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
    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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    Xorn; Seeker of Destructive Peace
    Topic Started: Dec 30 2009, 11:15 PM (197 Views)
    Deleted User
    Deleted User

    Name – Xorn
    Age – 28
    Gender – Male
    Alignment – Neutral Evil
    Social Class – Dwarven Outcast
    Occupation – Blacksmith\Siege Crafter
    Race – Hell's Dwarf
    Weapons – Emerson, mithril maul from Dwarven Legend. A iron hatchet, mainly used for wood disposal.

    Physical Appearance

    A stout Dwarf with a ash cover and soot smeared beard, he stands mighty at a four-feet, eight-inches. Besides being at such a stature for a full-grown Dwarf, Xorn's skin is a fiery red, the source is yet to be fully explained. As for his messy beard, it's not much of beard to Dwarven standards, burnt and singed from working in the bowels of a forge deprives it from such growth. His arms are like those of tree trunks in comparison to a proportionate humanoid, it's obvious he knows how to throw a maul or hammer around. His chest matched his arms while his legs were stumpy and bulgy.

    His clothing is normally quite grimy and chalked on with black soot. A large apron made from unidentifiable fabric, but probably was normal leather weaved together with smelted ores to repel a flame's harmful lick. Endlessly black lens inside a pair of goggles, possibly made from the same material as the apron, where fixed around his scalp. The goggles seemed to have never left his neck as whatever scraggly and matted hair overgrew over and in between the leather bindings. Though, when he did peel back those eye-protectors of his, you could possibly see his original skin tone, a vibrant and irritated crimson, that was the hotly color of blood.

    Around his waste was a tool belt, probably custom for his tools that he never left without, two leather bindings with ruby studs kept grip of a worn, single handled maul that was once gleaming, encrusted and cherished, now in the hands of this dwarf who makes sure it's used as intended. The second studded strap held securely onto a hatchet axe, generic in brand and quality with a simple leather bound handle. His feet were concealed with leather, the tips made from polished diamond that is now chipped and scratched but very much so intact.

    Personality
    Xorn has become quite accustomed to a life of exile, he is like many other Dwarfs, bitter and greedy. Being bitter hasn't granted many friends or long time allies, nor that of any sworn enemies. Doing a nice gesture towards Xorn would simply go without thanks and told that it must of just been fate for it happen, then Xorn would be on his way. If chance brings something beneficiary, he will leap, normally without looking, making him gullible to somethings. His main ambition now is craft the world's best weapon. Best, in his mind, being something that could wipe out an entire city in the blink of an eye. Would he wield it? Of course not, but the highest bidder would. Xorn has come to a simple realization that money and power makes the world go 'round. Weapons and brute force to him are the most simplistic methods for world domination and to possibly grant him his wish of the world's ultimate weapon.

    History
    Xorn was born from the descendant of Dwarfs that once consorted with demons, giving reason to Xorn's cherry red skin and unnatural arm strength. Sometime after his birth, Xorn was abandoned by his mother, on purpose or not is uncertain. The cries of the Dwarf babe was found on the door-steps of a Dwarven Weapon smith, who took in the child, raising him to take on the art of smithing, since this Weapon smith had no wife or off-spring of his own to teach the skill. The Weapon smith knew that Xorn was something unusual and was kept out from public eyes, thinking that he would be deemed a bad omen or some other fabled ghost tale.

    Xorn soon grew restless of the small quarters of the Weapon smith's and soon wanted to bid him farewell. The Weapon smith thanked his son for the time they shared and presented him with a mithril maul, encrusted upon the head with emeralds and rubies. "We call it, Emerson." the weathered Crafts Dwarf said with a knot in his throat, "Now go and bring peace to the world." Xorn had nodded and proceeded on his journey. Xorn knew nothing of the world but weapons and armor, knowing that the biggest side with the most toys would win, and peace would reign for one side at least, he intended to be on that side.

    He currently takes roost in one of the few underground prisons in Ashoka, making use of it's abandoned anvils. Daily he peeks his head from his newly claimed fortress in search of battle lost weapons and armor, gathering whatever supplies he could find and returning into the depths where he continued his art. He continues to smelt and redesign weapons, hoping one day to bring hulking war-machines to life.




    First Five Abilities
    • Master Crafts Dwarves Apron and Tunic – Clothing passed down from many generations, making fire feel like the wind, granting immunity to hot environments and simple fire abilities.

    • Craftsman Snob – Xorn has seen many axes, swords, shields, chain mail, breastplates, headgear, maces, knives, spears, mauls, locks, doors, tables, chairs, chests and the list goes on. But Xorn knows what's high-quality stuff and what's garbage. When Xorn spots weakness in armor or weapons, he his able to exploit it, making the damage more severe.

    • Stone Form – Xorn's skin and attire become like the ore that fills the air or anything in hand's reach. This acts in two benefits, giving Xorn the defensive properties of the ore he touches and potential camoflauge in caverns. The major draw back is slow movement speed as well as striking speed, but packs a wallop when struck.

    • Charge – Xorn's rage takes hold and begins to charge at a target, making him quite agile and hard to anticipate but only for a short distance of 10 yards. He cannot do this while in Stone form.

    • Maul Throw/Toma-Hawk – Xorn is familiar with the ancient fighting style of the Dwarf which is to chunk hammers at unsuspecting targets. Xorn has also become adapted to tossing an axe once in a while. With a hammer, the target can possibly be rendered unconscious, while an edged weapon will lacerate them.




    This profile has been approved by Teh Woffle!
    Edited by Andromalius, Dec 30 2009, 11:24 PM.
    QUOTE GO TO TOP
     
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