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  • Server Introduction

    Greetings, traveler!

    Today, we present to you your next adventure into Minecraft Roleplay. Developed and founded by avid Roleplayers such as yourself, we are happy to introduce the Isles Of Uros! A fresh new world, brimming with untold adventures and conquests, is almost ready for your arrival! Currently, we are still in development but are on our way to The Alpha release!

    We aim to provide a fun and immersive world for players to get involved with detailed lore we can take forward a create great stories and memories for people to remember. We are currently developing our first Island ALPHERE which will test systems we have implemented so far this includes:

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    Roleplay Chat System
    Player Cards
    Player and Environmental Emotes
    World and Kingdom Regions
    Staff Created Events
    Custom Map
    Unique Character Languages (Human, Turuk)
    Speech Garble (Drunkenness and Distance)
    Custom Weapons
    Custom Monsters/Mobs
    Professions (Mining Farming, Smithing, and more)
    Unique and in-depth crafting
    Shops, Auctions, and Trade
    LWC for player-building ownership
    Ticket Support
    and many more!

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    We are quickly working towards getting a playable version out for players to enjoy - On Alpha release, we aim to have two fully playable races the Humans and Turuks (Orcs) with starting settlements though these maybe be on the smaller size we hope to organically grow into our 21K x 21K custom map, for the time being, we hope players will join and help to find bugs and issues that we can iron out. Everything in the list above is completed to a playable standard.
  • Prologue

    In Umbria, many cannot dream of a world beyond our coasts. To be frank, not many have seen the coasts in the first place. And yet, there has been talk, amongst the common folk, of land beyond the horizon; the infamous isles of Uros. Like a siren in the belly of the sea, Uros calls for those starved of the Umbria’s treasures to start a new life in its domain. However, no one has ever found concrete proof that sirens ride the waves, nor that these so-called isles of promise exist. What can be certain is that many great names were lost in its pursuit. Those who haven’t still claim to have found the isles, but turn tail the moment evidence was inquired for. To make matters worse, archeologists, who had discovered clues on ancient relics, were driven mad with contradictions and hiccups in their work. Dashed of hope of ever unburying the truth of these mystical islands, the great stories of hope and adventure, dwindled to whispers of the past.

    I do wonder if there was something people overlooked; the underlying mystery of why Uros was so difficult to find. Perhaps ignorance played a role, as anyone who did get close were brushed off as jesters, and, if not that, fools. However, like a stubborn child, Uros would not give up its game of hide-and-seek for years; was it really just a matter of disbelief? Nevertheless, the secrets of the sea remained just that; secrets.
    That is, until now.
  • Race Introduction

    Humans
    The most common race in any given setting. Humans are typically a much younger race than the others (generally meaning that they haven't been civilized as long) and are not typically taken very seriously by older factions. They're also often the most mundane group, being a lot less adept at magic, attuned to the environment, or otherwise "mystical" than other races They're the most likely species to be divided into multiple nations, which will likely be based on various historical civilizations and tend to be more widespread than other races. These nations often don't get along well with one another; out of all races, humans are the ones most likely to be both the side of Good and Evil. Humans are often perceived as uncouth and primitive by other civilized factions — in fact, it's far from rare for other groups to perceive humanity as only marginally more tolerable than the barbarian races. Human Subspecies may exist to further show how adaptive they are and usually have their own defining traits.

    Lifespan: 70 - 90 Years (Mature at 21)
    Height: 4 - 6.5ft
    Language: Human tongue has the chance to change locally to the upbringing of the being - The place of birth may create new languages though Human gestures are usually known regardless.
    Politics: Governed by laws, Humans follow a strict set of rules set by the court of any nation - Leaders may rule as they see fit or for the good of their people.
    Hierarchy: Nations are ruled by those who have been elected by their kin. A nation may have a government court and notable houses with Nobility given by their leaders
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    Turuks
    Big, green, and warlike folk. Turuks (sometimes spelled "Uruks") are usually seen as threats to others due to their fierce strength and rude behaviors. Many races see them as always Chaotic Evil raiders, despoilers, and barbarians, and often a considerable danger to other races and civilizations. Though it should be pointed out that not all Turuks are the same and want to share a more positive light, often as Proud Warriors with a sophisticated culture of their own that have been forced to the fringes of civilization. In both cases, however, they relate poorly to the other races — in the first case they exist chiefly as a threat for all other groups to unite against; in the second, they tend to be on a social and cultural backfoot and to experience various degrees of discrimination from Humans, Elfin and Grokons.

