I
One life
The world does not forgive. When you fall, you stay fallen, and everyone hears it.
Hardcore rules. Dying takes you out of the game until someone brings you back. Every death is announced in chat, and a sound plays for every player online, wherever they are.
II
What remains
Where you fall, you leave your head behind. It will not burn. It will not rot. Even the void gives it back.
A dead player drops their own head. Head items don't despawn and survive lava, fire and explosions. If one falls into the void, it comes back near the place its owner last stood.
III
The altar
Far beneath the centre of the world, past the stone, something waits on bedrock. Bring it what remains of the fallen, and twenty diamonds, and it will give them back with nothing in their hands.
The revive altar is underground at spawn. Put a fallen player's head on its bedrock and drop 20 diamonds. They come back at spawn with an empty inventory, but their ender chest is kept. There is more than one way down. Finding one is part of it.
IV
Taller than it should be
The mountains here don't stop where you think they will. The sky has been pushed back to make room.
Custom terrain generation gives realistic mountain ranges that rise well above the vanilla height limit. You can build all the way up to y 1199.
V
The Far Lands
Walk far enough and the world stops pretending. The land breaks, the colours go wrong, and past that the ground gives out entirely.
At a great distance from spawn the terrain becomes something else: displaced cliffs, strange biomes, towering walls. Beyond them there is true void, with no bedrock. Bring rockets and watch your step.
VI
Not everything was generated
Some stones were laid by hands. Who laid them, and why, is not written anywhere you'd think to look.
Custom builds are hidden around the world. We won't say where they are or what they are.
VII
The sealed way
The path below is closed. For now.
Nether portals are disabled during the beta.