A new entry has been added to our Codex; Newfort Battle Armaments
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Make a submission for the TAW Codex. All submissions will be reviewed by a staff member and will be published upon approval.
A new entry has been added to our Codex; Newfort Battle Armaments
Have a submission?
Make a submission for the TAW Codex. All submissions will be reviewed by a staff member and will be published upon approval.

For some time, Isenwyrd had been consumed by a ghostly incursion, held at bay only by the Inquisitor’s Iron Verdict. Across the continent, our shrines were activated as energy conduits to shield the most vital regions, while the Cenotaph marked resting places as an offering of peace to entice the spirits to settle.
Yet, not all the dead were receptive to this mercy. A large force of hostile ghosts rallied at Newfort on the western shore where there were no active shrines present. So long as this massive force was allowed to endure, a dark shadow would hang over that side of Isenwyrd.


The stage was set for a grueling clash between Isenwyrd’s most faithful and the remaining angry spirits. To prepare, fighters rallied at Goose’s stronghold along the Windy Valley road, a fortress hastily constructed for the looming Battle for Newfort. Their plan? To clear Newfort of the ghosts to make way for the construction of a new shrine to anchor the western shore.

In preparation for the clash, the Cenotaph completed an additional four marks. Had the Newfort ghosts been defeated before these resting places were secured, the spirits would have merely been displaced into the northern wilderness. In those wild lands, devoid of active shrines or suitable ruins for the Cenotaph to mark, the ghosts would have only grown more enraged.

The stronghold was heavily stocked with rations, healing potions, and a bounty of Iron gear. As the assembled warriors gathered within the walls, the palpable anxiety of what lay ahead hung heavy in the air, accompanied by the haunted thunderstorm howling outside.
ASSEMBLING FOR BATTLE
The conflict first erupted at the windmill, where the ghosts of Newfort surged up the valley and slammed into our front lines. The fighting was fierce, with a brutal tug-of-war as ground was gained and lost numerous times. Eventually, the fighters were pushed all the way back to the stronghold for a desperate defense as it became the primary target of a ghostly siege.
STRONGHOLD SIEGE
Eventually, through sheer attrition, the fighters managed to throw back the ghostly horde. Reclaiming the windmill, they pressed their advantage, driving the enemy back down the valley and taking the fight directly into the Newfort compound itself.
NEWFORT COMPOUND FIGHT
Inside the Newfort compound it turned into a slaughter. The ghosts, cornered and desperate, lashed out with fury. They tore through armor like paper, and faithful warriors crumpled into the mud, their lifeforce drained to ash. The ground grew slick with blood as the fighters took heavy casualties, their desperate screams echoing throughout the valley.
Amidst the mounting slaughter, the immense toll of their sacrifice finally broke the threshold, completing the consecration of Isenwyrd. The continent’s spiritual infrastructure snapped into place, igniting a blinding light that vaporized the remaining spirits and sealed the continent.


Yet, in that exact moment of triumph, Brother DiMo burst into unholy flames, self-immolating while praising the Lord of Darkness.

Despite it all, the consecration was fulfilled. They built the Shrines. They paved the Road of Faith. They answered the Call of the Cenotaph. And in the end, they bled for it.
The light will now always shine on Isenwyrd. Those of you who contributed to its consecration will be granted exclusive build rights and may choose to continue building and living on Isenwyrd for as long as you wish. Even after new lands become available in the future, you can always return to your protected home.
But to understand what the Consecration of Isenwyrd truly means in this world, you must look back at The Ancient World’s oldest history.

During the foundational Age of Gods, civilization flourished within The Shire. The main village, economic center, and heart of the world. That age ended tragically after the first rift opened, and The Shire was entirely destroyed.
For many Ages, the old world never truly recovered from that loss. What followed was a cycle of never-ending wars, relentless rifts, and total collapses, including the ruin of Ironheart, Ironhammer, Oak’s Rest, Shimmermist, and many more.
The Consecration of Isenwyrd breaks that cycle. It is a holy pledge, an indissoluble and eternal oath that this frontier continent will never share the same tragic fate as The Shire. By completing the Shrines, the Road of Faith, the Cenotaphs, and the Iron Verdict; our Pilgrims have anchored a permanent sanctuary. It is forever protected from absolute destruction, as it now exists in a permanent blind spot to the Lord of Darkness.

