Hey all, a few days ago we published a news post to talk about what's to come for TallTalesRP in 2026 and in this post we shared some of the early plans for Map 2! If you haven't read through it yet, we ask that you do before reading through this news post. Click here to go to the Map 2 announcement.
We aim to release Map 2 in Summer 2026, however we don't want to rush development so a delay is on the table! We encourage you to share feedback on Map 2 in our Discord Suggestion and Discussion forums.
In the announcement we said we'd really like to hear the communities feedback on Map 2, and we're really happy to see that we indeed have received a lot of feedback! We expected that the announcement would get a big reaction, we've seen many people who support the idea, many people who are on the fence and many who disagree with it. We understand everyone will want their feedback to be acted on, while we unfortunately cannot promise that and we do know that we may upset some people, we'll still try our best to listen and compromise on solutions to problems everyone raises.
That's why in this news post we're sharing the changes we've made to some aspects of Map 2 based on the feedback you've all provided. This news post will specifically talk about the map itself, Build Transfers and Reset Vaults. This isn't the last news post we'll write though, expect more to come as we take on your feedback!
We also still would love to hear your feedback on different aspects of Map 2, so please continue sharing it in the Suggestion and Discussion forums on Discord! If you have any thoughts on the changes below, please share them too.
We've seen lots of questions surrounding the map, and how resource nodes will work so we'd like to clarify a few things! Currently, the map (Eldorath) features terrain that’s procedurally generated using a Minecraft plugin. This limits the amount of control we have over the layout of the map and where biomes are placed — we didn’t choose how the map currently looks.
We’re happy to say that Map 2 will feature a completely custom map layout, with customized terrain. This lets us decide how the map should look, in fact we’re using that very part to our advantage and incorporating the layout of the map into world building lore so it’ll have a meaning when roleplaying!
Map 2 will be 10,000 x 10,000 however the World Border will likely be a bit smaller. The central roleplay zone, which features the main spawn town, lore regions, resource node locations and Nations will be 4,000 x 4,000 and the free-build zone, which contains land for characters and Factions to build on, as well as more lore regions and resource node locations will extend outward in all directions from the roleplay zone by 4,000 to 6,000 blocks (depending on World Border size).
Resource nodes will be located predominantly throughout the roleplay zone, but you’ll also find many throughout the free-build zone too. The amount of resource nodes in each location will come in abundance (unless a resource is intended to be rare), for example almost every tree in the roleplay zone will be a resource node (aside from in Nations, or spawn). On top of that, to stop players from hogging up all nodes, we’ll encourage you to mine nodes in the same spot by effectively giving you more resources if you mine nodes in an 8 or so block radius of you, but give less if you constantly move around to mine the same node types. We’ll incorporate other techniques like that to ensure there’s enough resources to go around for everyone!
Some of you have spoken about how traversing the Map 2 would work. We've seen suggestions to add fast travel, but also
If you have ideas or other feedback on the map itself or other aspects of Map 2, please open a Suggestion or Discussion thread on our Discord!
Originally, only Nations were going to have their builds transferred to Map 2 but this wasn't something set in stone. After the feedback we received on this, and a poll we put out, it became clear that you'd all really like to see Factions given the opportunity to move over to Map 2 as well. On top of that, the outcome of the poll is to allow Factions to apply for a transfer to the new map!
We've also received feedback that many of you have builds that aren't apart of a Faction or Nation, or play on characters that do not join Factions or Nations and would love the opportunity to transfer those builds over. We've got some thoughts on how to address this too, but we'll discuss that after going over Faction build transfers.
Transferring Faction Builds
We will be giving Factions the opportunity to transfer their builds to Map 2 through an application process. Right now there are a lot of Factions, many are inactive, have barely any fleshed out lore or are way too similar to other Factions and so the application process will ensure if you're active and have unique lore, you'll be able to transfer over.
Faction transfer applications will likely open ~1 month before the Map 2 releases. They'll take place through a Google Form. Here are the kind of expectations we'd have for an application to be approved.
- A well written, finalised multiple page Lore document about your Faction lore.
- Follow the Faction Lore guide, you will be given the chance to submit it during the application process. Do not use AI to write it!
- A fully built up and polished Faction build within your claim. This includes the terrain within your claim, no land scars!
- Pass two activity checks.
- Have at least 20 members who are Active or Very Active on the entire server.
- Have at least 15 members with over 4 - 6 hours playtime in your Factions claim (viewable in Manage Members menu in the new system).
- Have a plan for where your Faction lore will end up in the future (including in Map 2).
- Be unique from other Factions when it comes to your Faction lore and your Faction builds.
- If multiple Factions are similar, we’ll ask them to either merge into one large Faction or differentiate themselves from one another or they won’t be able to transfer across. We will be transparent by sharing each Factions lore documents with one another, and stating how they are all similar.
Many of you have also pointed out that Faction applications are closed. We will be opening them within the next month or so. We currently do not know if we’ll reopen Nation applications, but if we do it’d be ~3 months prior to Map 2 release.
We will not attach a Silver/Gold price to Factions transferring their builds over to Map 2. The same already applied to Nations transferring, so we felt it was fair to do the same for Factions too!
