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Master Sage Delaselva

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About Master Sage Delaselva

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  • Birthday 03/07/1995

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  • Character Name
    Delaselva "Heial" Vientos
  • Character Race
    Ascended Mali'aheral

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  1. [✓][MST - Voice Actor] Jallentime

    Current Username: Jallentime Discord(‘You got it’ does not suffice): Jallentime#2639 Timezone(s) you mainly play: Late EST What group/nation do you consider to be your main? The Ascended Have you held a staff position before? Never Do you currently hold a staff position? No Do you plan on applying for other staff positions? I currently am applying for the Magic Team. Have you ever been banned before? If so, how long ago and what reason? Never What kind of media formats would you like to support with your acting (Videos/Screenshots)? Audacity for voice recordings. List three factors/tips you feel are important to follow as a (voice) actor and expand on them. 1. Method acting. You have to get right in there and visualize it, act it, to give flavor to your voice. 2. Have your room be as quiet as possible for obvious reasons. This includes moving away annoying cats. 3. Pace your breathing and be able to say everything you need to without strain. Provide three examples of your previous acting, may it be in screenshots, videos or audios: Sent to Ragnio Why do you wish to become an MST-Actor Member? It's a creative outlet and something new for me to try. What strengths would you bring to the team? Variety of voicework, and I'm overall a pretty optimistic person. What are your weaknesses? High notes, and a cat that won't be quiet when I try to record. How much time could you give to this position in the foreseeable future? A few hours every day if needed.
  2. Null Ember Manipulation (Ascended Disconnection)

    Null Embers will continue to only be usable by Ascended. No other group has a written-in, abusable weakness in their disconnection lore and we will not either.
  3. Null Ember Manipulation (Ascended Disconnection)

    One of the redlines is that only an Ascended can use the null ember to disconnect an Ascended. I may add in that Chaotic Embers can be resulted from someone not an Ascended, we'll see. Mulling it over atm.
  4. The proposed edit to Ascended Disconnection is intended as a quality-of-life change which eases the burden on Ascended teachers as well as allows the use to be tracked by the Magic Team. This lore is written to work in tandem with the Ascended Lore posted: Here Overview: Most of this is already accepted in the main lore post this piece is mainly just clarification, slight alteration, and slight expansion of the accepted concepts. Ascended Disconnection now has two varieties. Upon acceptance of this magic addition all current Ascended that know Disconnection will have to relearn it and then submit a Disconnection app (All Ascended that fit this category have agreed to the proposition) Disruption, Decay, and Repossession do not require an accepted Magic App. Reference: Progenous Flame (T4-5) ↑ Living Ember (T1-3) OR Progenous Ember (T1-3) Null Ember Disruption, Decay, & Repossession When an Ember is gifted to a mortal, turning them into an Ascended, the flame from which it was birthed retains a lasting impression of the Ember that was lost. The vacant space is mended in time as the Flame naturally regenerates itself, however a scar remains in place of it. This Null Ember exists permanently within its Flame and, indeed, the Ascended that houses this flame. Like a scar one would find upon the skin it houses no infectious or ill properties and serves merely as a reminder that an Ember was gifted to another. However, with coaxing, a Null Ember may be taken from the Flame just as easily as a normal Ember would. Physically it appears identical to a normal Ember save that its hue is an abysmal black and radiates a faint, dark smog. The Null Ember holds none of the properties associated with Soulfire and is harmless to all Ascended, save one. The Ascended which bears the Ember that resulted in the creation of the Null Ember is exceptionally vulnerable should the two be forced to merge, resulting in three different outcomes. If the Null Ember merges with the Ember, the result is a Chaotic Ember. Chaotic Embers reside within the Ascended and cause their magic to be wildly unstable; reverting all their magical feats to minimum strength for three elven days. After time has passed the Chaotic Ember will stabilize and revert to a normal Ember. If the Ember has since turned into a Progenous Flame, merging with the Null Ember will destabilize it and revert the Flame back into an Ember. Effectively the Ascended is returned to average strength and can no longer fragment their flame to create new Ascended. Should the Ascended undergo the Ritual of Stoking in the Hallowed Grounds then they will return to their former strength immediately. The Ascended that bears the Null Ember in their Flame, the teacher, may physically rip the Ember of their student from their soul and replace it within themself; resulting in that particular Null Ember ceasing to exist for future use. The student then ceases to be an Ascended. Teachers cannot repossess an Ember if their student’s Ember has since turned into a Flame Red Lines: Null Embers may be given to an unrelated Ascended as a physical item, allowing them to hunt down and destabilize the unruly student without the teacher directly being there. Obviously the teacher cannot disconnect the student fully if the two are not together. When not held by the teacher the Null Ember will decay and die after one elven week. In cases like this the Null Ember must be made into a physical MC item, be approved by the MT, and list an expiration date. Null Embers cannot be Soulbound or stored in an Enderchest. It must always be in a direct inventory. Null Embers have the consistency of charcoal and may be physically destroyed. Null Embers CAN be held by ghost entities. Another Null Ember cannot be created until the previous one expires. Null Embers can only be used against an Ascended when in the possession of an Ascended. TLDR: Ascended Teachers can partially silence, weaken, or directly disconnect their student by themselves. They can only do this with Ascended THEY created. Null Ember Disconnection There are times when an Ascended has lost sight of their purpose and been deemed a threat to the order or the realm, however, the acquisition of a Null Ember by normal means is not possible. In such cases a Null Ember must be forcefully brought into being through the wounding of their own Progenous Flame; a process both damaging and taxing to the creator of the Null ember. Forced creation of a Null Ember requires an Ascended to expunge a typical connection Ember from their Flame while on the verge of mana depletion, when their Flame is weakest, and then provide an ounce of the intended target’s blood to the Ember. The Ember will then darken and take on the form of a standard Null Ember, which is usable against the Ascended whose blood was utilized in its creation. After the creation of a Null Ember the performing Ascended will lose access to their Enhanced Regeneration and be unable to create any Infusions for three elven days. Red Lines: If the intended target’s Ember has since turned into a Flame, it will take two uses of a Null Ember to fully disconnect them. One to revert the Flame to an Ember, another to repossess the Ember. The blood of the targeted Ascended is required, allowing them a chance to learn of the plot against them. Standard Null Ember redlines (listed above) apply. Three Null Embers are required to disconnect one bearing the Living Flame. The blood utilized must be no more than 24 hours old. TLDR: An Ascended can inflict weakness upon themselves and utilize the blood of a rogue Ascended to create an artificial Null Ember, which can be used to weaken, destabilize, or repossess the Flame/Ember of the rogue Ascended. Key Note: As all Embers and Flames are descended from the Living Flame, the bearer of the Living Flame can repossess the Ember of any Ascended as long as it has not matured into a Flame. This is already accepted in the main Ascended lore post.
  5. Farryn's 500th post AMA