To further understand this protection one must look to the balance of the realms. Where Shaurekoth Durn exists as a physical, forsaken plane where mortals journey into the maw of pure evil. Isenwyrd operates on an entirely different cosmic law.
Darkness feeds on the hatred, greed, and fading faith of the world. But the spiritual infrastructure now anchoring Isenwyrd has created a sanctuary of absolute consecration. To the God of Darkness, looking out from the void, Isenwyrd does not register as a target. It is an impenetrable void of light, completely hidden from his malice. It cannot take root there.
Words from the Isenwyrd Temple
To the Pilgrims of Isenwyrd. Now Exalted;
For many Ages, this has been a world defined by the Rift. Our forebears watched as The Shire burned into Molten Valley, and they felt the Freezing Deathly Snow of a thousand year apocalypse. They were a people defined by what they lost.
That era is over.
Darkness hunts the living through the echoes of their fear. But on Isenwyrd, there is no fear here to feed the shadow, so the shadow simply passes over it. Through the ritual of Consecration, Isenwyrd has been removed from the cycle of destruction.
Yet, the sheer velocity of this miracle demanded a terrible toll. Let it be known that in those final, blinding moments, Brother DiMo was overtaken by the volatile remnants of the dying spirits. His final, heretical words were not his own, but a tragic symptom of the ghosts fading, desperate malice.
Do not mistake his end for betrayal. His tragic immolation is a testament to the terrible forces we fought to protect Isenwyrd from. Though he no longer lives, he rests now among the Exalted in memory. His mind is freed, and his spirit eternally cleansed by the light.
The soil of Isenwyrd now belongs to the Exalted. They are the faithful who raised the shrines, paved the roads, assisted the Cenotaph, or bled for its consecration.


The Iron Verdict: Battle For Newfort is a scheduled community event that will run for approximately 2 hours and will involve a battle against powerful ghosts, ultra-rare loot drops, and the construction of a new shrine to help protect Isenwyrd’s western coast.
July 18th–19th
8:00 AM AEST (Sunday, July 19th)
6:00 PM EDT (Saturday, July 18th)
12:00 AM CEST (Sunday, July 18th/19th midnight)
PREPARATIONS
Ahead of the battle this weekend, activity in the western valleys have completely shifted. What was once a lone fort in a lonely valley, has now become the focal point for everyone on the continent.
Pilgrims have expanded their roads into the valley and constructed rally points and defences in preparation for the worst. Meanwhile, a peasant living in the valley has been expressing concern about the current state of play, and with his own bare hands has been making preparations of his own.


Words from the Isenwyrd Temple
To purge the restless dead without giving these displaced souls a vessel to inhabit could be a recipe for ruin. I have provided the last of my blessed stock. Only four hollow stones remain unmarked.
We are running out of time to finish the ritual. If these final marks are not claimed before the battle breaks, the ghosts will only become displaced and may grow more volatile.

The Final Marks




Well well… would you look at this?
I’ve been telling myself that I wouldn’t update our server beyond Minecraft version 1.21.11 until Mojang finally added sitting to the game.
Skip to 4:10
After many years of using half-baked plugins to add this simple function, all I have to say is..
IT’S ABOUT DAMN TIME!

The Iron Verdict: Battle For Newfort is a scheduled community event that will run for approximately 2 hours and will involve a battle against powerful ghosts, ultra-rare loot drops, and the construction of a new shrine to help protect Isenwyrd’s western coast.
As part of Isenwyrd’s consecration, our Pilgrims have been building shrines and laying the stone for the Road of Faith. But this has been no easy task. With the threat of ghosts lingering around every corner and over every hill, we urgently need everyone’s help in clearing Newfort of ghosts to make it safe enough to begin the construction of a new shrine, and to expand the Road of Faith into that region.
Recently, a Cenotaph has been marked and the road has been expanded into the South Coast – successfully pushing back the fog of war. Ghosts who are yet to be calmed or purged are now regrouping on The Western Coast; specifically around the Newfort area and the surrounding hills and valleys.
The temple requests a new major shrine be erected at Newfort before expanding the Road of Faith. A number of powerful ghosts, however, are blocking progress in this specific area.
RARE DROPS
During this special event the following rare artifacts will drop from hostile mobs;
Final words
This is a Call to Arms. We must use our new supply of Iron to gear up for battle and take Newfort back from the ghosts. Only then can our Pilgrims and Cenotaph continue their important work in that region.
This event will determine the fate of Newfort and Isenwyrd’s western coast forever. Please try to clear your schedule so that you can log in at this important time.
July 18th–19th
8:00 AM AEST (Sunday, July 19th)
6:00 PM EDT (Saturday, July 18th)
12:00 AM CEST (Sunday, July 18th/19th midnight)

This is a follow up calling from our Cenotaph to all of our Pilgrims on Isenwyrd.
Above is an overview map that highlights the 3 Cenotaph Marks that are currently active. We are still short of our goal of about 6 marks. More than 6 would be even better, as an equal coverage across the entire continent would be more effective in calming the Ghosts and returning peace to our land.
Our Cenotaph cannot mark these locations alone without the help of the Pilgrims. If you have a build you can part with, you can leave details of its location on the signboard outside of the Isenwyrd Temple.

