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.


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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
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    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.

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    Zanna Ragno
    Topic Started: Jul 13 2004, 05:21 AM (623 Views)
    Zanna Ragno


    This character is still a work in progress, so some things might not be filled out yet. I'm still working out the bugs, so to speak.

    Name: Zanna Ragno

    AKA: Goddess of Death, the Spider Queen, the All-Seeing, Death Incarnate, Lady Fate

    Age: 57

    Gender: Female

    Alignment: Chaotic Neutral

    Social Class: Goddess

    Race: Arachnoid

    Description of Race: Arachnoids look a little like driders, but they are not, in fact they have nothing to do with drows. They come from a world where the harsh climate demands an exoskeleton to survive, covered in sharp rocky crags and deep ravines needing more than just four legs and arms to navigate, and filled with dangerous predators that means that out of a thousand arachnoid children, only thirty or so may achieve adult hood, no matter how carefully guarded they are by their parents. Because of this, an arachnoid is not considered a person until after their fifteeth birthday, when they are able to decide their own name. They achieve sexual maturity at thirty and are considered adults and forty five. Arachnoids live about two hundred and fifty years if they grow old, but that is uncommon. They are usually killed long before. Arachnoids are carniverous creatures but can go for days without eating after a large meal. The only plants they will consider eating are ones that can be fermented, and their culture considers a wine maker as one of the highest professions.

    Arachnoids look like a cross between a human and a spider. Their faces are usually very pretty or handsome but differ drastically from normal humanoid versions. They have very large fangs, used to pierce the skin of their prey and suck out their juices. Their nostrils are slits and they have no nose, so to speak. They have no ears either, just small holes in the sides of their heads. Arachnoids have eight eyes, four on each side of their face in a diamond position where a normal human's eyes would be. They have eyebrows and hair, which they usually keep short, and males do have facial hair.

    Each of an arachnoid's eight limbs has four segments, plus a hand composed of one thumb and two fingers. Their hands are very long and spindly. Usually an arachnoid will use her back four limbs for walking and her front four for anything else, but really they can use them anyway they please, like monkeys. The largest part of the arachnoid is the abdomen, containing the spinarettes, reproductive organs, and digestive tract, which has no stomach since all they eat are liquids. Both male and female arachnoids can spin thread, which can be sticky or not, as they choose. The upper half of their bodies contains their heart, lungs, glands, etc. They wear clothes made of rough fabric, leather, the exoskeletons of other creatures, or any combination of the three.

    Physical Appearance: Zanna stands about five feet high, with an almost delicate face and violently purple eyes. She is fairly strong, even for an arachnoid, and has a pretty good body. Her exoskeleton and hair are very dark, almost black, but when a light shines on them you can see the vivid blue highlights. The hair on her head is a little longer than shoulder length. She likes to wear leather vests but rarely anything else. The vests are usually dark grey or just black. They're not fancy, they just keep her decent (yes, arachnoids have nipples), and if she could get away with it she'd go naked.

    Since becoming a Goddess Zanna has discovered that the best way to meet and evaluate peope is in incognito. Normally it is difficult to hide the fact that one has eight limbs, but with her new power she has become able to change shape. The only part of her features that remain constant, whether by accident or design, are her eyes. They always stay violet and eight in number, and she will always do her best to hide them. She is not fond of having a humanoid body but recognizes the importance of getting in touch with the common people of Elenlond.

    Personality: Zanna has a rather complex personality. She believes strongly in honor and justice, but her ideas concerning the two differ drastically from a normal person's. Zanna's philosophy: Do whatever you want as long as you do it well, and if the action is an evil one don't complain when you recieve punishment. Lies can be as honorable as truth, treachary as honorable as loyalty, war as honorable as peace, if done right. She is very proud of everything she has done, even the evil stuff, and she is perfectly aware that she has done some very evil things in her time. On the other hand, she has done a lot of good things too. It balances out. She has no regrets. Zanna is clever, sly, strong, and very ambitious; not a good combination. She craves power, but not to misuse it. Zanna knows what she wants, how to get it, and hundreds of ways to remove any obstacles/people in her way. She is not amazingly good with magic, prefering to fight a creature with her fists rather than blast things at a difference. Zanna loves a challenge more than any thing else, and it is a rare thing for her to refuse one. She takes a certain amount of pleasure from the gruesome and bizarre, and her sense of humor is morbid at best. Zanna has no scruples with eating humanoids but doesn't do it too often. A juicy cow or pig is much tastier.

    As far as sociability goes, Zanna does pretty well both in a crowd and on her own. She can be very diplomatic and flattering when it will get her something, and she can usually liven up any party or gathering (have YOU ever seen a spider swing dance?) with her actions and jokes. For fun, Zanna likes to hunt, explore, fight, and dance. She is a good dancer, for all her extra limbs and unwieldy bulk.

    Weapon(s): None but her hands and her fangs. Occasionally she uses a club.