Transferring Non-Faction Builds
We've heard that many of you solely play characters that do not associate with Factions or Nations but would still like the opportunity to get their house or lore build transferred across. Non-Factions builds include structures built and used by individual players and small to medium groups of players (2-15 people, possibly more).
It's extremely important to us that all builds in Map 2 serve a purpose, and the people who built them are active within those builds, we know that coming across inactive builds and land scars aren't fun and can break the immersion during roleplay. If Map 2 starts out with the least amount of builds possible on it, so essentially a blank state, it'll allow us to keep up with builds that go inactive or land scars and actually remove them without the team being overwhelmed.
With that in mind, we've thought of ways to compromise so that we can allow non-Factions to paste a build in while still following our goal for inactive builds and land scars in Map 2.
- Non-Factions can paste 1 build into Map 2. It must be no smaller than 16 chunks, and no larger than 96 chunks.
- There will be a cost of 12 Silver per chunk included in your paste.
- The build you’re getting pasted in must have at least 2 months of activity within it (we will review this 1 month prior to release). Activity means roleplaying in the build, adding to the build and generally using the build — these are all activity types that we’re capable of tracking.
- Builds made within 1 month prior to release are not able to be pasted in.
- We will only paste structural elements of your build, we will not paste something that is majority terrain
- If you've built an island on the ocean, we will not transfer the island. You can choose to have structures on the island pasted on land in Map 2 though. We will consider allowing ships to be transferred.
- We will not transfer farms. We may make exceptions for very small farms that exist to complement surrounding structures.
- Your build must look good and it must be original (compared to other non-Faction builds)! We will be harsher on judging your build than we would be when judging Factions and Nations.
- Your build must be accompanied by a signed book and quill on a lectern, with the lore and history of your build written in it. We will not accept any non-canon lore in this book.
How builds will be transferred
The way we’ll transfer builds over to Map 2 will be a bit different depending on whether you’re a Nation, a Faction or a Non-Faction (individual players or small groups). We’d like to give a bit of an overview of how this would work.
We’d also like to clarify that we won’t be giving any players access to the map early, even if you’re a Nation. We don’t want to give out any spoilers or reveal important lore locations, even the layout of the map needs to stay a secret due to its relation to Map 2 lore! We still want to let you choose where you’ll be transferred to though, so we’ll have pictures of every biome possible and will ask you how deep into the free-build zone you want to be if you’re a Faction or Non-Faction. We’ll also keep you updated on how far you are from other Factions, Non-Factions or
Nations will be transferred into the 4,000 x 4,000 roleplay zone. Once a Nation chooses a spot, we’ll make a schematic of the spot they chose (same size as their Map 1 build) and hand it to the Nation. They’ll then be able to paste the schematic onto their build server and build out their land and edit the terrain as they see fit. Then we’ll paste it into Map 2!
Factions will be transferred into the 4,000 block wide free-build zone that extends outward from the roleplay zone (may be bigger, see ‘The Map’ section at the top of news post). Once they choose a spot, we’ll make a schematic of their Faction build on Map 1 and paste it into the chosen spot on Map 2, our build team will merge the build into the new map. We are also willing to give Factions schematics of their Map 2 spot, and their Map 1 build so they can decide how to merge it together on their own build server but this can’t be used to add onto the build or rebuild it entirely.
Non-Factions will also be transferred into the 4,000 block wide free-build zone. Once choosing a spot on Map 2, the process will be the same as transferring Factions, and if there are over 48 chunks, they can receive a schematic of their Map 2 spot and Map 1 build to decide how to merge it together on a build server, but this can’t be used to add onto or rebuild it entirely.
All container blocks such as chests, dispensers and such will be emptied when pasted into Map 2, so any stored items in them will be removed. We also unfortunately cannot paste entities into Map 2 either.
If you have ideas or other feedback on build transfers or other aspects of Map 2, please open a Suggestion or Discussion thread on our Discord!
When we announced Map 2, we spoke about how you'll be able to use Reset Vaults to transfer across a limited amount of items from Map 1 to Map 2. We also asked for feedback on how Reset Vaults could work, and how big they'd be. Thank you to everyone who has provided feedback on Reset Vaults, we've made changes to how they'll work in an effort to address the ideas and concerns people raised!
Before we get into it, we've seen many people raise questions about whether you can put bundles into Reset Vaults. Unfortunately, it's difficult for us to review items in bundles as we can't see what they say without manually taking out all the items so you will only be able to put empty bundles in the vaults, however we feel that won't be an issue with the way Reset Vaults will now work!
What you CAN bring to Map 2
We'll be adding multiple types of Reset Vaults that are intended to store specific types of items. Here are all the different Reset Vaults, how they'll work and their sizes.
Power Items Reset Vault
This vault will let you store powerful Lore items, weapons and gear, and let you keep their abilities, stats and any lore on them. Custom CRP items made in item tickets can’t be transferred, however there is an in progress custom item protocol that might allow specific custom items to go through. We’ll reveal more about this protocol when it’s ready, which will be before Map 2..