Isenwyrd sits on the edge of an untamed frontier. When we first arrived earlier this year it was populated with an over-abundance of wildlife. The weather has also been relentless with heavy rainfall; sometimes for a week at a time.
Suffice it to say; settling a wild and unpredictable frontier is not without its challenges. Our dilemma with Ancient Ghosts is still unfolding and has escalated beyond what most of us could have predicted. But at the end of the day, a good story often requires conflict.
If the story of Isenwyrd was entirely safe, predictable, and peaceful, there would be no history to write and no real triumphs to celebrate when looking back on these formative days. Looking back across TAW’s history, it has always been the eras of tension and sudden crises that forged our tightest bonds and most memorable lore.

Plugins
Changes to Chat
There’s been a few minor changes to the way our chat works. Revisit our Chat Guide to read the updated instructions.
Longer Days
The Timemanager plugin has recently been updated for Minecraft 1.21.11. We can now enjoy days that are over 3x longer than vanilla minecraft.
GodpowersPlus
In partnership with Justinian6 Software, we are updating the original Godpowers plugin for our server. Godpowers was one of the very first plugins we used on The Ancient World back during the Age of Gods, which allowed roleplay on our server to flourish at that time. The plugin has been outdated for 11 years now and I didn’t wish to see such an important plugin fall into complete obsolescence.
The new plugin will contain all of the features from the original plugin; plus some new TAW themed features. I will share a lot more on this when it’s ready. In the meantime, you can follow its technical development here.
The Dread Anvil is now open. It is located just outside Greystone. All items left inside the barrels are free to take! While you’re in the area, help yourself to some free sugar cane from the new Sugar Farm near the fishing hole.


The Isenwyrd Library
Dragoon, one of the scholars at the Isenwyrd Library, is currently documenting the origins of Isenwyrd’s holy sites for a series of historical books she is writing. She is looking to interview creators to discover who or what each shrine is dedicated to. You can speak with her directly in-game or leave a written book about your shrine in the Library’s drop-box.

By the Inquisitor’s request, the Temple has activated the Iron Verdict. Today, our beautiful shrines act as vital energy conduits, allowing the Temple and the Inquisitor to bolden our defenses and power the march of his Iron Sentinels into a grim, defensive crusade against the ghost incursion.
Watch The Video
Out from the armory gates, the Iron Sentinels are now marching upon Isenwyrd to face the ghosts across the continent. Remain vigilant and don’t allow yourselves to be caught in the middle of the chaos, as the ghosts will be retaliating against their oppressors in full force.
These iron protectors will be found standing guard over roads and settlements across the frontier. Yet, bound as they are to our Shrines to fuel their hulls, their presence is not guaranteed across the entirety of Isenwyrd.
The frontier is about to get ugly. Settlements that have honored the Gods and raised grand sanctuaries will find themselves heavily defended. Those that have left their lands bare, offering no vessel for the light of the temple, will be left to face the ghosts alone.

Isenwyrd is moving into a temporary iron age. As part of the Iron Verdict, each Shrine of the Forge across the continent is now host to an Iron Warden (not to be confused with the Iron Sentinels). Each Iron Warden automatically produces 9 iron ingots precisely every 30 minutes.
The Inquisitor’s Armory will also be host to a Superior Iron Warden that will produce a larger bounty of 12 iron ingots.


Do not hoard these resources carelessly. The faithful are strongly urged to use this precious iron wisely, as this will not last forever. When the Cenotaph completes her task, the Iron Verdict will eventually recede.
IMPORTANT NOTE: Iron ingots drop directly onto the ground as item entities. They do NOT accumulate in a chest. Because the server uses standard item cleanup, any ingots left on the ground will despawn after 15 minutes. You must be present to pick them up, or they will be lost.
Please do not attempt to place hoppers, minecarts, water streams, or any other collection mechanics to automate this process. Auto Farms break the server economy and are strictly forbidden in our Server Rules.
The Inquisitor was tasked with constructing an armory for Isenwyrd, which was completed with haste. The Cenotaph was also tasked with marking a minimum of six existing builds as peaceful sanctuaries for the ghosts. As of this writing, only two have been sanctified.
Even while the Iron Sentinels march upon Isenwyrd, we should not underestimate the importance of the Cenotaph completing her mission. Fulfilling the Call of the Cenotaph is an act that will help restore balance to Isenwyrd and prevent it from falling from grace. A land without grace is vulnerable to corruption and the influence of darker powers.
The Cenotaph and the Temple kindly ask for your assistance. If anyone has a build they’d like to donate, please visit the Temple and write on the message board. A chest with writable books has also been provided if you’d like to be more detailed in describing the location of your build, so that our Cenotaph can locate it and mark it for the spirits to find.
Locations that are marked by the Cenotaph will soon be populated by Peaceful Spirits. These once agitated spirits have been calmed by the Cenotaph’s mark, and may sometimes drop a rare Echo of Memory while they wander the area.

