We've added the ability to disable snow for those struggling to browse the forums with it. Scroll down to the bottom of any page, click themes and select the drop down item "Lord of the Craft v4.1.16.1 (No Snow)". Enjoy!

Welcome to The Lord Of The Craft

We're currently the #1 Minecraft Roleplaying Server, fitted with custom plugins, a unique crafting system, custom character cards and an incredibly active and passionate community; We're serious about Roleplay and we're always eager for new faces!


Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


Gold VIP
  • Content count

  • Joined

  • Last visited

Community Reputation

903 Heroic

About Hobolympic

  • Rank
    Gold Dwarf
  • Birthday 01/05/1997

Contact Methods

  • Skype

Profile Information

  • Gender
  • Location
  • Interests
    Lotc, what else?
  • Minecraft Username
  • Character Name
    Balek Irongut

Recent Profile Visitors

13,832 profile views
  1. Sell the most common ones, have the rest acquired through events.
  2. Not the map's fault that your nation chose a poor location for your capital. The dwarves have chosen a sea location, with a proper sea cove, and most seem to like it so far. However, I do agree that CT is utter trash, and for some odd reason unnecessarily big and confusing. As for the island theme, well you're right. There's no island feel to any of this, but nor was I expecting it either. If it was up to me, I'd move all the nations to Tahn, seeing as it's big enough alone to hold the entire server (and is imo the most pleasing to the eye). The rest of the islands should be used for events, resources, or something else other than hosting nations.
  3. Cave Goblins Habitat: Mountainous regions and caverns Description: Often mistaken for Goblins descending from Krug, Cave Goblins are a different breed entirely. Their skin color is usually gray or pale, some with a tint of blue. Cunning and hostile to outsiders, they usually inhabit grottos and places that are hard to reach for those of larger stature. The Cave Goblins form tribes, guarding their territories fiercely from potential threats, as well as from other tribes. They build primitive huts of twig, and bones from large creatures long since gone, usually settling in old ruins and crevices. As such they have been a considerable nuisance for the Dwarves of Urguan, stealing resources and ambushing those who would stray too far away from the safety of their mountain holds. Being that wood is a rare commodity in the cavernous depths, most goblins make use of bones to craft tools and weapons. Bone tipped arrows, bone knives and bows are common instruments used by the Cave Goblins. The Cave Goblin diet usually consists of mushrooms found in grottos. Given that most of these fungi contain many toxins, it is theorized that this diet is the cause of the Cave Goblins' feral nature. They also hunt whatever game they can find, such as spiders or mammals. Cannibalism, as well as the consumption of human or dwarven flesh, is not unknown to most tribes. Given the Cave Goblins' small and slim stature, they are relatively weak in melee combat. What they lack in strength however, they make up for in numbers and cunning guerilla warfare. Relying heavily on their archers and hidden flanking tactics, they can prove a considerable threat to even the most experienced of soldiers. Some tribes have also been known to tame or befriend other cavernous creatures, such as trolls and giant spiders, bolstering their threat significantly. Author: Hobolympic LM Approval Required: No, only used in events
  4. Seems a lot of people are not fond of freebuild, and I can't help but disagree with them. Honestly, some of my best times on this server have been where the lands were open for all kinds of people to settle. More specifically, I'm talking about Aegis and the Fringe. Both of these maps had to a certain extent unlimited freebuild, giving rise to new factions to interact with, incentive to tour and explore, and generally speaking pulled in a lot of new and fresh RP. Yes, there's no denying that a few bad builds will come of this, but being unable to interact with environment for miles on end dulls the experience of travelling considerably. I miss the times when at night you could plop down a campfire with your mates, or set up a shack somewhere in the wild just to gather resources and roleplay with some new neighboors. You guys are blowing the cons way out of proportion. If keeping RP centralized in your nation is difficult, create more incentive for RP rather than scapegoating freebuild, because as I recall, the Fringe was perhaps the most active time I've seen the server in a long time (granted, the map was considerably smaller, something I've always been in favor of). Besides, we probably got one month left on this map, so for all I care, unregion as much land as possible.
  5. What else can I say than this: there is no one more worthy of the position. Hiebe is hardworking, and knows how to get **** done. He's chill, smart, and decisive, as well as a team player at heart. Oldest member of the community, so I'd say it's about time. #MakeLotCGreatAgain