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Hobolympic

Gold VIP
  • Content count

    1,264
  • Joined

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903 Heroic

About Hobolympic

  • Rank
    Gold Dwarf
  • Birthday 01/05/1997

Contact Methods

  • Minecraft Username
    Hobolympic
  • Skype
    hobogames

Profile Information

  • Gender
    Male
  • Location
    Norway
  • Interests
    Lotc, what else?

Character Profile

  • Character Name
    Balek Irongut

Recent Profile Visitors

15,517 profile views
  1. The Creature Index

    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
  2. Hey I am interested in the Smith job.

  3. [Denied]Hiebe's App

    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
  4. [✓] Trench Warfare 2.0 - A Suggestion

    If you're referring to settlements outside the warzone, then no, this would go against the No-Raiding rule currently implemented on the server. The camps, if placed inside the PVP region are obviously subject to be occupied whenever, but I do believe the camps should only serve as a rally point for the active forces in the conflict. Alternatively, maybe the camps could function as a point of retreat that is officially outside the PVP region, but going there won't result in the players having to undergo the 30-minute timeout. The warzone will have no direct impact on the course of the war, only acting as a site for random skirmishes. Granted, if one faction were to dominate the battlefield, the loot dropped as a result of this could potentially and indirectly turn the tides of the war.
  5. After having endured perhaps the most shittiest and most disgusting battle of all time on this server, I can't help but dread the future of this war. I've personally no faith in any improvements on the capacity side of things, and since we're apparently not allowed to be raiding anymore, we're stuck with nothing but these horrible warclaim battles. However you feel about them, I do sincerely believe this war can become a lot more enjoyable and interesting if we consider re-adding "trench warfare" to the server. Hell am I talking about here? Well, back in Anthos, during the Orc & Human vs Dorfski war, there was a region past the crossroad river that acted as a battlefield, where random, spontaneous skirmishes happened to take place. It was a fun, and memorable experience for pretty much everyone involved, and it provided us with consistent war RP 24/7. People had the ability to rally up and skirmish whenever they wanted, while keeping the conflict away from the main RP hubs. So, how can we incorporate this? Well, it really isn't that hard. Mark off a bigger region close to the dwarf border (I suggest where the lagfest earlier today happened), and turn it into a proper battlefield. Add some battlements, trenches, spikes, obstacles and bloody gore, and we've already come a long way. Maybe add camps for both sides, to act as a base of retreat outside the region, and turn the rest into a PVP-zone. So in essence: Trench warfare 2.0: PvP-region, anyone inside are subject to the risk of being No RP'd. Players escaping the warzone during an ongoing conflict are subject to a 30-minute time out, and may not return until timeout is over.30-minute rule applies.Once a force has been pushed back past the warzone border, PVP ends. This can be achieved by enclosing the battlefield in a no-PvP region.sweet.Then maybe, just maybe we can at least have some degree of fun in between the lagfest battles, making this war less shitty for everyone.
  6. Suddenly the entire dwarven legion found themselves in the fallout universe.

     

    1. drfate786

      drfate786

      Gee, I wonder why? *coughs* 

  7. [Denied]Hiebe's App

    If not the great Hiebenthal, who else? Longest standing veteran of the server, does not fuzz about and knows his shite. 1+
  8. [Denied] Turko's Et Application.

    +1
  9. [Charter] Bay Island

    1. First and foremost, we plan on making a small village on the western part of the island, where we will put the docks and fast travel ship. It will not be very large, but the plan is to make it a small mining/lumber colony (provided we can ever get a second mine, if not, then most likely lumber only). A fort is also to be expected, probably next to the colony, to be utilized by the dwarven legion/navy, in defense of ships, the bay, and the settlements situated on the island. While the western part is predominantly going to be dwarven land, the middle/eastern parts will have big plots for sale. Guilds and/or factions will be allowed to settle here by purchasing said land, and depending on the deal, either retain complete sovereignty once the debt has been paid, or stay autonomous as a dwarven vassal. Either way, this is a great way to let the more unaffiliated guilds and factions acquire some land of their own without too much hassle, and we already have quite a few interested in going through with this type of deal. I'll send you a list in skype shortly. 2. We've been rather lazy on the signatures, but I'll send you the list in skype, and ask them to sign if necessary. The Island will obviously be moderated by the dwarves, who will be responsible in keeping it active and relevant, though with the transactions we plan on going through with, activity will not be an issue. TL;DR: A handful of dwarves will most likely live in the mining colony, while most of the land will be offered to settlers/guilds/factions, for a pretty price.
  10. https://www.lordofthecraft.net/topic/129778-charter-bay-island/ - Sign up, and maybe we'll grant you some land as well:) Msg if interested fo realz