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.


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!


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.


  • We accept any member who wants to RP here;
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    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!

    Qayin Graves
    Supporting Admin.

    Kestrel Sumner (Shadow)
    Kindle Blackheath
    Orion de Lacey
    Sinadryn Arsydian
    Welcome to our home, a world in which anything can happen. From sprawling deserts and vast forests to massive volcanoes and luscious hot springs, Soare and the Scattered Isles are beautiful places just waiting to be explored. For the brave and the bold or the cautious and the wary, creatures of all kinds roam the earth, looking for adventure or for a place to call their own. Species of all kinds - the well-known and the unknown - thrive here, though not always in harmony.

    Elenlond is an original medieval fantasy RPG with a world that's as broad as it is unique. Calling on characters of all kinds, the sky's the limit in a world where boundaries are blurred and the imagination runs rampant. Restrictions are limited and members are encouraged to embrace their creativity, to see where they can go and what they can do. It's no longer just text on a page - it becomes real.

    Enter Our World

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    Qayin Graves; ... a man coming into his own during a time of war.
    Topic Started: Sep 2 2016, 12:04 AM (811 Views)
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    Desert Wraith

    Qayin Graves
    Age: 21
    Gender: Male
    Alignment: True Neutral
    Social Status: Commoner
    Occupation: Wanderer
    Race: Human
    Nationality: Sotoan
    Weapons: Qayin is generally unskilled in any schools of weaponry. While able to wield and throw small blades with some ability, he generally fights with his spells and words.

    Physical Appearance: He has the look that many Ashokans do, though with a few notable exceptions. To elaborate, Qayin is tall (6'3"), with darker olive skin, long black hair often left unchecked, and deep brown eyes. He has an exhausted, though not unattractive looking face, with frown lines creasing his forehead and a general thin appearance. His wardrobe has very little variation, with a dark grey cloak being the primary recognizable feature of it.

    Personality: A very distant individual, Qayin is nonetheless helpful and somewhat friendly once you manage to pin him down into a conversation. To those he considers friends, he is extremely loyal, willing to make sacrifices many in his situation would not. Always one to consider the options before acting, Qayin generally takes the route that best achieves his goals, unless it would directly harm those he cares for. He generally prefers traveling alone, rather than in larger groups; it's likely because he enjoys having some say in the direction of travel, rather than any deeper meaning. He is a very ambitious fellow. Finally, his interpersonal skills are somewhat stunted when it comes to romantic or otherwise deeply personal situations, though generally, things seem to have a way of working out for him.

    History: Growing up as an only child of a Ashokan refugee couple in Soto was never an easy task. It wasn't until he was around 14 that his family moved into the capital city of Madrid, and it was there that his life began to stabilize. His parents, poor as they were, managed to scrape up enough money to educate their child. It was during one of his classes that Qayin caught the attention of a wise old wizard named Coriarkin, who contacted his parents and offered to teach him. Overwhelmed with excitement that their child would have a better chance, Qayin's parents sent him off with the magician. While happy to be taught, the boy was unhappy that his parents would, in his mind, get rid of him so easy. Because of this, the youth became detached from his fellow students and often found himself sneaking out at night to practice his skills in the dark arts. Coriarkin discovered this and decided to give Qayin lessons in secret.
    Much later, his training under the magician had nearly finished. Unfortunately, this was also during the time in which the Forests of Soto had begun to rise against its people. The walls were being breached, and it seemed there was no time. Hurriedly, his master told him to pack his things and leave. The rest of the students under Coriarkin's tutelage had already fled, afraid of what may have befallen their families. Hurriedly packing his travel bag, Qayin hesitated a moment. What had happened to his parents? What if they hadn't simply gotten rid of him all those years ago? Glancing at his master and receiving a confirming nod, he bolted out the door and down the city streets in the direction of his family's old abode. The battle was going on all around him, and he used every ability he had to make it there unscathed. Finally making it to their old house, he found it broken down. Stooping, he picked up his father's necklace from beneath a stone where it lay broken and clenched it in his fist. Qayin fled the city soon after, finding himself in the current of refugees traveling to Reine, a lost soul much like his parents were so long ago. He has currently found himself attempting to join up with the army in an attempt to retake Madrid for his homeland, though if he is unable, he is willing to consider other options.

