away, not your whole base. Force-loaded chunks stop loading automatically if your team goes inactive. Need more for a big project? Ask staff.

Leave a lantern burning — not the whole city.

21Mining & Quarries

Strip mining, tunnel bores, and quarries are allowed — this is a Create server. Just be considerate: keep large operations away from other players' builds and public areas, don't tear up the surface near towns or spawn, and fill in or clean up surface scars when you're done.

Take what you need, and leave the land better than you found it.

22Farms & Entities

Keep animal pens and mob farms to a reasonable size. Hundreds of animals or mobs in one place is one of the biggest causes of server lag. Cull what you don't need, and don't leave mob farms running when you aren't using them.

A full barn is a blessing; an overflowing one is a burden.

23Trains, Airships & Contraptions

Park airships and moving contraptions when you log off rather than leaving them running. Keep rail lines tidy, don't build track through other players' land without asking, and don't block public roads or rail routes.

Every engine should know when to rest.

ExplorationRules 24–27

24Travel the Old Ways

There's no /rtp and no waystones in Marshlight, because the journey is part of the adventure. Ride out on horseback, haul goods in an Astikor cart, take to the sky on a broom, ornithopter or airship, or lay track and run a Create train. Via Romana signposts link roads across the world, so every path you build helps the next traveler.

The horizon is wide — go find your piece of it.

25Dungeons & Structures

Dungeons, ruins, and villages are meant to be discovered and shared. Because loot is per player, you don't need to rush or race anyone for it. Don't destroy or trap a structure to keep others out of it.

Every ruin remembers who came before — and waits for who comes next.

26Mapping Your Journey

The world map (M) is for claims and planning. For a minimap on the go, carry a Map Atlas — the more maps you add to it, the more of the world you'll see. Share maps and routes with friends; it's part of the fun.

A map is only as good as the feet that walked it.

27Leave Something Behind

When you explore far out, consider leaving a road, a waypoint shelter, a bridge, or a sign for the next traveler. The world gets better when explorers help each other.

Every path you carve becomes someone else's shortcut.

Magic, Origins & CompanionsRules 28–32

28Origins & Classes

When you join, you choose an Origin (your species), a Class, and a Background. Each Origin has real strengths and a real weakness, so pick the one that fits how you want to play. You'll find them sorted into categories — Animals, Sea, Nature, Elemental, Monsters, Fantasy, Humans, and Founders. The Founders origins are inspired by the people who built Marshlight, and anyone can pick them.

Your Origin can be part of your character's story, but it doesn't have to be — you don't need lore to enjoy it.

Every traveler carries a spark of where they came from.

29Use Your Powers Fairly

Origin abilities, summons, and spells follow the same rules as everything else: no griefing with them, no using them to get into claims or builds you weren't invited to, and no using them on players without consent (see PvP). Summoned allies are your responsibility — keep them away from other players' builds.

Power is a light — it can guide, or it can blind.

30Magic — Keep It Immersive & Meaningful

Mods like Ars Nouveau, Iron's Spells 'n Spellbooks, Primal Magick, and Hexerei let you wield serious magic. With great power comes great responsibility:

If your use of magic starts to hurt other players' experience or the server's stability, staff may ask you to adjust.

Magic is strongest when it shapes the story — not just the world.

31Pets & Tamed Creatures

Wolves, cats, familiars, and other companions are welcome! Just keep your pack manageable — dozens of pets in a town square clutter shared spaces and hurt performance. Keep pets housed or sitting when you aren't using them, especially in towns or at events.

Every hero needs a companion — just not an army.

32Doggy Talents

Doggy Talents lets your dog grow skills and personality — enjoy it! Give your dogs unique names, don't hoard them, and don't build lag-heavy "guard squads" or unkillable combat packs.

Even enchanted paws must tread lightly.

PvP & CombatRules 33–35

33PvP Requires Consent

All PvP must be agreed to by everyone involved — no ambushes, baiting, or "my character would do this" excuses. Just because your character wants a fight doesn't mean the other player has to agree. Check first, out of character: something as simple as "is a duel okay here?" keeps it fun. This includes spells, summons, and origin abilities.

Honor in battle is brighter than victory in shadows.

34The Arena

The Arena is the place for all-out combat — settling a grudge, hosting a duel, or running a tournament. You don't need a story reason to fight here, but consent is still required everywhere else. Spectators and commentators are welcome!

Here, mayhem is art — and the canvas is open.

35Sanctuary Zones

Spawn, shrines, libraries, and other key landmarks are sanctuary zones: no PvP, no theft, and no high-conflict scenes may start there, even with consent. They're for gathering, trading, and peaceful stories.

Where the light is brightest, even shadows step back.

Economy & Community LifeRules 36–40

36Coins Are the Currency

Marshlight runs on Create: Numismatics coins. From smallest to largest:

Emeralds are no longer money — they're a crafting material. Coins can be stored, swapped, and broken into smaller change at a Bank Terminal.

