El Loutre
Player History
30 Days · Hourly
Player Trends
| Period | Average ? | Change ? | % Change ? | Peak ? |
|---|---|---|---|---|
| Last 7 Days | 1.5 | +0.6 | +60.34% | 8 |
| Last 30 Days | 1.3 | +0.2 | +17.29% | 8 |
| September 2026 | 1.3 | +0.2 | +15.47% | 8 |
| August 2026 | 1.1 | — | — | 9 |
About El Loutre
El Loutre turns survival into a shared kingdom built around cities, nations, trade and long-term construction. Players join Alda, Valerius or Solkar, develop their place in the city, earn money through jobs and commerce, and contribute to the rivalries that eventually lead to scheduled wars. The server uses one handcrafted persistent map and keeps its main world focused on towns, roads, borders and player-built landmarks.
What Makes It Different
Wars are tightly scheduled rather than being constant base raids. A siege is declared on Friday, then decided during a 30-minute Saturday battle where players contest a banner, score points and risk their city's bank. Buildings are not destroyed, so the conflict is about control, money and occupation instead of wiping out another player's work.
Medieval servers place Minecraft play in a period-inspired world where castles, villages, farms, roads, and trade shape what players build and pursue.
The kingdom, cities, construction rules, roads, and warfare are presented through a medieval setting and building style.
Geopolitical servers organize Minecraft play around player-run states that claim territory, manage borders, and compete or cooperate for influence.
Players join cities and nations, manage defined borders, form alliances, and fight scheduled wars for control and shared resources.
Towny is a settlement system where players found towns, claim land, and control how residents use it.
Cities, residents, protected territory, taxes, city banks, and settlement membership form the server's main social structure.
PvP is Minecraft gameplay centered on direct combat between players.
Sieges, Blood Hours, KOTH contests, and other scheduled activities make combat between players a major part of play.
Minecraft economy gameplay makes in-game money a central way to obtain resources, upgrades, or access.
Jobs, quests, taxes, shops, city banks, nation war funds, and event rewards drive progression and conflict.
Survival servers let players gather resources, craft gear, build shelter, and develop a base while staying alive in a dangerous world.
Players gather resources, craft, build, explore, and establish bases in a dangerous shared overworld.
A persistent world is a Minecraft server world that keeps its player-made changes and ongoing progress across repeated visits.
The handcrafted main map is intended to retain player-built cities, roads, borders, and landmarks without routine resets.
Player Shops are player-run places or interfaces where players sell items to other players for currency or agreed trade goods.
Residents can operate shops and trade useful or scarce goods with other players at player-determined prices.
Events are organized Minecraft activities that give players a distinct objective and rules for a particular occasion or limited period.
Daily KOTH, supply drops, Blood Hours, weekly sieges, and the Glory of Cities competition create recurring scheduled activities.
Players begin with a short protected period, choose a city from the Hub, and build freely inside its territory once they become residents. Resource gathering takes place in dedicated regenerating areas, while the handcrafted main map is used for travel, construction, trade and city expansion. Outside protected city territory, wilderness builds and storage are vulnerable, so city membership and careful planning matter.
Progression uses seven ranks from Vagabond to Noble. Players advance through play time, money, AuraSkills levels, quests, jobs and voting rather than buying ranks directly. The first city membership is free, while later ranks unlock better resale rates, more shops, additional resource areas, mounts, quests and other kingdom privileges.
The server adds a navigation clock and Hub, custom ranks, AuraSkills progression, jobs, daily and story quests, city and nation systems, scheduled siege mechanics, KOTH events, supply drops and the Crypt of the Forgotten dungeon. Simple Voice Chat is optional on Java, with proximity audio for players who install the mod. No client mod or custom launcher is required for normal play.
The main world is a hand-built kingdom with three cities, defined borders and a live map. Alda, Valerius and Solkar belong to different factions and provide the normal entry point for new players. The main map is intended to persist without routine resets, while dedicated mining and woodcutting areas regenerate resources. The End is closed, keeping travel, roads and territorial distance important to the city-focused design.
PvP centers on city and nation warfare. Nations declare sieges by placing a banner on Friday, then fight for 30 minutes on Saturday at 17:00 Paris time. Players capture the banner and earn points, while deaths award points to the opposing side. Daily Blood Hours open PvP across most of the overworld, and the Château de Clairvaux KOTH gives players another recurring contest.
Money comes from jobs, quests, daily activities, voting, resource sales, KOTH rewards, supply drops and player commerce. The server shop provides a dependable low-value buyer, while player shops and direct trading offer better prices for useful or scarce goods. Cities collect daily resident taxes and maintain shared banks, while nations keep separate war funds for sieges.
Recurring activities include the daily 18:00 Château de Clairvaux KOTH, supply drops every two hours, daily Blood Hours from 16:00 to 22:00, weekly siege declarations and Saturday battles, and the weekly Glory of Cities competition. Event times are given in Paris time. The Glory of Cities ranking rewards city activity, construction, skills, recruitment, KOTH wins and successful battles.