    First Five Abilities
    • Orbspace: This is the ability to warp into a pocket dimension within a small, indestructible orb. Said object can then be moved around by others; the user can only exit the object once it has made impact with a solid surface.
    • Necromancy: Qayin specifically can use it to resurrect and control dead characters. The older the body, the more decayed it is. The more decayed a character is, the easier it is to control or revive. (freshly killed people are often impossible for untrained casters to influence whatsoever, and raising one creates something akin to a raging zombie).
    • Charmspeak: This ability allows the user to influence other individuals, with the success rate depending on the experience and magic resistance of the target. Generally used to get more favorable outcomes in trade and hostile situations.
    • Fell Wisp: Summons a head-sized spirit that shines a soft light in a radius of about 20 feet. While resembling a demon's head, the entity is content to remain floating behind and above its summoner, buoying up and down as though it were in water.
    • Unearthly Vapor: A chilling mist spell that slowly drains life essence from plants and other life forms directly into a targeted entity. The area of effect and strength are proportional, meaning that the mist's powers weaken the further you are from the target, (as it dissipates).

    New Ability — Simple
    [10 posts]

    • Soul Whispering — Phantoms often linger around the areas they died, speaking about the circumstances of their deaths to any who would listen. For most of his life, Qayin simply blocked out these voices, but he recently discovered that he can listen to specific voices if he focuses. At the level he is currently at, he isn't able to have conversations with them, but the snippets he focuses in on can often help him investigate what happened in an area.

    New Ability – Simple
    [25 posts]
    • Vile Grafting – Whether it be body parts, stone, gems, wood, or the like, Qayin can attach it to himself it for as long as he likes. In terms of practicality, this means he could merge his shoulder blade with a plank of wood for temporary improved defense, attach a blade to his hands to make it more difficult to disarm him, or replace a lost limb with one he scavenges off of a corpse. If an object is attached for too long — more than half a day — he can no longer consciously remove it beyond more primitive methods for removal, (e.g. sawing it off).

    [50 posts]
    • Flesh Animation – Qayin's necromancy has developed enough that he can take dead organic matter, such as plants or bodies, and create creatures out of them. His control over them depends on the size and strength, with creatures the size of a grizzly bear being his current maximum range. They can be used to assist in combat, lessen travel times, or simply to amuse himself or others. As they are made of flesh, they have weaknesses to the expected things, such as fire or strong slicing weapons. He can currently only create and maintain them in a 50 foot radius around himself. The creatures are also rather clumsy, limiting their combat applications​ for the time being.

    New Ability – Intermediate
    [50 posts]
    • Echo of Will – Qayin's mental influence has grown even stronger. Now he can influence the mentally weak to want to do what he would prefer they did. This is different than ordinary mind control because the "victim" still retains their free will, but will be almost 100% of the time inclined to do what he suggests to them, either mentally or verbally. Those with mental guards are much more difficult, and his abilities lessens in relation to their prowess.


    • Shining Panoply – After much research and investigation, Qayin realized that the spirit he summons as a light source has many other applications, including the ability to transform into a full set of brilliantly shining armor. It seems to be made of the same stuff the spirit is, and offers complete protection from most intermediate slashes and blows. It is hardly useful for infiltration and stealth with the constant light it projects, but it does help surprise his opponents, and looking at it too long has a similar effect to looking directly at the sun on a hazy day. The armor can be shattered when subjected to advanced attacks. It can also be destroyed during sustained, lighter combat.

    • Enhanced Speed – In an effort to keep up with his more quick companions, Qayin has put significant effort into increasing his movement and combat speed. This has paid off: while he is nowhere near the speed of most trained combatants, he is much faster than most mages, or the average person for example. This also applies to his weapon usage, making his strikes faster, and therefore more difficult to dodge.

    • Death's Hand – The essence of Qayin's fell mists have always fascinated him, and after careful practice and study, he has found he can control it, focusing it into a form of energy attack. When the magic is applied to his fingertips, he can weave paths of death over his opponent's flesh. If shot from his palm towards his target in the form of a beam, their life force is drained from them at slightly slower rate. The area of effect mist form he usually summons remains unchanged. To summarize, the smaller the area of focus the more potent the effect is. The ability cannot break through the fatty tissue,
      There's much that a necromancer can do with a layer of dead flesh.

