SUMMER

Angkar: Wet season. Precipitation is common during the late afternoon and evening hours. Vegetation grows significantly during the summer, but flooding is a danger due to the monsoons that ravage the country. The rainforest sees evenly distributed rainfall throughout the season.

Ashoka: Desert: Extremely hot and dry. Violent, heavy downpours following long dryspells. Jungle: Hot and humid with frequent, violent rainstorms.

Morrim: Relatively hot and dry, but with a chance of thunderstorms from time to time. The heat may cause forest fires.

Soto: Hot and humid, tree cover is dense while ground growth is restricted. Thunderstorms see the most amount of rainfall during the season, and it can be very windy. On occasion, there are flash floods that can destroy homes and farms built on flood plains.

ANNOUNCEMENTS

March 30th, 2018 As you might have noticed, Elenlond has changed hands and is now under new management! If you have any questions, please direct them to DaringRaven! As for the rest of the announcements, including a season change, you can find them over here at the following link!

January 16, 2018 As you might have noticed, Elenlond has a new skin, all thanks to Mel! Don't forget to check out the new OTMs as well!

December 2, 2017 Winter has settled on Elenlond, bringing sleep for some and new life for others.

September 26, 2017 With the belated arrival of autumn come some interesting developments: new OTMs, a Town Crier and the release of the Elly Awards winners!

July 14, 2017 After a bit of forum clean-up, Elly Awards season has arrived! Head on over to make your nominations!

May 31, 2017 Summer has arrived and so has activity check! That's not all though – we also have some new OTMs for you and some staff changes!


WHAT IS ELENLOND?

Elenlond is an original free-form medieval fantasy RPG set on the continent of Soare and the Scattered Isles, which are located to the south in the Sea of Diverging Waters. The four chief nations of the western side of the world—Ashoka in northern Soare, Soto in western Soare, Morrim in eastern Soare, and Angkar, the largest of the Scattered Isles—continue to experience growth and prosperity since the fall of the Mianorite gods, although power struggles within the countries—or outside of them—continue to ensue.


QUICK TIDBITS

  • We accept any member who wants to RP here;
  • We are an intermediate-level RPG;
  • We have been open since June 2004;
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  • CURRENT EVENTS

    Angkar: To honour the reinvigoration of the ancient city of Mondrágon, the majestic Queen Eulalia has permitted the opening of a Coliseum where people from around the world and all walks of life can test their combat skills against one another. Many have already done battle in search of honour, glory, prizes and money.

    Ashoka: In an otherwise peaceful times, Ashokans are beset with the relatively minor inconveniences of wandering undead and occasionally-aggressive giant rock worms. There has also been some controversy over the recent re-legalisation of human sacrifice.

    Morrim: Rumour has it that Emperor Leofric de Hollemark is mustering forces for a war. Though the threat from Soto’s forests has passed, the forces previously employed in watching the forest now linger at the border. Rumours also circulate of a small group that has been dispatched to make contact with the tribes of the Do’suul Mountains.

    Soto: The Sotoans have defeated the fey and liberated themselves from Méadaigh’s oppression! Preliminary efforts have been made at rebuilding the city of Madrid, which had been captured at the beginning of the war. However, the Sotoans are hindered from recovery famine. Méadaigh’s magic caused summer to persist in the Erth’netora Forest through the winter. Her power has been withdrawn and the plants die as if preparing for winter – even though it is now summer. The Sotoans must sustain off what food they can get, what creatures they can kill and what can be imported into the city from Morrim and Angkar.

    For a fuller description of our most recent events, check out our most recent edition of The Town Crier!

    daringraven
    Administrator
    Qayin Graves
    SHADOW
    Supporting Admin.

    Kestrel Sumner (Shadow)
    Kindle Blackheath
    Orion de Lacey
    Sinadryn Arsydian
    Viewing Single Post From: Kist Krauswitch
    Kist
    Member Avatar
    Gaudeamus igitur, luvenes dum sumus!

    Kist's Abilities

    Abilities Thread

    Simple Abilities
    • Transformation – Kist can transform indefinitely into a large white ermine moth, giving her the various abilities of a moth (ie. flying and night vision) as well as some of the downsides (ie. she has difficulty seeing during the day and cannot cast spells in this shape). When she turns into her moth shape, her clothes and belongings are "absorbed" into her body, and will reappear when she transforms back.

