The world
Khyros
Khyros is one large continent. It runs north to south on the east side of a wide ocean. The coastline has many fjords, bays and inland lakes. A mountain ridge and some islands lie to the west, across open water.
The country changes as you cross it. There is pine forest and windswept hills, mangrove swamp, old-growth spruce, old-growth birch, ancient oak forest, and savanna. A desert belt runs the full height of the map along the far east.
The surface regions each have their strengths. None is good at everything.
The border moves outward
The playable area starts as one section of the map. The border opens outward as the number of players grows.
The far edges of the continent are not missing. They are not open yet.
Overworld only
Revival is designed for the Overworld, with no playable Nether or End. Its intended survival limits include:
No vanilla potion-brewing progression. Custom brewing supplies a selected range of drinks and effects. It does not reproduce the full vanilla potion catalogue.
There are no shulker boxes and no ender chests. You cannot carry a base with you.
Quartz remains a building material. Overworld ore drops provide it without a journey to the Nether.
Netherite comes from the sky. Meteors carry it. See section 19.
Travel is on foot
Ordinary travel is by walking, riding or sailing. There is no elytra flight, portal network or player home-teleport service. A valid bed can set your respawn point; if it is missing or obstructed, normal respawn fallback applies.
For occasional wilderness travel, /rtp explains the limited teleport. Use /rtp status to see your remaining uses and cooldown, then /rtp confirm to request a safe, unclaimed surface destination. Stay still during warmup and search; movement, damage, combat, another teleport or disconnect can cancel the request. Use /rtp cancel to stop one before arrival. You cannot choose coordinates or reroll a completed arrival.
The default is five successful RTP uses per Minecraft account, with ten minutes between successful uses. A failed or cancelled request does not spend a use. RTP changes only your position; it does not create a realm, fief or land claim. You keep your inventory; your home and respawn point do not change.
Distance matters. A pilgrimage is a long walk. A market is a place you go to. The bank is a building.
Roads, waystations, taverns and couriers are worth building.
Enchantments are capped
The Revival enchantment cap limits multi-level vanilla enchantments to level I, including Protection, Sharpness, Efficiency, Fortune, Power and Fire Aspect.
Enchantments whose maximum is already level I remain at that level. Examples include Mending, Silk Touch, Aqua Affinity, Channelling, Flame, Infinity and Multishot.
Lunge is the one exception and keeps its full range. It is the spear's enchantment, and it costs exhaustion for what it gives.
You cannot climb past the cap. Two Sharpness I swords combined on an anvil give you Sharpness I. Enchanting tables, anvils, villager trades and chest loot all draw from the same capped list.
Equipment still matters. The cap reduces the advantage from higher enchantment levels.
Redstone stays where you put it
Redstone builds must follow the building and automation rules. The launch plan also restricts some recipes, including comparators and observers; the final available recipe set still needs confirmation before launch.
Check the current building rules before gathering materials for a machine. A craftable component does not make every use of it allowed. Ask staff about a design whose status is unclear.
The four Great Houses
The four Great Houses are Svoll, Sjuraen, Sarin and Druokon. Players do not create them, own them or lead them. You cannot found a fifth.
A realm swears itself to one House with /house align <house>. A realm or a person contributes through /greathouse. Section 13.9 covers what a contribution costs and what it earns.
Each House bears arms of its own, and those four designs are reserved: no realm, no fief and no faith may take one. See section 12.