    Lifespan: 90 - 120 Years (Mature at 18)
    Height: 5 - 7.5ft
    Language: Turuk native tongue is called Rukcai (Ru-keye) though over the years has been adaptive as the Turuk find it easier and quicker to pick up on words spoken from foreign races.
    Politics: Turuks build their line of command through Wrespeck (Respect) and usually who is the "Biguss Boss" though this tradition can be altered over generations, so clans may choose to take a "Politikal" stance when it comes to running a nation.
    Hierarchy: A Turuk clan generally is run by the boss and is accompanied by his toughest generals. The smaller Ruks are not cast aside but can be trained for nimble sparring and delicate crafts.
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    Elfin
    Long-lived, pointy-eared and magical. Elfin are usually portrayed as a far older civilization than Humans but as long past their prime; they are usually either a Vestigial Empire or a truly Dying Race. They are usually either found in an Enchanted Forest, where they live In Harmony with Nature, or in shining marble cities. These two extremes may split them between different elven groups, often calling the former Wood Elves and the latter High Elves. They have a long history with the Grokon, usually because of some ancient rivalry or slight, and tend to look down on humans as little more than disappointed. Dark Elfin (Sometimes known as Darkin) may be present as a distinct kind of Elfin, usually with black skin and white hair, who live underground in an evil or at least amoral society; dark and non-dark Elfin typically despise one another, and Darkin usually have no positive relationships with any other race.

    Lifespan: 750 - 1000 Years (Mature and 400)
    Height: 5 - 7ft
    Language: The Elfin language is very adaptable and though most Humans can understand them the Elfin have their own native tongue called "Fielish" (Feelish) which is an ancient dialect only the older Elfin can speak.
    Politics: Elfin politics is held to a high standard and the nation is usually ruled over by the Court of the Elders - rather than a single leader the Elfin elects three council members into the court to help keep decisions fair.
    Hierarchy: The Elfin hierarchy is one of a political nature the Elders of the Council are deemed to be the rulers of Malíll and their word is final - Titles may be given by the council to those who have earned the Elfin's respect.
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    Grokon
    Short, stout, bearded and fond of singing, drinking, mining and fighting. Grokon — or "Groks" — are another race that are seen as ancient and much more advanced than humanity, but diminishing and declining. The Grokon usually live in immense, richly decorated mountain holds, and are often master craftsmen and smiths. If any one race is making use of machinery and industry at a more than medieval level, it'll often be the Grokons. They keep their distance from the Elfin and like Turuks even less, but tend to be on decent terms with humanity. The Grokon have laid dormant for a few centuries peacefully in the mountains but the recent activity above of these races arriving in Uros has begun to wake them up from their deep slumber.

    Lifespan: 350 - 600 Years (Mature at 50)
    Height: 3.5 5ft
    Language: The Grokon are a little different when it comes to language as their ancient allies were the first of the Humans - This was at a time when they both lived in harmony together so their children would be raised alongside one another - The Grokon language is the same as the Humans but with stronger and abbreviate accents. they may come up with their own words for certain creations of their own but could never have a conversation in full.
    Politics: The Grokon empire is broken up into different families but the reigning clan will elect a King to rule over the nation, through respect and honor each King will serve a set amount of time as Lord Grokon or until the other clans feel it is necessary to question the leadership. The Lord Grokon will have a council of advisors (Normally the heads of other clans) to help agree on Laws and politics. The head of the clans will be determined through each of the family's own decisions.
    Hierarchy: Lord Grokon reigns over the empire of Gúldir and has the final say over matters. Each other lord will have their own say over their own kin unless overruled by the Lord Grokon.



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