    History: Zanna Ragno's real name is unpronouncable, a mixture of cliks and hisses like the rest of her native toungue. Even from a young age Zanna was very ambitious. Her family, rather low on the social pyramid, offered her no help. Her father was a lazy good-for-nothing seer whose abilities were lacking and her mother was too busy searching for food and playing nursemaid to Zanna's siblings, who did not share their sister's independence. Zanna left her family as soon as she was able and made herself known, through her skill at hunting and strength in competitions, to the leader of her tribe. She gained his attention, then his trust, then his confidence. Her cleverness made her a favorite at court and she often advised him on decisions regarding combat and diplomacy. Through her manipulations their tribe gained in power, expanding their territory and earning them the fearful respect of other arachnoid groups. Zanna knew that the leader was old, two hundred and thirty. He would die soon enough, leaving Zanna as the logical choice for a new chief if not for one thing; the princess.

    Only one of the leader's children was still alive, but this was not uncommon. The princess had been prepared by her father and many other tutors in how to govern the tribe. Having a formal education as well as a blood connection to the current chief meant the princess would almost certainly take over when he died. When the chief fell ill with what the healers claimed would be a fatal disease, preparations for the princess's coronation were begun. A day before the crowning could take place, the princess vanished. His daughter's disappearance agitated the leader into a premature and rapid decline and he died that very night. The next day the coronation went off without a hitch--except that the crown passed to Zanna.

    Zanna was, ironically, the best chief the tribe ever had. She didn't declare war on anyone, she didn't sentence anyone to death or exile, and she didn't even get in any arguments on controversial topics. She didn't have time. Fourteen days into her reign the princess's body was found, brutally murdered and crushed under a rock at the bottom of a steep ravine. Her fingers were twisted around a shred of cloth discovered to belong to a ripped garment of Zanna's that she had worn, brand new, on the day of the princess's disappearance and then thown away. Zanna was stripped of power and judged guilty of the deaths of both the leader and his daughter. At no point did Zanna deny her guilt, in fact she barely said anything throughout the whole ordeal, not even when she was exiled to a random plane of existance. Only, before stepping into the portal that would remove her forever from her home world, did she say, "By the web, I was so careless!" and then burst out laughing.

    To be continued.

    Zanna's Great Beast

    Name(s):Despair, Destroy, Devour

    Age: As old as death

    Gender: None

    Alignment: Neutral

    Social Class: Great Beast

    Race: Chimera

    Chimeras are interesting creatures. They have three heads. One is a goat, one is a lion, and one is a dragon. Their bodies are strange too, with the back body of a goat, the front body of a lion, and the wings of a dragon. They are effectively a mixture of all three beasts.

    Although the Great Beast of Death has no doubt taken many forms over the years, Zanna is confident that her own creation will be the best yet. The Chimera of Death is made from the element of death itself, tamed and controlled by the arachnoid goddess. Unlike other great beasts, hers does not reside in its gem at all times, in fact, she only uses the gem to call it to her when she is in desperate need of it. Otherwise the creature has a job to do.

    The Heads of the Chimera

    The Goat: The head of the goat is named Destroy, and it takes charge of the accidents in which death occurs. It has iron-gray fur and three boney, spiral horns, one on each side of its head and one on its forehead. The back portion of the beast is the same color, with black diamond hooves that spark when they touch a surface. The eyes of the goat change color constantly.

    When a rock falls on an unwary explorer, when a bridge snaps under a man's weight, when a bottle of oil is knocked over on the stove and an entire family goes up in flames, it is the work of Destroy. Yet the personal alignment of the goat is Good, for it presents the cleanest, most painless ways to die. Usually it is very quick, and there is nothing afterward but sorrow, no hatred or anger or fear.

    The Dragon: The head of the dragon is named Despair, and it represents death by illness. Its features, and the wings on the creature's back, are a sickly brown color. Its scales do not shine, they seem unhealthy and covered in grime. Greenish pus drips from the dragon's mouth and its eyes are dark, merciless. Its expression is always one of torment.

    Despair spreads madness and plague. It strikes indiscriminately, old or young, weak or strong, brave or cowardly, it makes little difference. That is why its personal alignment is neutral. These deaths are painful to watch and their subjects are often in so much agony that they beg for the end of it all. They are shunned, hated or pitied for what they carry, doomed without hope of escape. These are the people that fall to Despair.

    The Lion: The head of the lion is named Devour, and it is murder. It is dark red, though whether this is its actual fur color or just because it is always dripping blood as if from a million small punctures is hard to tell. Its mane is mangy and thin, the hair partly rotted with age and clotted with blood. The eyes of the lion are bright, burning green with envy and hatred.

    Devour is the cause of death by another's hand, whether it be a hunter killing a deer for his meal or two soldiers dying on the battle field, or even a man killing a fly that is annoying him. Although Devour inspires killing without malice or thought, it much prefers, when it can, to cause mortals to kill each other out of hate and spite. For this it is constantly searching for weak souls and when it finds them, it gnaws away at them and fills them with feelings of resentment and cruelty. Those who are weak of will succumb more readily to Devour, such as orcs and goblinoids and others of evil allignment. The allignment of the Lion is Evil.
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