    1. Name your ideal vacation. 2. How do you like your tea? 3. Is there anything you don’t like about Ascended lore? 4. Have you ever killed a man?
  6. Jallentime's Magic Team App

    What is your Minecraft Account Name?: Jallentime How long have you played on LotC?: Since August of 2011 How many hours per day/week are you available?: I am available over Skype 24/7, server-wise I am online or doing something related for at least 3 hours Monday-Wednesday, though sometimes more. Thursday-Sunday I am available later in the night, around 10pm EST through 2am. Have you read and do you thoroughly understand Magic Lore?: I do. What Magic Lore do you hold the most experience with?: Ascended, though I am also familiar with Druidism and Telekinesis. I am very willing to broaden my horizons. Write about a magic-related topic that you find interesting (e.g. How mental barriers work): The Ascended are unique among the Aengulic holy orders on a fundamental level which is innate with their process of creation. Ascended are gifted an 'ember' during their initiation ritual which marks them as different when they die and visit the Soulstream. Once there, the Archaengul will receive their marked soul and imbue it with self-sustaining energies which is collectively referred to as a Soul Fortification. The fortification exists in symbiosis with the soul of the Ascended, re-purposing it's normal means of accessing the Void and instead allowing the Fortification to sustain, and regenerate itself. Thus the Ascended do not need to call upon the Archaengul directly whenever they seek to use their magic, as they instead function as a sort of rechargeable battery for Aerielian energy, and this direct influence upon the soul is what also lends an Ascended their semi-immortality. This is unlike Clerics and Paladins (Keepers not withstanding), who are not immortal and call upon the magic of their particular Aengul directly, rather than store their energies internally. In terms of practical application this knowledge is merely background information and plays little part in day-to-day affairs, but it is a fascinating subject that lends some reason to why most Ascended are not religious. I will also go ahead and cite the accepted Ascended rewrite that I created, with some help from Aelesh: Here Give a Summary of any Staff/Lead positions you’ve held on any Minecraft Server in the past: GM Team Lead on the now-defunct Project Horizons sci-fi Minecraft server. Do you have a Discord account? (You may post it here, or choose to keep it private until you are asked for it. Note; Discord is required to communicate with the team): Jallentime #2639 Have you ever receive a Magical Blacklist, if so, please link it: Never
  7. [MArt] Bregolach and Oninthil

    Overall very inoffensive to the lore, yet also something very valuable to any Ascended. As long as only one anvil ever exists there is no issue.
  8. [Spell] Holy Communion

    Unlike other lore that meddles in removing the finality of death this piece has made the process very difficult, exceptionally risky, and with a very focused reason for performing the ritual. My only gripe is that it’s strange for the ritual to bridge through Abrietas to get to Tahariae’s Realm. I think it would make more sense if the Clerics could just directly bridge to Tahariae’s Realm rather than do both that and bridge to a realm belonging to an Aengul they have no interactions with.
  9. Should Religious Roleplay Get Land Next Map?

