Discord: https://discord.gg/9D49NNR
Mods: Cars, Guns, Expanded Farming, GalaticCraft, Biplanes, trains, etc.
Discord: https://discord.gg/9D49NNR
Mods: Cars, Guns, Expanded Farming, GalaticCraft, Biplanes, trains, etc.
It’s a place for mature players to come hang out and have some fun with the game we all know and love. The server is still a work in progress, and there are a bunch of cool features that are planned to be released very soon.
So come check it out! Come have some fun.
Advancius is a friendly server where every player is a part of a fun community!
We offer several gamemodes including:Factions, Skyblock, Creative Plots, Prison, KitPvP, Towny, Vanilla, and many Minigames!
We also offer ways for players to earn free ranks by playing our games, earning in-game currency, and more!
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Server IP: play.diorite.net
Discord: discord.gg/5gdj8h2
Version: 1.8 – 1.15.2
Diorite Network | Small Cosy Community
Skyblock – Bosses, Event crates, Dungeon, Pets & more!
We are pumped to invite you guys over to join us in the fun. We are still growing and newly launched, so do help us out as we continue to improve the server and grow as a community! See ya in game! play.diorite.net
Looking for YouTuber and experienced developers, builders & moderators. Do feel free to come join us and see if this server suits you! 🙂
TWITTER: https://twitter.com/Apachicraft
DISCORD: https://discord.gg/BWQj987
Our Texturepack:
CCS 2.1 – Autumn Leaves
Join us on Discord:
CCS Discord Server
Apply for Builder on our website:
CCS Applications
Note: All CCS Builds are Licensed under a Creative Commons Set of Terms
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
A Few Server Features Include:
Custom Built Spawn!
NO PHANTOMS
Crates (Vote / Trails / Spawners / Lottery / Custom Enchant)
Voting rewards (Crate Keys)
Custom Enchantments (earnable with XP)
Trails (/trails)
Top SkyBlock Island Leaderboard (highest Island Level, highest player voted island, richest island)
Up to 12 players per island + island “coop” players! (They can build on your island without joining your island)
200×200 island starting size which is expandable to 400×400 (and the nether and end!)
Slowly growing friendly community (we’ll need staff in the future for sure!)
A GUI Shop and /sell hand + Salt Tokens and OP Token Shop /salttoken shop
Automatic Sell Chest (different tiers which can be acquired from crates or token shop!)
Upgradable Hoppers (Collects dropped items up to 64 blocks around it)
Kits for every rank!
Custom PVP Area
Community Events and Drop parties!
Community food spawner
Friendly growing community!Community mine
Player Chest Shops (rent out space at spawn too!)
Elevators (conveniently travel platform to platform)
Version: 1.15.2 !
Tale of Banners is now open!
The server will continue release with its next event on:
Come join us for betrayals, intrigue, blood & politics in;
As the great death of the southlands ravaged through the population, the frozen north was left in an isolated retreat. Paranoia of travelers and the vicious blizzard kept the North-folk relatively safe, but would destroy what was left of the brave new northern kingdom and its infrastructure.
Yet hope remains…
The North-folk, known for their stalwart resistance in the face of conquest and adversity, survived. This is the story of the hardiest people on the continent of Esna, and those that would aid them in the rebuilding of the great north.
Now it is up to the survivors to once again bring order to this frozen, chaotic land and bring the northern territories back into glory.
[We are currently recruiting new staff for server release, if you want to help us develop the server contact our admin team over discord]
Our in game systems create a platform where players can build independent settlements, start nations, rule empires, or simply spend their working days as a farmer or lumberjack.
Our server is rich in lore and history, boasting over 100 pages of information and ancient history on just our servers unique cultures alone!
The server is set on the continent of Esna, a war and plague ridden land which is viciously fought over by four widespread cultures, each seeking dominance over their borders.
Esna is scattered with ancient hidden ruins and crumbling castles where players can search for and discover valuable treasure with our adventure chests plugin.
The world of Tale of Banners is an ever changing one filled with ruins to explore, wars to be fought and empires to conquer. Do you have what it takes?
The server is set in a realistic low-fantasy setting which means everyone is human, and there is no magic (to an extent, things such as alchemy and other low fantasy themes such as monsters are still valid on ToB).
Tale of Banners is also proud of its building style influenced by the likes of Cirdanoth and the popular “Messy Medieval” building style.
Dungeons
Tale of Banners features many hidden dungeons and ruins which can be found across the map, each with their own style, story and treasure to be found.
Our adventure chest plugin allows players to explore the wilderness and gain interesting rewards for their adventures.
To keep players on their toes these dungeons will open, close and appear unannounced. There will be always something new to discover.
The “Oserians”Living in an area famously known as the Oserian Plains, is a culture with the same name. The Oserians. They are a highly religious group with strong political views, a large military and many hard working men and women. Their vast farming lands yields the Oserians a good source of crops and animal produce letting them develop rapidly and trade with other nations. The Oserians were once a part of the Northmen, before they split off and became their own nation due to their different religious views and cultural separation.
The Oserians offer good security to large parts of Esna through their guard forces. They actively oppose bandits, criminals, and criminal gangs, and as such are considered as the most secure of the four nations. For those who intend to keep the nation secure, the famous knights of Oseria are the absolute premier inspiration. The knights of Oseria take on the mantle of good willed people, and embody an immeasurable spirit of courage for the realm.
