
" The world drowned, the islands contend, and the truth waits before the Cataclysm. "

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▪ PortalTemplate by SweetCassitea

Mystics in the current era are shunned upon, due to their keen interest in the pagan practices of ancient witchery. Their core tutelage is that of Enchanted: Witchcraft, using its knowledge of ritualistic magic to manipulate life and breathe it into immobile constructs, such as the golems from K-Golems, or the totems from Totemic.The Mystic can further dive into two branches of magic, specifically the system introduced to the world by the Archmage Ishen: Iron's Spells, following the Discipline of Arcanist, or further uncover the deeper and darker secrets, hidden away by the ancient witches, Born in Chaos' boons, following the Discipline of Heretic.
Sentinels are either highly trained professional knights, or squires aspiring to one day rise to glory. They usually are in service to a kingdom, where they have been taught the basics of managing their own equipment from Simply Swords, Knight's Quest, and Vanity., and how to use it to its fullest capability in combat.Sentinels may stop their training here, and specialize in a variety of other fields, or further refine their knowledge into the capable craft of Fabled Weaponry and Clothing of the lowlands as the Discipline of Blacksmith. Additionally, in recent years, knights with magical aptitude have been recruited by Sanctum into pursuing Iron's Spells, thus earning the Discipline of Battlemage.
Sages are people blessed with an elemental affinity for magic. They have been recruited into the ranks of Ishen's covenant to undergo magical training, and perhaps one day, join the Missio Dei. Their affinity in Iron's Spells allows them to wield more than one element, with considerably less amount of effort than other people.Additionally, due to their affinity for the Arcana, they may form pacts with spirits of nature from Alshanex's Familiars, and even wield advanced elements of magic such as Sound from Alshanex's Familiars or Earth from Geomancy Plus.
Logicians are the mechanics, engineers, architects, and other individuals adept in a scientific field. They prefer the redundancy of mechanisms created by humanity, to that of pagan or otherworldly magic. As such, their main specialization lies in the systems of Create.Further dedication to this field sees savants pursue two newly pioneered fields of technology, either creating mobile contraptions from Immersive Aircrafts and Immersive Machinery through the Discipline of Machinist, or assembling instruments of deadly precision from Create: Gunsmithing and Create: Big Cannons as the Discipline of Artillerist.
Aside from the main paths, there are particular Disciplines that do not require specialized mastery over either the mysterious forces of magic, nor advanced expertise of precise cogs movements, and so on. These Disciplines are as follow:- Discipline of Alchemist, a potion brewer capable of creating exotic alchemical concoctions from Dave's Potioneering and Mystic Potions.- Discipline of Menagerist, a tamer of wild and powerful beasts originating from Tameable Beasts and Whaleborn, as well as the creation of custom equine equipment through Truly Custom Horse Tack.- Discipline of Marksman, a sharpshooter capable of imbuing arrows' tips with a variety of effects through Xtra Arrows, and shooting them via bows from Arch Bows.- Discipline of Brewmaster, a mixer of strong drinks and mellow brews, capable of instilling effects, both beneficial and hurtful, through Let's Do Vinery, Let's Do Nether Vinery, and Let's Do Brewery.- Discipline of Confectioner, a patissier working with pastries and sweets pertaining to the culinary crafts of Calypso's Candy Workshop, and Let's Do Bakery.- Discipline of Gastronome, a cook filling empty bellies and delecting customers with select recipes from Let's Do Farm & Charm, and Let's Do Candlelight.
● Individuals who spec into magic will be required to have a single element (maximum two, depending on Path) for spell categorization (e.g. Fire, Lightning, Nature, etc.) Using spells from another element will require roleplay development and permission from the Archmage Ishen.
● If you come across a magical book and aren't under training at the academy, you may not utilize the tome at all. It is exclusive to those who partake in quests and roleplay in relation to their training. In this world, not everyone is magically adept; it is a skill learned and honed with time and effort. If you are caught betraying this rule: there are consequences.
● Enchanted Witchcraft is the original magic of this universe. As a result, those looking to spec into magic without being in the academy may guide their way toward this mod instead. Although, we prefer that there's a narrative reason why you'd be affiliated with this skillset.
● Spell Bags are one of the few ways to obtain spells in this server repeatedly. Natural generation of spells in loot tables has been removed. The spell bags range in rarity from Tier 1 - Common, Tier 2 - Uncommon, Tier 3 - Rare, and Tier 4 - Epic, with each bag having a chance to drop a random spell whose value corresponds to said category. All Spell Bags will drop a random spell, and you are not guaranteed to receive it for your element.
● You may choose to trade with others to better obtain spells, or recycle them for Ink and exchange them for bags of specific tiers. The system is constructed this way in order to prevent speedrunning the game, and add a fun gacha-like experience at no cost (other than your in-game presence).
● Technology is the counterpart to the magic of Iron's Spells and Witchcraft. One cannot utilize both magic and technology at the same time, for balancing sake. There are no exceptions to this rule, although one may give up one, in exchange for the other.
● Most of the technology comes from the mod Create and may be freely pursued, however, mods like Gunsmithing and Immersive Aircraft may be delved into only after specializing into Create. Magic users do not have access to those mods, but may still utilize bought contraptions.