    The issue is that the Holy Orders, for the most part, cannot get along for more than a few months. Trinity Keep housed all three with the first Holy League, then the Ascended pulled out and months later the Clerics did as well. Paladins took over an island meant to be Holy Devirad, Adherent Clerics moved into the Savannah, and the Ascended into Urguan. Tried an alliance again, then the Gazardiel event happened. I believe playerbases and roleplay should be concentrated as much as possible but this is difficult when people you're supposed to be working with are trying to kill you. People tend to assume that the Holy Orders are all 'kinda samey' but the politics are very different.
  10. Can we please have longer descriptions for items.

    1. The Wyvernbane
    2. Jondead


      yes that is really needed sometimes

  11. Race Trailers?

    This was attempted years ago and the staff went so far as to record voice lines and everything for the trailers, but it fell through. I'm assuming it was just too much work. If someone wanted to attempt it again and actually accomplished it though it would be wonderful.
  12. Fid's Quiet Application to the MT

    One of the most dedicated and steadfast individuals on this server, as well as one of the best lorewriters in my opinion. I believe their fresh perspective on the team would be invaluable.
  13. [Spriggan] [CA] Cielosoro's Adopted Spriggan

    Format your title as follows: [Type of Creature] [CA] MC or RP name MC Name: Cielosoro (This is my alt) Character's Name: Yew Character's Age: 45 Character's Original Race (N/A if not applicable): N/A Transformed form: Yew Tree Creator's MC Name: Leowarrior14 Creator's RP Name: Artimec, Damai, Leo, Renn, Aria, Jeremiah, and Za'kabar Briefly explain the lore behind this construct or creature: Spriggans are guardians of nature created during a ritual that entwines druidic blood and a tree, forming a growth that takes on a humanesque shape. The resulting creature may then be awoken by a druid to serve as a guardian of nature within the general area around it's tree, fighting tooth and nail to preserve the natural integrity of it's home. Druids can commune with the spriggan and offer suggestions on how it is to act, with higher tier druids being able of commanding the spriggan to obey their will. Spriggans, obviously, cannot attack anything natural. Spriggans cannot speak verbally but are able to communicate with actions and triva lines, an ancient and very archaic language unknown to most. In their objective to protect their home they are capable of various combat feats including the extension of limbs, (slow) regeneration of their body, and releasing spores. They're naturally resistant to normal flames due to their form being alive however magical and dragon fire will cause extreme damage if not outright killing the spriggan. Each spriggan has a core inside them which serves as their heart, and should it be harmed, the spriggan may perish and have their essence return to their tree to regenerate. Do you have a magic(s) you are dropping due to this app? If so, link it: No Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes Do you consent to accepting what may happen to this character?: Yes Have you applied for this creature on this character before, and had it denied? If so, link the app: No. I am actually taking over this character with the former player's consent.
  14. The Removal of the Antagonist

    > Gazardiel is eaten by giant crab > Enter, Crabzardiel. Crustacean of New Beginnings.
  15. The Removal of the Antagonist

    Even in the aftermath the Ascended are the largest and most active holy Order on the server at this point in time and we will be dealing with the IC repercussions as they come. This isn't some snowflakey demand because our feelings were hurt. The actions taken by staff over the course of the eventline have set dangerous precedents. Namely that player characters can be hijacked and turned into plot devices without their consent, that playerbases can be harmed and discarded for the sake of progressing plot, and that players who purposely avoid certain events (which almost always create activity and player interest) will be rewarded for not participating. Were the Paladins correct in their actions to avoid the eventline? Absolutely. But at the same time we hear from their own members that there are issues of activity. The Paladins have a very close-knit and active group of regulars but if they had been given a holy relic and a divine quest to partake in, would it have inspired more activity from their other members? Absolutely. I hope that didn't come off as rude at all to any Paladins reading this as it wasn't my intention and they're more than welcome to correct me if I'm wrong. This isn't about who was right and who was wrong, it's about helping the playerbase grow and inspiring roleplay that is conductive without being overly damaging to the group as a whole. If current circumstances had happened to a fledgling group of say, Halfings, they would cease to exist after the climax of the event. My main point is that the staff teams need to acknowledge that they have an incredible power in their hands to create or destroy roleplay and playerbases and if they're not supremely careful with it they can hurt their image and the server. Such was seen with this eventline and they need to learn from a mistake so that they can grow from it. I hold no ill will to the staff for their actions or the other RP groups we're having difficulties with IC, this is a matter of seeing to the greater good and helping the server as a whole.