From coin to candlelight, every trade tells a tale.

37Trading With Villagers

Villagers buy your goods and pay in coins, and sell their wares for coins. You can pay with any mix of coins — hover over a price to see what it's worth — and the villager hands back your change. Villagers never buy emeralds or coins.

If you find a trade that lets you make money from nothing — buying something from one villager and selling it to another for more — report it to staff (Rule 7).

A fair trade leaves both sides smiling.

38Player Shops

Players are welcome to open shops at spawn or in their towns to sell items, gear, or services — Numismatics vendors make it easy to take coins automatically. Shops should be tidy and lore-friendly, and shouldn't crowd shared spaces. Before pricing, check what others charge. Undercutting or inflating just to compete is discouraged unless your product is truly rare.

Value isn't numbers — it's the stories behind the trade.

39Bartering & Services

Coins aren't the only way to trade. Tools for books, food for favors, or enchanted gear for a service are all welcome — whatever both sides agree on is fair. Keep deals honest, and never scam another player.

Some of the best trades can't be counted.

40Guilds

Players are welcome to form guilds — adventuring parties, merchant networks, magical orders, rail companies, or crafting collectives. To make a guild official, post a notice at the Guildhall board in spawn with its name, purpose, and a point of contact. Guilds are encouraged to host events, post quests or bounties, and offer services to the community.

The Marshlight burns brightest where many flames gather.

Optional RoleplayRules 41–46

41Roleplay Is Encouraged, Not Required

Marshlight Horizons supports roleplay, storytelling, character development, guilds, towns, and player-created adventures—but you are not required to be in character at all times.

Players who prefer traditional SMP gameplay are just as welcome as those who want to create detailed characters and stories. If you encounter players actively roleplaying, respect their scene and avoid intentionally disrupting it.

Some come to write their story. Others come simply to explore. All may follow the same horizon.

42Character Names & Identities

If you choose to create a roleplay character, use a name that is appropriate and easy for other players to interact with.

Character names, titles, aliases, and secret identities are welcome. Avoid using names specifically intended to troll, impersonate another player, or create confusion.

You are not required to change your Discord nickname to your character's name, although you may choose to do so.

A name may become a legend—but every legend begins somewhere.

43Respect Other Players' Roleplay

Roleplay is a shared experience. Do not intentionally hijack, sabotage, or disrupt another player's scene.

You are welcome to join open roleplay interactions, but be mindful of the situation. Some planned storylines or events may require permission before joining.

Likewise, players participating in roleplay should not pressure players who prefer normal SMP gameplay into participating.

Every story deserves room to be told.

44Consent-Based Storytelling

Major roleplay developments involving another player's character require their consent.

This includes things such as permanent character death, imprisonment, major betrayal, romantic relationships, or storylines that significantly affect another player's established character or settlement.

Small disagreements and spontaneous interactions don't require permission for every action, but anything with lasting consequences should be discussed between the players involved.

The greatest stories are written together.

45No Metagaming or Godmodding During RP

When participating in roleplay, don't use information your character could not reasonably know to gain an advantage.

Information learned through Discord, another player's stream, private messages, or conversations your character wasn't present for should not automatically become character knowledge.

You may also never control another player's character without permission. Describe your character's actions, then allow the other player to decide how their character responds.

Write your own page, and give others the freedom to write theirs.

46Keep Roleplay Appropriate to the World

Characters and stories should generally fit the fantasy, magical, adventurous, and Create-inspired world of Marshlight Horizons.

You don't need an elaborate backstory, and humor is absolutely welcome. However, deliberately disruptive characters or stories designed purely to break immersion may be asked to tone things down during active RP. Characters should grow into their power through the story rather than starting out all-powerful.

Your Origin, Class, magic, inventions, and adventures can all become part of your character's story—but you don't need a complicated lore explanation just to enjoy the mods.

Beyond the horizon, every traveler finds their own story.

Final Words

These rules aren't here to fence you in. They're here so everyone has room to build, explore, and belong. Most of them come down to three things: be kind, be fair, and leave the world a little brighter than you found it.

If something isn't covered here, use good judgment and ask staff. The Code may grow as the world does, and any changes will always be announced.

Welcome to Marshlight Horizons, traveler. The light is lit. Now go find your horizon.

The Marshlight doesn't lead the way. It shows you you're not walking alone.

Pick who you are

Origins

When you join you choose an Origin, a Class and a Background. Every origin has a real strength and a real weakness, so pick the one that fits how you want to play. Your origin can be part of your character’s story — it doesn’t have to be.


The Founders — eleven, built for the people who built this place

Every one of these came out of a questionnaire answered by the person it’s based on: favourite biome, what they’re afraid of, what they’d eat for the rest of their life. Anyone can pick them.

Marshmallow

13 powers

Soft, squishy and impossible to hurt with a fall. A builder and a miner at heart. Heat toasts you golden and tough — but marshmallows burn, so don't get greedy with the fire.

