Alderwick

A private server · By invitation

The Alderwick Estate

“The lamps have waited long enough.”

A cosy Victorian countryside adventure for Minecraft 1.21.1, with an undercurrent of mystery: lamp-lit rooms, village gossip, and old machines waking after a long sleep.

How to join

You restore a great estate one building at a time, get to know three villages that each have opinions about you, and find out what happened here.

Danger exists in the wilds, some of it clearly signposted. Retreating is always sensible. The house itself is safe and lit from your very first night.

This page is spoiler-free. Everything below is what the valley would tell a newcomer.

Chapter the First

Why the estate is dark

Three generations built it. One of them closed it, carefully, in a single season.

  1. Augustin

    The builder

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

  2. Edmund

    The engineer

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

  3. 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.

— and so, the lamps are waiting.

Put to sleep, not broken

Every machine on the grounds was stopped deliberately. In game, /estate ledger lists what each restoration needs. Hover or tap a machine to stir it.

“Light first, then hands, then water.”

The staff’s one remembered instruction

Chapter the Second

Who you are

Nobody arrives in this valley as a stranger. The will has already decided who you are to it.

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.

Everyone after draws one identity from the will. It is kept for good, and it changes your greetings, which villages warm to you first, and the letters you receive.

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

Chapter the Third

Three villages, three opinions

Each one has a memory, a festival calendar, and a view of you before you’ve said a word.

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.

Festivals

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

Orchard village · long memory

Bramblemead

First impression Warm

Tends the estate orchards on very old leases. Remembers the Drowning Week, when the mine flooded and the estate’s pumps saved three trapped miners.

Festivals

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

Calls Ironmere folk “clinkers.”

Railway & metalworking town

Ironmere

First impression Cold

Stern. Grew up around a foundry that burned down and a terminal that went quiet. Older folk call any hard year “a Long Cold year.”

Festival

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

Calls Bramblemead folk “pippins.”

Chapter the Fourth

People worth knowing

A few of the valley’s residents. Start with the steward.

Start here

Elias Ward

Estate steward

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

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

  • Alderwick

    Mara Voss

    Mechanic

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

  • Alderwick

    Juniper Bell

    Grocer & matchmaker

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

  • Alderwick

    Constable Hale

    The law

    Slow, fair, procedural.

  • Bramblemead

    Tomas Reed

    Miller

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

  • Bramblemead

    Nell Finch

    Innkeeper

    Food before opinions.

  • Ironmere

    Orin Pike

    Stationmaster

    Precise to the minute.

  • Ironmere

    Dr. Ada Wren

    Electrical engineer

    Lectures in numbered points.

  • Ironmere

    Warden Crowe

    The law

    Severe, consistent, strict about tools.

Chapter the Fifth

How life works here

The practical bits, so your first evening goes smoothly.

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 normal MCA screen and shop.
  • Gossip isn’t always accurate, and you can tell a chatty villager to hush.
  • Without AI, villagers still answer with written lines, shops, requests and the law.

Skills

11skills
1–50levels each
Kto open
  • Levelled by doing, each with a 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 sit around the estate: ore rocks, regrowing trees, fishing spots, combat camps.

The law & salvage

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.

Ruins with a white placard are fair game:

  • Old Rook MillRotten floors
  • Harrow FoundryA fallen chimney
  • Flooded PumpworksBring a boat
  • Blackglass WorksHigh danger. Leave if it turns.

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.

Before you arrive

Getting started

Four steps between you and the front door.

  1. Install the pack

    In CurseForge, choose Create Custom Profile → Import and select the Alderwick client ZIP. Allocate 6 GB of memory (8 GB is comfortable).

  2. Connect

    Multiplayer → Direct Connection with the address from your invitation. Keep the pinned mod versions and dismiss any update prompts.

  3. Answer “Who are you?”

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

  4. Find the steward

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

Keep these handy

  • KSkills and perks
  • What each restoration needs
  • Help, in game
  • Replay the arrival fly-over

See you at the gates. Do wipe your boots.