The “Korsians”In the blistering hot deserts of Esna are home to the Korsians, a culture considered foreign to Esna. They are lavish by nature, holding a deep appreciation of the finer things in life. The most sought after thing any individual can ask for in Korsia is a refined taste in arts, music, and politics. Someone who has all this will flaunt their wealthy possessions. The divide between social classes is extreme, as the poor are often broke, while the rich grow their piles of gold.
The Korsians are considered to be the most gifted merchants on the continent, due to their export of large quantities of gems and minerals found in the hot climates of the deserts. They are also, however, dependent on receiving vital resources from trading, in order to keep their luxuries and goods, such as their grand naval fleet, in acceptable condition.
Historically, the Korsians have been firm believers in the sun being a god, but in more modern times they have begun to convert over to the belief that everything is scientifically explainable. This has created a split in the community, where some still believe in the religion, while others study the sciences.
The “Northerners”Across the northern regions of Esna exists a culture immersed heavily within the tenants of survival, family, fighting and unorthodox religious practices. They are known as the Northerners, or Northmen, and have adapted customs geared for survival in the harshest and most frigid climate of Esna. The Northerners face great challenges with everyday tasks like hunting for food, defending their territory, and worshipping their five great spirits, all to keep stability in the realm. Deeply etched within the very being of the Northerner culture and religion is their views on family and honor. You will almost never see a Northerner betray his own clan or smear his name with dishonor.
The Northerners bring several trades to the lands of Esna. Their vast iron mines, forests and expertise regarding the fields of smithing and masonry make them a talented and resourceful nation. Northern territorial defense and the absolutely incredible amount of wars that the North has involved itself in, has led to the people being known as some of the most capable fighters on Esna. Mercenaries from the North are a force that is sought after by many.
The “Drahl-Folk”Spread across mountains high, swamps deep and deserts vast, the Drahl-Folk of Esna include anyone who is not considered either Oserian, Korsian or Northern. The Drahl are a collective of minor sub-cultures who slowly developed a unique identity after various disasters and tragic wars, with the most prominent subcultures being the Krelkans and the Crookmen. “The Teachings of Tsarra” is the most widespread religion across Drahl lands and are often seen as controversial due to its heavy reliance on psychedelic drugs to induce visions and a state worthy of worship.
Drahl systems stem from the “Dark Ages” and are severely different than those of their neighbours. The Drahl do not work or have any system of employment, each individual has a duty to the realm if they want to perform it or not. Each townsperson simply earns their own keep through trade and barter. The majority of the Drahl economy is based around weapons and herbs, which they have always been historically skilled in. Any other goods often come from piracy or bandity, which the Drahl have gained a nasty reputation for. The Drahl are known for heavy usage of vigilante justice and in the Drahl people’s mostly lawless lands, you’re often guilty before proven innocent.
On Tale of Banners players can come together and form settlements on the server. Settlements must be applied for, but when accepted the player assigned to lead the settlement can develop it as they see fit.
On Tale of Banners players can come together and form settlements on the server. Settlements must be applied for, but when accepted the player assigned to lead the settlement can develop it as they see fit.
Settlements are only allowed to grow in size if they follow the servers building guidelines, however if the player assigned to lead the settlement is offline for longer than three months the settlement will become inactive and fall into disrepair.
If you think you want to start or join a settlement its advised you read the settlements and building system breakdown found here before you apply:
Small villages and towns are the inner heart of roleplay servers and we try our best to ensure everyone has an equal chance to get roleplay. Each settlement is entitled to a fast travel cart that leads from their town to the local capital (which can be reached from spawn), and an area of forest for woodcutting. Settlements are also never at risk physically from noble power play and wars, just simply inactivity.
Playing a villain in roleplay should be fun for both parties involved, to make villain role play more realistic if killed in roleplay they must forfeit their character and make a new Intrige application if they wish to play a new villain character.
If intrigue applications do not meet the requirements of the application they will often be denied, this is because whitelist applications can be improved but intrigue applications should meet the standard on creation.
The full intrigue system can be found here;
On Tale of Banners every 2 weeks in real time is considered a year in the game.
Settlements by default are not protected from raids, but if a monarch of an independent nation seeks to offer protection, he may offer to the head of the settlement. The settlement will then give kuras every 2 weeks the settlement becomes safe from raids.
Running a nation is extremely complex and is generally for players with keen political and economic interests, if you think you want to start or run a nation please read the breakdown of the nations system found here:
Physical destruction caused by political power play is restricted to player strongholds. Noble houses can also be removed from power, but settlements are never at risk. Settlements are only threatened by PvP. Running a nation requires a keen balance of political power and Kuras earned from taxation to be powerful enough to stand independent.
(Note) Just because your nation is accepted on the forums as an official nation, that does not mean it is necessary independent. On Tale of Banners if an Independent Nation conquers your nation you often only lose your independence, not your land.
The key part of the war and combat system is war and battles, when two nations go to war they declare a home county as their war capital, if this capital is captured then one nation is victorious.
There are two main types of battles on Tale of Banners: Sieges and Open Field Battles. Open field battles last a maximum of three rounds (players can return from death between each round), if a nation wins twice the other one loses. A Siege lasts much longer and consists of only one round. The attacking nation uses siege equipment supervised by moderators and the defending nation tries to kill all the attackers. There is no returning from death in a siege.
Battles spread from county to county and any county bordering a hostile nations border also becomes PvP default, regardless of upkeep paid before the war. If you are in a PvP default area the server will notify you. PvP default during wartime helps emphasize the chaos of open war.
If you want a more in-depth breakdown on the War and Combat system just simply follow this link:
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