● If you are to utilize Create and pursue technology, you are expected to create a code of conduct for your operations. In Shindara, technology is regulated by officials and, everything requires authorization. In the case you create your own faction: you authorize everything. In the case you join an existing faction, you must get authorization for various projects from the leader.
● The Warship from Immersive Aircraft must be created through an in-game roleplay event, where at least one member of the staff must be present. The faction creating the Warship must first own a large enough hangar for the storing of the ship, then do an inauguration of the contraption, and only after, may utilize it. Each faction is limited to ONE WARSHIP.
● Create: Gunsmithing has been tweaked with so that the guns are harder to craft, in order to prevent speedrunning to end-game gear. Attachments are no longer craftable, but instead drop from a Gun Parts bag, which follows the gacha logic with Iron's Spells. The same is the case for ammo, until you are able to obtain an Ammo Press from said bag, which will allow you to reliably craft ammunition instead.
● Most guns from Create: Gunsmithing require a certain component called a Teleporter Core. The Teleporter Core can be bought from an Arms Dealer merchant, and serves to get rid of any shell casings ejected after firing of a gun.
Iron's Spells - Mystics and Sentinels do NOT have access to Iron's Spells addons like Alshanex's Familiars, nor Geomancy Plus. They do however, have access to the various items, tied to their picked element, from Atlas' Additions.
Simply Swords - Sentinels may use up to Runic-tier weapons, while any other player may only use up to Netherite-tier weapons, from Simply Swords. Relic-tier weapons may be used (when obtained via RP) by any player.
Dave's Potioneering & Mystic Potions- Outside of vanilla potions, only Apothecaries may craft potions from these mods. The advanced brewing stand introduced by Dave's Potioneering may also only be utilized by an Apothecary.
DragN's Livestock - All players may obtain a horse and utilize it, however only Menagerists may craft equipment (outside vanilla horse armor) or decorations for it. Players may not craft Carts from the mod either, however Menagerists can.
Whaleborn & Tameable Beasts - Only Menagerists may tame mounts from these respective mods (such as the Whale or Argentavis).
Arch Bows & Xtra Arrows - Players may only utilize vanilla bows, or bows introduced by other mods (that are not locked behind Discipline), nor craft advanced types of arrows from Xtra Arrows. Marksmen may.
Let's Do Mods - All Brewmasters, Confectioners and Gastronomes may utilize base ingredients (such as dough) required for their dishes, even if it is obtained from another Let's Do Mod. However, they may not create recipes pertaining to another mod.
Sons of Sin - Completely forbidden to all players.
Minecolonies - Completely forbidden to all players.
Almost all items may be traded to other players, by an individual whose character is invested in the Discipline the item originates from. Once purchased from the provider, the player may now utilize said item. However, in the spirit of roleplay, your character must have a logical explanation as to WHY or HOW they can utilize said item. An example as follows:" Dave, whose character is following the path of the Logician, wishes to utilize spells from Iron's Spells. Unfortunately, because his character is a stern engineer who doesn't believe in magical nonsense, it wouldn't be rational to have his character purchase a staff, tome or spells. "However, exceptions may exist." Lucian, whose character follows the path of the Sage, wishes to turn his character's spellcasting catalyst into another object. He purchases a Revolver from a Logician, and transmogs his staff into the gun, now essentially shooting magic. "In Lucian's case, as long as his character does not gain a deeper understanding of the mechanisms of a gun, that would allow him to craft one himself, or utilize it with bullets and gunpowder, then his interpretation of how magic functions around his character would be permitted.Rule of thumb: If you are unsure, ask staff.
Mystics encompass all individuals who pursue a more ritualistic, raw, and questionable side of magic, that of Witchcraft. Rather than dabbling in fancy spells, they utilize ancient-old rituals passed down through tradition, to affect the world around them.People following this path have been ostracized by the outside world, and have found solace in practicing their arts in the archipelago of Sanctum. Despite that, they walk a fine line between nature-born elemental weaving, and dark pacts with ancient malevolent beings.
Sentinels are knights in the making, following strict doctrines and adhering to a certain code of, no matter how ruthless one may seem. Their professions range from anything as common as a mercenary-for-hire, to blacksmiths who have gotten a taste for the sword.A majority of the sentinels currently inhabiting the isles of Sanctum hail from various kingdoms farther in the world. Some are envoys sent to scout out the newly established body of political influence, while others are veterans looking for a new purpose in life.
Sages are a new category of people, never before existent in the world of Shindara. These individuals, who possess an uncanny aptitude for the elements, are delving into a magical system foreign to this world, taught by the Academia in Sanctum.They train in understanding Arcana, and conjuring up extraordinary spells. The expected journey for such individuals takes them through the ranks of the Missio Dei, led by Archmage Ishen, as they amass a force to be reckoned with... for purposes ambiguous.
Pioneers of the rapidly evolving scientific field, they stand opposed to the ways of the old, and the unnatural, that which cannot be made by man's own hands. These savants seek to enlighten the world, not plunge it into an even deeper mystery.Driven by a thirst for knowledge, fortune or fame, or perhaps to realize any other ideals, many new faces grace the archipelago surrounding Sanctum, contesting both the old world, and the Arch-Mage's systems, seeking to establish their own and succeed off of it.