    • Nimbleness – Kist is agile, and can usually slip between crowds or easily escape pursuers. This is aided by her small form. She is somewhat faster than a human, though not excessively so, perhaps 15% quicker in her movements than the average person.

    • Spell: Faerylight – Kist can create a small globe of light (of any colour, though usually white) to light her way. This globe will float where she pleases and can be told to stay and will continue to shine even if she leaves it behind far far away. It will continually sap energy, though on a small, almost unnoticeable scale. No one else can control or extinguish the light, though Kist can bind it to automatically follow another person.

    • Spell: Illusion I – Kist can create small illusions, such as slightly altering her own appearance or making an object or part of her body invisible. This is great for shocking and/or amusing other people.

    • Enchantment: Shock – Kist can enchant an item so that it delivers a small, painful electrical shock when another person touches it. This is a great way to ensure that others don't steal her possessions and also is good for pranks. This enchantment lasts for about a week, at which point it must be renewed.

    • Feytalk – Like many faeryfolk, Kist can communicate with many magical creatures associated with faeries- for example, pixies, will-o-the-wisps, ents, gremlins and pygmy-type dragons, even if they don't speak the same language. This communication with a slight ability to control these creatures. However, since Kist is a novice, she may need to spend some time convincing them and so is not entirely safe from harm. This also comes with the ability to communicate with animals, though not as well as she can talk to magical beings.
      These communications happen through vocalizations, which don't necessarily have to be words, but which allow for a mutual understanding of feelings, intentions and information. Bystanders without a similar ability or who are not a faery-associated race probably won't understand what's going on.

    • Master (????!!!!) of Thievery – Kist is quite an adept thief and has high rates of success. When a small to medium-sized object stealing from a stall or store, Kist has about a 60% chance of success, 80% if she has an accomplice. She is somewhat less accomplished at pickpocketing, which is not exactly her forté- alone, she as a 40% chance of success, 60% is with an accomplice.
      Even if she does get caught, Kist can easily escape by becoming a moth and flying away, and so has suffered no consequences for her behaviour to date.

    • Magnetic Navigation – Originally, Kist was able to sense the magnetic fields of the earth only in her moth form. However, over time, she has developed the ability to sense it even in her human form. Thus, she can easily tell where north and south are and can easily find her way to areas she's already been to with no map or help simply by following patterns and familiarities in magnetic fields. This also helps her intuit her altitude. However, this sense can be confused by the presence of magnetic objects and may be affected by magic dealing with magnetism.


    Intermediate Abilities

    • "Pet": Bitchface the Will-O'-The-Wisp – Kist has managed to force a will-o'-the-wisp into the small bottle she wears on a necklace and has named it Bitchface because she thinks it's a jerk. Since she has it under her feytalked spell, she can control it with further commands given in feytalk. Even so, she doesn't have full reign of its power, and at the moment can only compel it to do several things, as listed below. These powers wane if Bitchface hasn't consumed any lifeforms recently.
      • Bitchface can entrance one person at a time by making promises in feytalk and generally being pretty. Using this, it can convince them to do simple tasks like follow Kist or hand an object over. However, the entranced person can still argue back or refuse to do the tasks, it's just a matter of how strong-willed they are.
      • Bitchface can act as a handy little lamp, as it emanates a yellow-green glow at all times.
      • If released from its bottle, Bitchface can zap people with a small electrical charge. This is nothing of its former glory, more of a distracting but generally harmless jolt than anything.
      • With considerable cajoling, Kist can get Bitchface to give her a small amount of magical energy, just enough to fuel half a simple level spell.


    • Spell: Bugaboo – With this spell, Kist can summon up all insects, arachnids, gastropods, nematodes etc. within a 10 foot radius of her person and gather them into a ball which she can launch, carry around telekinetically or do use in whatever way she pleases. The size and contents of this ball of bugs and such is entirely dependent on her surroundings. For example, if she is in a forest in summertime, she will accrue a lot of creatures, from cicadas to crickets to spiders. However, if she is there in the winter, she will obviously manage much less, though she may acquire a few chrysalides for her collection. This obviously can be used combatively against any person lacking in defences preventing physical (but not magical) assault. When successful, this attack is quite effective, for one may find it hard to concentrate on fighting when they literally have ants in their pants.