The community is organized around cities and nations rather than anonymous matchmaking. Each city has its own in-game and Discord channel, while nations and alliances have separate coordination channels for diplomacy and war. New players can connect and choose a city without an application or interview.
The rules prohibit griefing, theft, cheating, exploits, spam, harassment and destructive behavior. Builds are expected to fit the server's medieval atmosphere, and the main world has specific expectations for roads, resources and public areas. Combat and siege activity is allowed within the defined systems, while sabotage and unsanctioned destruction are not.
El Loutre is free to play and does not sell power. Donations support hosting and domain costs and provide cosmetic benefits such as a title, particle trails, player heads and a Discord role. Funding milestones can grant rewards to the whole server, and voting provides in-game rewards without requiring payment.
Organized territorial battles held at predetermined times, giving rival groups a defined window to contest control and score consequences.
Nations declare sieges on Friday and fight for 30 minutes Saturday, capturing a banner for points while city banks and occupation are at stake.
Siege systems where victory changes control, rewards, or political standing without allowing attackers to destroy defended buildings.
Buildings remain intact during sieges, so occupation, banner control, city money, and war outcomes matter instead of base destruction.
Rank progression lets players advance through server ranks that provide recognition, access, or other gameplay and community benefits.
Seven ranks, from Vagabond to Noble, are earned through money, play time, AuraSkills, quests, jobs, and voting rather than direct purchase.
A recurring city competition that ranks settlements by combined activity, development, participation, or achievements.
The weekly ranking rewards construction, activity, skills, recruitment, KOTH wins, and successful battles by participating cities.
Dedicated gathering areas that restore their blocks or resources so mining or woodcutting can continue over time.
Mining and woodcutting use dedicated regenerating areas, keeping the handcrafted main map focused on travel, construction, and city development.
King of the Hill challenges players or teams to contest a designated area and hold it against opponents during organized PvP encounters.
The Château de Clairvaux hosts a recurring KOTH, with wins providing rewards and contributing to the server's wider city competition.
A skill progression system that levels separate abilities as players repeatedly perform related Minecraft activities.
AuraSkills levels are among the requirements for the seven-rank path, adding a persistent skill-based progression layer to survival play.
Scheduled periods when a server opens broader player-versus-player combat in areas normally subject to restrictions.
Daily Blood Hours run from 16:00 to 22:00 and open PvP across most of the overworld outside the regular siege schedule.
Story quests connect tracked objectives into narrative or thematic sequences that guide players through authored progression.
The Fallen King's reconstruction quest chapters form a narrative path introduced alongside the Crypt of the Forgotten dungeon.
A deliberately designed Minecraft world with authored terrain, landmarks, routes, or locations beyond randomly generated surroundings.
One handcrafted kingdom map contains the three cities, defined borders, roads, and player-built landmarks that shape long-term development.
A pooled group treasury reserved for financing organized conflict, campaigns, defenses, or related strategic costs.
Nations maintain separate war funds for sieges, giving organized warfare a dedicated financial pool beyond ordinary player balances.
A settlement-finance mechanic where residents or local organizations pay recurring charges to support city administration.
Cities collect daily resident taxes and use shared city banks as part of their local administration and ongoing development.
A server rule that limits or prevents access to Minecraft's End dimension, changing exploration, resources, and progression routes.
The End is closed, keeping progression focused on the overworld's cities, roads, borders, and dedicated gathering areas.
Direct Player Trading lets players exchange resources, equipment, or supplies with one another through player-negotiated transactions.
Direct trading complements player shops and can offer better prices for useful or scarce goods than the dependable server buyer.
Daily quests provide recurring tracked objectives that refresh regularly and reward players for completing specific activities.
Daily activities and quests provide repeatable objectives and contribute to the requirements used for rank advancement.
Supply drops are contested reward deliveries that create temporary locations or opportunities for players to obtain valuable resources.
Supply drops occur every two hours, adding a regular reward activity alongside jobs, quests, KOTH, and siege participation.
A live world map displays an interactive overview of explored terrain, player locations, bases, or notable landmarks.
The official live map lets players inspect the current kingdom layout, including its cities, borders, roads, and landmarks.
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History of El Loutre
El Loutre began on May 5, 2026, when the first player entered an unnamed world. Alda was founded on May 11, and Valerius followed on May 25, creating the first two settlements and the basic shape of the kingdom.
June brought the first residents beyond the founders, while the server was still spreading by word of mouth. On July 18, the public website opened the kingdom to a wider audience. The first dungeon, the Crypt of the Forgotten, opened on July 24, followed by the Fallen King's reconstruction quests on July 25.
On July 29, non-premium players were allowed to join alongside official-account players. Solkar later opened as the third city on August 7, giving the kingdom its current three-city structure.
Join El Loutre
El Loutre turns survival into a shared kingdom built around cities, nations, trade and long-term construction.

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