Welcome to Create, a mod offering a variety of tools and blocks for Building, Decoration and Aesthetic Automation.
Artillerists are innovating the art of war, and advancing its deadliness at an unprecedented rate. Gunpowder has been a frequently utilized materials in the past centuries, but only as of the recent few decades has it been turned into such a compact weapon.However, while small and compact has its advantages, so does big and overwhelming... especially firepower.
Machinists were inspired by the autonomous creations of the ancient witches, golems, and started pursuing their own methods of mechanizing contraptions. Rejecting the volatile nature of spirits, they turned their focus to the precision of the physical world.By mastering the synergy between steam, brass, and kinetics, they create roaring beasts of metal, whose engines work tirelessly.

Create Big Cannons turns the kinetic engineering of the Create mod into a high-caliber arms race.

Create Gunsmithing acts as the perfect infantry-scale companion to the Create mod, allowing you to manufacture advanced firearms through mechanical power.

Immersive Aircraft brings a collection of rustic, vanilla-friendly flying machines to your world, striking a perfect balance between detailed engineering and arcade-style fun.

Immersive Machinery expands the vehicle roster with heavy-duty, pilotable machines designed specifically for resource extraction and industrial labor.

Create Kart - A Unique Create Expansion!

Iron's Spells 'n Spellbooks introduces the classic RPG spellcasting fantasy to the game. Fight dangerous wizards, raid a plethora of structures, delve through dungeons, collect resources and spells, and find powerful magical artifacts!

Alshanex’s Familiars is the definitive companion expansion for Iron’s Spells 'n Spellbooks, introducing a roster of loyal, spell-casting familiars scattered across your world.

GTBC’s Geomancy Plus is a heavy-hitting expansion for Iron’s Spells 'n Spellbooks, introducing the ancient and grounded Geo School of magic.