    • "Pet": Bitchface Infusion – Upon releasing Bitchface from its bottle, Kist can command the wisp and absorb into her body by breathing it in. She thereby takes in Bitchface's powers and is able to use them at 1.5x their normal efficacy. One obvious side-effect is that she becomes very glowy and distracting, with luminescent firefly-yellow strands in her hair and shifting spots and patterns on her skin and wings which shift position slowly over time. This glowing carries over to her moth form and in either form she is often entrancing to look at, as is the case with a will-o'-the-wisp. Those particularly determined, naturally resistant to such effects or specifically protected from such mental meddlings will be unaffected and even with those who are not, the effect is relatively weak (though stronger if used in conjunction with Feytalk ability). All this has a pretty large downside, as Bitchfase doesn't quite get along with Kist and will likely attempt to struggle against her, trying to influence her mind so that it might take her over, consume her life or escape. So long as she is concentrating, in a good, sharp mental condition and not too tired or hungry or otherwise affected, Kist can keep the upper hand, but this arrangement is tenuous at best.

    • The Provider's Presence – It certainly took her long enough, but Kist has figured out how she can use the excess blue-ish magic that the spirit named Ashjuar left inside of her, thus increasing the strength, duration, efficacy etc. of her spells by 50%. She can use the power as such or she can use it to increase her mental fortitude against outside forces (eg. Bitchface) by 50%. If not that, she can use it to increase her overall strength and endurance by 25%, or else numb all pain that is not from a fatal wound or a serious illness. However, she can only use one of these effects at the time, so she can't, for example, boost her magic and her physical strength at the same time. Also, if she doesn't use the Provider's magic often enough, she will suffer many negative side-effects: dizziness, nausea, tachycardia, insomnia and a lot of random animals following her around adoringly. The Provider's magic is constantly generating and is nearly impossible to use up entirely at any point, but the magic will be less bountiful after 10-20 minutes of use.

    • Spell: Complacency Bomb – Kist has the ability to disgorge from her mouth a viscous/jelly-like glowing blue substance which originates from the Provider's magic. This can be flung mentally or physically at a person or group of close-standing people, whereupon it will suddenly dissolve into them before hitting them. The effect of this is sudden pacification and floatiness. The target will become suddenly calm and content and will also lose their ability to stay on the ground, leaving them to drift about complacently for up to 5 minutes. If she tries, Kist can reduce the complacency effect and simply gift a person the momentary ability to fly and a general mood lift. Targets that are very determined, very afraid or in a berserk-like state are harder to affect, as are those with abilities for mental defences. Wards/shields/defences/spells against magic will entirely block the substance. Using this ability significantly reduces her ability to use the Provider's Presence ability and anything else originating from the Provider's magic.

    • Budding Pyromaniac – Kist has picked up a few tricks from Gozrik and so has a basic understanding of explosives of all sorts. She can make her own explosive materials and set them up, but still stands a fair chance of making duds and burning herself. Since she knows to run away when things explode, she's generally not in any serious danger.

    • Spell: Coughshock – This spell is a diminished version of one of the Providers' spells, and thus relies entirely on the Providers' magic and does not affect Kist's own store. So, when the Providers' magic runs out, Kist cannot do this spell. What Kist does is to cough out a ball of lightning, which is about the size of a ripe cherry. This she can direct mentally at any person. The lightning is still rather weak, and so is unlikely to kill a person, but it can jolt and confuse a person, blurring their vision etc. It will also cause a localised burn. The ball itself will be stopped by any object and any shields against magic, but in the case of an anti-magical shield, the electricity may still connect with the person, since it is only the source of the lightning that his magical. It can be distracted by conductive metals, which could be a bad thing for people with shields and swords. The other limit to Kist's ability to perform this spell is her own body: coughing out the lightning will cause her throat to bleed after one or two uses, so she only uses this in dire situations.
    (OFFLINE) PROFILE QUOTE
    Kist Krauswitch · Citizens of the World

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