Since our arrival, the faithful have laid stone and lit candles, raising beautiful shrines across the frontier to honor the light. Their prayers will never be in vain. Because without them, the ghosts would have devoured all of Isenwyrd without pause.
Three new major shrines have been erected since our last Shrine Progress Update; the Shield of the Isle, the Storm Shrine, and a new Sky Shrine.



Once again we call upon the faithful to secure the path. Our shrines cannot withstand the shadows alone. We must expand the Road of Faith to bind Isenwyrd’s Shrines together. Every block laid is a strike against evil, and every completed path is a lifeline for the survival of our faith.

An updated map render of Isenwyrd is here! If you would like one of your builds to be marked on the next render, please contact me with a title and the XZ coords.
Final words
Thank you all once again for your contributions to this new age. Your involvement in its mythos and everything you’ve built has been monumental. Even with the limited resources that have been available to you on the frontier, you have all persevered in creating something truly timeless.
The next progress update will be in September and will feature the final map render of 2026. I will also be sharing a preview of my future plans for Age of Continents II.
The Armory is built and the Inquisitor has dutifully stocked it with weapons and armor. Iron Sentinel’s stand at the ready while the ghosts across the continent become increasingly agitated because their graves haven’t been granted peace.
Words from the Isenwyrd Temple
The weight of our vigilance outweighs our grace, and the scales of the Temple are tipping. We may still wait for the Cenotaph to lay the stone, as only the Cowl of the Cenotaph can calm the ghosts.
If the graves cannot be sanctified with the grace of the Cenotaph, the ghosts will have to be suppressed with absolute force.
Either the Cenotaph grants these raging spirits a peaceful rest, or the Inquisitor must unleash the full, unbridled fury of the Iron Verdict.
The expansion of The Ancient World Beyond the Ultima Thule and into Isenwyrd is not a mere conquest. With the dawning of the Age of Continents II, the world scale has fractured wide open, revealing vast, silent expanses that have sat untouched since the earliest days of our history.
This new frontier is breathtaking, but it is no longer empty, with the now lingering spirits of ages past that refuse to be forgotten, and a new civilization that is still arising.
A successful consecration of Isenwyrd requires sanctified resolutions. Where the dead are granted rest and the living are granted a safe sanctuary. The ghosts of the past must be handled with both iron vigilance and consecrated grace.
To ensure the spiritual and physical integrity of Isenwyrd, the Isenwyrd Temple has appointed the first two high stewards.

The Cenotaph: kitsu2509
The remnants of the old world must be given a final resting place. kitsu2509 is hereby ordained as the Cenotaph of Isenwyrd and will be granted The Cowl of the Cenotaph artifact.
The Cenotaph’s Sacred Duty:
Kitsu is tasked with retrieving the sanctified construction supplies from the Cenotaph chest in the Temple (Mossy Cobblestone, Mossy Stone Bricks, Vines, and 6 Cenotaphs). Using these materials, Kitsu will officially “mark” and consecrate a minimum of 6 existing builds, anchoring them as peaceful resting places for the ghosts.
The Inquisitor: ThyRedViper
Isenwyrd requires an unwavering shield to purge the corrupt. ThyRedViper is hereby ordained as the Inquisitor of Isenwyrd and will be granted the Inquisitors Mace artifact.
The Inquisitor’s Sacred Duty:
The Inquisitor’s gaze extends across the entirety of the continent. ThyRedViper will oversee the sanctification, ensuring that the ghosts inhabiting the ruins remain at peace and are not stagnant sleepers that threaten the new age. The Inquisitor will also be supplied with ample materials needed to construct a secure armory for Isenwyrd (Iron Blocks, Iron Doors, Iron Bars) which must contain a communal stock of weapons and armor for the defense of Isenwyrd, and where the Inquisitor’s artifact and salt must be displayed to ward off darkness.
Once the 6 sacred cenotaphs are anchored and the armory is constructed, the Temple will activate additional otherworldly powers to our Cenotaph and Inquisitor.
Final Decree
Let these appointments stand as the cornerstone of our new Age. Seek out the Cenotaph if your old holdings require the peace of the stone, and heed the warning of the Inquisitor if you choose to wander into the dark.
A new entry has been added to our Codex; Edicts & Prayers
Have a submission?
Make a submission for the TAW Codex. All submissions will be reviewed by a staff member and will be published upon approval.