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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    Qayin Graves
    SHADOW
    Supporting Admin.

    Kestrel Sumner (Shadow)
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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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    Arnica
    Topic Started: May 23 2011, 08:38 AM (424 Views)
    Deleted User
    Deleted User

    Name: Arnica
    Age: Twenty-five years, which is just the cusp of adulthood for her race.
    Gender: Female
    Alignment: True Neutral
    Social Class: An outcast of sorts, Arnica does not fit in to civilised society very well.
    Occupation: Wandering herbalist.
    Race: Half-elf; her father is a human and her mother is a wood elf.
    Weapons: A gnarled oak staff.

    Physical Appearance
    Tall, but far from imposing, and of relatively average build and constituency, Arnica is not very much to look at. She stands at five feet and eight inches, and is wiry and long-limbed. Life in the Harlot's Inn has kept her healthy if not happy, with scavenged food freely available, so she has none of the lithe elegance of her wood elf ancestors. Her skin is pale, and slightly yellow-tinged.

    Although twenty-five years old, Arnica looks a touch younger due to her combination of human and elf genes; she appears to be an eighteen year old, by human terms. A mess of shoulder-length black curls frames a round, heart-shaped face, whose nose and chin are both pointed. Her eyes are large, bottle green, and clouded over with a notable absence of vigour. Heavy, dark bags hang beneath those eyes, which are so often bloodshot, and the corners of her little mouth are usually turned down in a frown. Like those of her parents and siblings, her ears have points, one of the few physical identifiers of her elven blood.

    Usually she dresses in nondescript linen clothing, which fits loosely to shield her frame from untrustworthy onlookers. She also possesses a warm woollen cloak, which is made from green material and hangs to her knees. Strung about her neck on a thin length of ribbon is a circular medallion carved out of maple wood; it's about two inches across and has an oak tree embossed in its centre. The tree has been painted green, and the medallion is surrounded with a band of brass. It has been passed down through her wood elf family for years, and she is the latest inheritor.

    Personality
    On the outside, Arnica does not appear to have much of a personality. Having been kidnapped and forced into work as a barmaid at the Harlot's Inn has shown her the futility of rebellion, and so generally she is polite, quiet, and obedient. She rarely, if ever, speaks unless spoken to, and even then she does not appear to have very much interesting to say. Although her eyes are deadened, her spirit hopeless, she maintains a palpable dignity in that she intentionally avoids physical contact, and does not respond to flirting or catcalls.

    And within, there is a defiance that roars so strongly it almost makes her sick, because she cannot act upon it. Much like a wild animal, she fears and hates those who have imprisoned her. During the nights, she stares out of the tiny slit of a window in her room in the inn, and loses herself in infinitely deep memories of her childhood. And although her intelligence is often insulted while working the bar, she is clever, and spends her few free hours writing and drafting, particularly potion recipes.

    Clearly, she is a child of the wilderness -- she has never, and can never, fully fit in with life in the Inn, when she belongs out in the open, prowling the landscape, communing with nature. A certain mystery defines her. She seems to lack the ability to answer a straight question, and it is almost as though her body is present, but her mind is a hundred miles away, still stalking her forest homeland.

    History
    A film of morning dew still hung upon the wildflowers; the sun was just barely cupping the forest leaves with golden warmth when Arnica, tiny daughter of the wood elf Fennel, was brought into the world. It was a small gathering of elves, including her elder brother Finch, who bore witness to the child's first breath. Her father was notably absent -- he was a human, a travelling highwayman passing near the wood elf commune in the Erth'netora Forest, and his tryst with Fennel had culminated with this child. Though she was only half-like them, the wood elves embraced the newest addition to their clan.

    Arnica's great-grandmother passed away when the little girl was but three years old, hardly enough to understand what had happened, nor the significance of the wooden medallion pressed into her tiny palms. Later that year, on the fringes of winter, her first younger sibling was born: Jarrah, parented by Fennel and her mate, Taro. Taro loved Arnica as well as he loved his two sons, but he knew her not to be his own.

    It was Taro who took responsibility for much of the education of his children. When Arnica awoke one morning in her fifth year, and found her mind brimming with thoughts she could not comprehend, she cried to him. And he helped her to understand and clarify these thoughts, and put a name to this: animal empathy. It was common in wood elves, so it seemed that the wood elven genetics were strong in this child, if not physically.

    The seasons came and went, and Arnica learned all the while. She shapeshifted unexpectedly one summer's day when she was seven, and from that moment on she could shift into the form of a house sparrow at will. She often performed this trick to entertain her younger brother Jarrah, and the newest addition to the family, a little girl named Foxglove. Later she learned to call fireflies to buzz about her hand, which was useful when trying to pick her way through the forest at night.

    Poaching had, all the while, been pressing on the borders of their little community. In Arnica's fourteenth autumn, the clan were forced to move and settle in another part of the forest. During the journey, Fennel birthed twin boys named Robin and Burdock.

    When they settled into their new site, Taro decided that it was time for his elder children to learn the arts of herbalism. Arnica and her siblings would be out wandering the forest from sunrise to sunset, gathering useful herbs, and learning their properties. When they returned home, their father would teach them how to craft potions and salves using the gathered plants.

    Meanwhile, there was trouble for Arnica's real father. He owed the proprietor of the Harlot's Inn a handsome sum of money, money that he did not have. But, he thought, if he offered the man a young girl, perhaps his debt could be repaid. It was this, as well as frenzied curiosity, that brought him back to the Erth'netora Forest. Whatever had become of his moonlight affair with that wood elf?

    Barely had he crossed the borders of the forest when he found them -- a young elven maiden, gathering herbs at the base of a large tree. When Arnica turned to look at her father, they both recognised the other immediately; they were alike in so many ways. Arnica ran to her father, intending to embrace him, asking him where he had been for so many years. He caught her in his arms, and then, holding a knife to her throat, forced her into the back of a wagon.

    She did not have a choice. Shaking, crying, she rode the creaking, bumpy wagon along the Kaadian Way and to Ashoka. She was dropped at the Harlot's Inn, Arnica's father's debt was considered repaid, and she started work. She was nineteen.

    Men found that whenever they laid hands on Arnica, her skin would turn to bark: impenetrable, and not particularly sensuous. So she was put to work as a bar maid; she has been working the bar alone for six years now. Freedom is not an option, for the security is stronger than she is, and so she wears out her days like an animal in a cage.



    First Five Abilities
    • Animal Empathy -- Arnica can commune with animals; although their thoughts are not sentient, nor in any language, she understands impulse and emotion and can interpret this accordingly, as well as impart her own intentions and feelings onto animals.
    • Shapeshift: Sparrow -- Arnica can take on the form of a house sparrow.
    • Summon: Fireflies -- Particularly useful in dark areas, this ability enables Arnica to summon fireflies around one hand, providing some light.
    • Barkskin -- Lasting for only a few seconds, this spell coats an area of skin, either her own or an ally's, in a protective layer of tough bark.
    • Alchemy -- The ability to create various medicinal potions using gathered herbs.


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