Please understand these items may receive further balancing going into Map 2, so their stats may change. Items you can transfer include:
- Magic Focus items (Staff, Wand, Grimoire)
- Seasonal Weapons & Gear
- E.g. Crystalline Sword (rebalanced), Harvester Scythe, etc.
- Event Weapons & Gear
- E.g. Overheated Weapons (rebalanced), Withering Weapons, AoW Weapons, etc.
- Rare items
- E.g. Pure Soul Gems, Pure Essences, etc.
- Let us know other types of rare items you want to transfer across!
- Weapon Skins
- Any Weapon Skin that is OR isn't applied to a weapon. This also includes legacy hat cosmetics that must be applied to helmets.
The size of this Reset Vault will be 4 rows (36 slots). The vault will be per character.
Lore Items Reset Vault
This vault lets you store lore and roleplay items, trinkets and other special items that are important to your character and your journey on TallTalesRP. You can put weapons, tools, gear, food, potions and other CRP/PvP/PvE items in here, but any abilities and stats that are used in CRP & PvP will be wiped from them.
Items that go in here don't need to be lore approved, but they do need an item name and item lore. Any regular items or blocks will be taken out.
The size of this Reset Vault will be 20 rows (180 slots). The vault will be per character.
Books Reset Vault
This vault lets you store any lore books your characters wrote, or own. You'll only be able to place signed or unsigned book and quills in here.
The size of this Reset Vault will be 40 rows (360 slots). The vault will be per character.
Animals Reset Vault
This vault will let you store any named animals or mobs that belong to you and you want to bring over to Map 2. You can bring untamed animals too, but if you take an untamed animal that doesn't belong to you, it'll be considered griefing and Moderation will get involved.
The way this will work is that when the Reset Vaults open, you'll be able to right-click any animal or mob that is already named and you'll receive a spawn egg of it. You can then place this spawn egg into the Animals Reset Vault and then in Map 2, the spawn egg can be used to bring the animal or mob back and it'll have kept its name, its health, who its tamed to (if it is), and any other relevant data!
Animals or mobs that don't have a name won't be transferred. Any animals or mobs you do transfer will have their mob drops disabled so that you can't bring a bunch of named cows, kill them and have stacks of food at the start of Map 2.
The size of this Reset Vault will be 6 rows (54 slots). The vault is NOT per character.
UPDATE: this small update has been written after the news post was published, based on this discussion. We will add a Fishing Reset Vault that lets you enter all regular and abbarant fish, including seasonal fish and the Underworld fish – the size of the vault will be enough to store every fish type. Any fish entered into the vault cannot be sold at fishing NPC's in Map 2. We have not decided whether we'll let you put bait in this vault.
What you CAN'T bring to Map 2
We understand not everyone wants to be limited by what they bring in, but it's also important to us that Map 2 can be as close to a fresh start as possible and set a precedent for how lore items, CRP items, PvP/PvE items and so on are created in the longterm.
At the end of the day, Map 2 is still a continuation of the main storyline and we want you to be able to continue with your characters storyline, which is why we made the changes to Reset Vaults outlined above and is also why you can bring your characters memories, knowledge, experience and even feats and magics along to Map 2 as we mentioned in the first announcement. However, there are certain things that'll be handled so differently in Map 2 compared to Map 1 that we cannot transfer them and there are also things we want everyone to have the same amount of when joining Map 2. We'll outline them below:
- Custom CRP items made through Item Tickets can't be transferred.
- In Map 2, item tickets will be replaced with another system that is easier for our Lore team to manage, and allow us to make CRP items more interactive such as allowing them to work with rolls. Custom CRP items can't exist in the state they currently do.
- In-game currency cannot be transferred.
- We want all players to start with the same amount of currency. However, as stated in the announcement we'll be giving all players (including new players) 1 Gold when joining Map 2 and this will remain in place for a few months after release.
- We've seen some feedback on changing it so you can transfer in-game currency. Please continue sharing your feedback on this topic, we still do believe that it's most fair for everyone to start with the same amount of currency and we want to avoid players with stacks of Gold to freely give it out and break the economy from the get go but are willing to make adjustments if there is enough support to do so.
- Building blocks & basic resources cannot be transferred.
- We want to encourage players to explore the world, gather resources through the new resource nodes and even engage in roleplay through resource gathering. Allowing you to bring across building blocks and other basic resources would defeat this purpose!
- We can confirm though that resource collecting will be easier in Map 2. We don't intend to make it extremely grindy, and we want to try incorporate roleplay into it. There may still be a little bit of a grind, but we'll make it fun! See 'The Map' section at the top for more info.
If you have ideas or other feedback on Reset Vaults or other aspects of Map 2, please open a Suggestion or Discussion thread on our Discord!
That's it for this news post! This won't be the last of them too, as we continue to receive more feedback we aim to write up more news posts covering those changes, or revealing/clarifying other aspects of Map 2.
Map 2 releases Summer 2026, however we don't want to rush anything so delays are on the table! If you have ideas, changes or other feedback for Map 2, we highly encourage you to open a Suggestion or Discussion thread on our Discord.
Thank you!