Atlas’ Additions is a specialized expansion for Iron’s Spells 'n Spellbooks designed to fill the tactical gaps in a wizard's arsenal.

In the world of survival and industry, time is your most valuable resource. Why spend your days manually harvesting wheat or sorting chests when you can delegate those tasks to a loyal, pint-sized companion?
Alchemists grow to understand that Ishen's system of Arcana is merely a fraction of the greater whole. They start to crave the knowledge behind the system's machinations.As such, they delve into experiments with the very fabric of reality. Through alchemy, they are able to modify the properties of commonplace materials, altering their very fundamental structure to fit their needs, and further their research.

Reactive Alchemy (or Reactive for short) is an alchemy-themed magic mod for Forge centered around in-world experimentation. It features:

SimplySwords transforms combat into a tactical experience by introducing an expansive arsenal of over 14 unique weapon classes.

Knight Quest is an expansive equipment and adventure mod that introduces over 30 unique armor sets, each granting specialized passive abilities to define your playstyle.

Vanity: Core is the ultimate cosmetic overhaul for players who refuse to choose between style and stats. This mod introduces the Styling Table, a specialized workstation that allows you to apply custom "Designs" to your tools and armor.

Fancy Dyes is the ultimate cosmetic tool for players who want their equipment to reflect their unique personality.
Blacksmiths strive to craft the best equipment there is, for themselves, but most importantly, for their clients. A sellsword will only be useful until his life in battle is forfeit. But a blacksmith who will endlessly forge equipment for such individuals, will never run out of service.Give a man a fish, and you feed him for a day. Teach a man how to fish, and you feed him for a lifetime. Such a saying accurately fits the blacksmith.
Battlemages utilize their knowledge of the combat arts, military tactical acumen, and veterancy, and combine it with the powerful ways of the Arcana, to create a one-man army.Pursuing the way of the Arcana, they learn that battlefields are not only those found in castle sieges, but within the very fabric of reality itself. The ultimate victory is not just the conquest of land, but the mastery of the forces that bind it.

Iron's Spells 'n Spellbooks introduces the classic RPG spellcasting fantasy to the game. Fight dangerous wizards, raid a plethora of structures, delve through dungeons, collect resources and spells, and find powerful magical artifacts!

Clothing of the Lowlands is a dark fantasy-themed armor and equipment mod inspired by gritty, historical, and popular fantasy settings.

Fabled Weaponry expands your combat options with a rich collection of fantasy-themed gear, including specialized swords, shields, and mystical tomes.

Fancy Dyes brings a splash of personality to your equipment with a specialized set of aesthetic dyes.

Enchanted provides several distinct and unique branches of magic for witches to explore and master, all based on simple everyday items and ingredients:

In the world of survival and industry, time is your most valuable resource. Why spend your days manually harvesting wheat or sorting chests when you can delegate those tasks to a loyal, pint-sized companion?

The mod's main focus lies on Totem Poles. They can give passive boons to players nearby, but more importantly, they are the central piece of Ceremonies: Dancing around a Totem Pole and playing various musical instruments to invoke strong effects and manipulate the world.
Heretics have long abandoned morals, ethics and what is considered "tame", as they have embraced a twisted ferocious wilderness, which originates from the creators of the magic they practice, the Leshens.They continue to tread down a dark path, with a single flickering light guiding them through the dense forest, towards the raw origin of magic in Shindara.
Arcanists, brimming with a latent potential, have abandoned their outdated traditions in favor of a new system of magic, more structured, yet equally complex.Pursuing the art of the Arcana, they walk a balanced line between the ferocity of nature's law, and the order of Ishen's system, utilizing their talent and knowledge to make the best out of both.

Born in Chaos plunges your world into a dark, gothic nightmare. This expansion populates the night with dozens of grotesque entities—from ethereal spirits to heavily armored undead—each requiring unique tactics to defeat.

Iron's Spells 'n Spellbooks introduces the classic RPG spellcasting fantasy to the game. Fight dangerous wizards, raid a plethora of structures, delve through dungeons, collect resources and spells, and find powerful magical artifacts!