    New Ability – Intermediate

    • Progressive Resurrection – The longer a necromantic creature or entity is under the sway of Qayin's power, the more alive it becomes. On a battle to battle basis, this has no true impact. However, over the course of weeks or months, he could bring back the dead as fully alive beings. His own creations would most likely die as their mangled biology cannot sustain life in any true sense, but those humans or creatures that once lived could continue on as though their life had never ended until such a time as they naturally died, (though they would need to be released from his power before attacking). This makes them more susceptible to damage, but also far more intelligent than any of the shambling beasts that Qayin would normally create. Upon initial "resurrection", their awareness and memories of their past is along the lines of dementia or something similar. The longer they're alive, the more they remember.

    • Psychic Battlemap – Qayin's experiences with war and large scale conflicts have pushed his mental prowess even further. With his newfound psychic strength, the mage can sense the large scale movements of armies and squadrons on a battlefield as though he were watching it overhead. He is completely open to attack when using this ability: it requires significant focus to use, leaving him defenseless. He can extend it to view entire countries, but that requires some form of incredibly strong magical power source. The applications of this power are limited, but specifically he can use it to help communicate battle strategies to those he is supporting. To communicate what he is seeing he either needs to break focus and illustrate it, or have another psychic enter his mind and see what he is conjuring up.

    • Stillness Sphere – In an expansion of his Orbspace spell, Qayin can project a bubble around himself that functions in a similar manner to a pocket dimension. Within it, physical attacks are rendered useless, including any act of physical aggression from the necromancer himself. Physical attacks from outside the barrier are also rendered useless, but only because they seem to be deflected downwards instead of cutting through. Magic can still breach the barrier from the outside, but those trapped inside will find it harder concentrate because of an eerie song that seems to echo throughout. It extends 2.5 yards around him.

    New Ability – Intermediate

    • Invertebrates of Filth – Through his ongoing studies into the bloodline from which he was born, Qayin has uncovered a specific strain of parasitic worm that have long served as useful tools for necromancers. These creatures respond to darker magics and obey those who call them forth. Here is an elaboration on the specifics for these creatures and their function. These worms range from the size of a cord of hair, up to the size of an average human arm. Their length ranges with the size, but generally they are no shorter than 6" and no longer than 3'.

      - While weak to physical attacks, these creatures seem to feed off of magic based abilities. This means that they can absorb weak-to-intermediate level magical attacks, but not physical ones.

      - The creatures are natural siphons for loose souls and spirits, and can act as a storage place for wayward souls. They need to be contained after this in a physical prison, but they are themselves spiritual prisons, so souls cannot be released unless the physical body is destroyed, (which risks destroying the soul itself).

      - As they are attracted to souls, putting them into a living host has the strange impact of letting one gain some control over them. Their joy and personality seems to mostly vanish, though they are aware of this happening and will likely resist it. This is difficult since it is a spiritual attack, but someone well attuned with their spiritual side can easily counter it.

    • Flesh Stasis – Qayin's body has absorbed enough necromantic power to unlock one of the early stages of the Death Lord form! With this ability, he can stabilize his body so that he will not get any better or worse with a wound or poisoning. To elaborate what this means, say he is given a stab wound that is life threatening. If he is cognizant, he can force his body to remain at that state. This would prevent his condition from deteriorating, though it would prevent treatment as well. He can activate this to allow others enough time to save him, though he will need to be awake to deactivate it.

    • Galena's Scream Song Armor – The spirit has the appearance of an angry dryad spirit, with some sort of beastial, horned form protruding through cracks and crevices in its crystal-esque skin. The entity stands around 20 feet tall, with Qayin positioned between the feet. It is directly controlled by his movements, tethered to him like a puppet is to a puppeteer.
      The spirit armor breaks easiest from repeated blunt blows, though of course they need to be aimed at the same spot to break through. Sword slashes and the like tend to glance off of it, though a particularly skilled swordsman can of course slice through weak points, or the entire thing with enough strength. Magical attacks are different, somewhat. Spells that focus on souls and the mind are extremely useful. Plant based magic is weak to the entity, though flame attacks directed at it can easily stagger it. Direct attacks to Qayin would also work, as he is both in and outside of it depending on the way it stands, (he is positioned between the legs usually). It is hard to get into this range because of the range of its physical attacks, but it can be done. In optimal circumstances, the entity can remain in use for 10 minutes before fading away.

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