Doughborn

13 powers

Born of bread and rails. Runs on a loaf and a length of track, at home in the spruce taiga, and can blink a short way across the world at the cost of an appetite. Water softens his crust until he sinks like a stone; a warm fire bakes it back.

Allay Spark

15 powers

A cheerful purple helper who wanders, trades and picks up everything in sight. Floats down from any fall and never drowns — but hates getting wet.

Chalkdrawn

14 powers

A quiet, thoughtful artist who sketches allies into being — wolves for a quick job, a golem for a masterpiece. Every drawing is paid for in blood, and the bigger the drawing, the higher the price.

Teardrop Fox

10 powers

Born from a single tear of crying obsidian at sunrise: a tiny purple fox-spirit who gets into everything, gets lost constantly, and somehow befriends every animal along the way. Brave about most things. Not heights. Not the dark. Definitely not creepers.

Void Bean

11 powers

A tiny bean that fell out of the End one starry night and never quite stopped popping around. Friends with every enderman, happiest in her barn with a bowl of ice cream, and pure chaos the rest of the time. Loves the night sky; hates pitch-dark caves, lava, and windows.

Captain Capybarrr

9 powers

A gold-toothed pirate captain who wandered off his ship and never found his way back. Fast on his feet, faster in the water, loyal to his horse and his crew, and always hungry. Lives for a boss fight and a good burger. Skeletons are his curse.

Midnight Drake

9 powers

A lilac drake who hatched in a midnight thunderstorm. Happiest running through dark forests and lush caves, reshaping the land one hill at a time, or gliding through a storm with a hot chocolate waiting at home. Oddly afraid of fire for a dragon.

Loot Goblin

15 powers

A tiny purple goblin who crawls out of mystical groves at twilight, pockets everything shiny, and shrugs off hits like a fortress. Loves rainstorms, potatoes and a good dungeon crawl. The sun is far too spicy, and silverfish are pure terror.

Stellar Fox

9 powers

A lavender fox-spirit who fell from the night sky into a snowy forest. Chats with every animal, zips around under the stars and never feels the cold. A little on the short side, not a fan of zombies, and has a truly impressive history with lava pits.

Dark Puppeteer

11 powers

A quiet magic-worker in a dark green cloak who wanders enchanted forests at sunset, pulling strings the rest of us can't see. The restless dead walk past without a glance, animals trust him, and his summons fight harder for him. Fire is dangerous, and creepers are a personal insult.


And the rest of the roster

Animals

Avian · Arachnid · Wolf · Fox · Sheep · Dog · Komodo · Otter · Raccoon · Cow · Tiger · Squirrel · Hiveling

Sea

Merling · Siren · Kraken

Nature

Caveborn · Sylvan · Verdant · Sporeling

Elemental

Blazeling · Stoneguard · Frostborn

Monsters

Enderian · Umbral · Piglin · Automaton · Monster Tamer · Skeleton · Slime

Fantasy

Dwarf · Fae · Goblin · Elf · Orc

Humans

Human · Elytrian · Inchling


“Every traveler carries a spark of where they came from.”

How Marshlight plays

The things that make it different

Most of what surprises people here is deliberate. Here’s what changed and why.

There is no fast travel

No /rtp, no waystones. You ride out on horseback, haul goods in an Astikor cart, take to the sky on a broom or an airship, or lay track and run a Create train. Via Romana signposts link roads across the world, so every path you build makes the next traveler faster.

This is the single biggest thing about the server. The world is large and it stays large.

Money is coins, not emeralds

Marshlight runs on Create: Numismatics. Villagers buy your goods and pay in coins, and sell for coins. Pay with any mix and the villager hands back change — that bit was written for this pack. Emeralds are just a crafting material now.

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Your land is yours

  • 150 chunks to claim, solo or as a team.
  • 25 force-loaded chunks per team for things that must keep running while you’re away.
  • Claims release after 60 days of a whole team being inactive — tell staff before a long break and yours are safe.
  • Loot chests are per player, so nobody races you to the barrel.

Dying isn’t a disaster

  • Corpse keeps your things where you fell.
  • Hardcore Revival lets a friend pick you back up.
  • PvP is consent-only everywhere except the Arena, and never in sanctuary zones.
  • Proximity voice chat runs in-game, no install.

The world reshapes itself

Tectonic and Regions Unexplored rebuild the terrain. YUNG’s overhauls, When Dungeons Arise, Dungeons and Taverns, Integrated Dungeons & Seven Seas, overhauled villages and Towns and Towers fill it back in. Ecliptic Seasons changes what grows and when, so a farm is a calendar as much as a field.

Build like it’s the past that could have been

Magical, rustic, colonial and steampunk: medieval villages, enchanted ruins, alchemist huts, brass-and-gear factories, trains and airships. No sci-fi, no neon, no glass towers. The world holds together because everyone builds into the same one.


“Even the quietest light can help guide the path forward.”