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!

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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.

    Enter Our World

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    Armand Lefevre
    Topic Started: Feb 17 2012, 09:49 PM (275 Views)
    Lefevre
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    Name - Armand Lefevre
    Age - 171 (53 physically)
    Gender - Male
    Alignment - Lawful Neutral
    Social Class - Commoner
    Occupation - Ironsmith
    Race - Human
    Weapons -
    -Smithing hammer (Not typically used in combat, but handy in a pinch)
    -Warhammer (As you can see, Armand is rather fond of hammers)
    -Dagger (Just in case)

    Physical Appearance - Armand is short and stocky, with rough, grey skin. His face is coarse and wrinkled. He has dark brown eyes, and his light, sandy hair has become shock white. His long nose is hooked at the end, and his thick, dark eyebrows are perpetually knitted. He has a prominent forehead and accentuated cheekbones, falling to a strong, bearded chin. His wide jawline is covered with hair, arranged into thick mutton chops. He wears a blue rag around his balding head. Also among his attire are a white wool shirt, brown cotton pants, and a blue leather apron with the figure of a lion's head emblazoned on it in bright yellow. In addition, he also wears brown leather gloves and boots.

    Personality - Armand is driven mainly by his work. Being alive for over a century has affected his motivations and outlook on life in an odd way. He creates. Therefore, he is. That said, he is almost constantly grouchy. He holds a bitter resentment toward the Mianorite refugees who imposed on their land, a malice that has been reinforced by time. He seems to be almost always angry, though a bit detached. Armand doesn't discriminate in his wrath. He is just as likely to go off on a valued customer as some brat kid he met in the street. However, he is unfailingly logical in his approach to things. This his helped him to accumulate a decent amount of money, a fact that is testament to his adeptness at seeking out opportunity. He also tends to be a loner, as constant travel makes it difficult to get to know people. When he does converse with someone, he is typically awkward, and always aloof. Some of his biggest peeves are when people criticize his work, or when they display disrespect. This goes double for when the disrespect targets military.

    History - Forty-five years before the arrival of the Mianorite refugees, Armand Lefevre was born into a family of Morrimian farmers. Growing up, he was taught how to work the land, his parents hoping for him to take over their position once he came of age. However, Armand had different ideas. From a young age, he displayed a fervent interest in the military. Against the will of his mother and father, Armand joined the military as a page at the age of eighteen. By the age of twenty-one, he had successfully ascended to the rank of knight. The position was a far cry from being as glamorous as he had imagined, however. While he found combat training exhilarating, the position primarily consisted of studying the technical aspects of war. Armand wished for an opportunity to fight, extremely eager to prove himself in battle. When he was twenty-five, he got his wish. A small group of bandits were raiding a small town in Morrim, not far from where Armand was stationed. He and a few others were appointed to apprehend the band, a supposedly simple task. Most of the thieves were caught easily, putting up little resistance. With one remaining, Armand and fellow squad member, Raeth, were left to hunt the remaining bandit down while the others returned with the prisoners. Raeth found their quarry first. Trained in conventional combat, the knight should have been more than a match for the lowly thief. However, just as Raeth had successfully cornered the man, his sword shattered. The bandit took the opportunity and swiftly stabbed his assailant in the abdomen, then fled. By the time Armand found his friend, he was collapsed and bleeding profusely from a gaping gash in his stomach. His friend desperately in need of medical attention, he aborted the search and returned to the barracks empty-handed, save for a gravely wounded Raeth.
    A month later, he left Morrim. A close friend had nearly killed due to the critical failure of both his sword and his armor. The cast iron used in all standard issue military equipment was just too brittle to be reliable in a fight. Armand decided that he could be of much more service to his country as a blacksmith, so he set out for Soto to learn the trade. The Sotoans were vastly different from the Morrimians, however. In contrast to Armand's relatively short and stocky frame, the denizens of Soto were tall, slim and graceful. This, combined with their exorbitant worship habits, caused the aspiring smith to isolate himself from the natives as much as possible. He wasn't able to for long, however, if he wanted to find a decent master. Eventually, he found someone who was willing to teach him the trade, a Sotoan woman named Aredae Massa. Much to Armand's chagrin, she was an absolute slave driver. She made him spend every waking moment working on some project or another. After three years of strenuous labor in the forge, Armand was ready to present his work to the Blacksmith's guild, a part of the Artisans. His work and knowledge of smithing were adequate for him to become a journeyman. In order to further his knowledge of the smithing trade, Armand travelled all across Soto, being taught and trained by many master blacksmiths. He even spent some time working with his former teacher. After five years, he returned and was once again assessed before the guild. His technique had improved much over the years, so they saw fit to endow him with the title of master.
    At the age of thirty-five, and with the title of master blacksmith, Armand returned to his home in Morrim. He began a career crafting quality weapons for the military, using steel instead of the standard cast iron. Being only one man, there was no way he could come even close to single-handedly supplying arms and armor for every knight in service to Morrim, but it made him glad to know that he was making a considerable difference. He lived like this for a decade, selling weaponry to the military and anyone else who would buy it. Then the refugees came. The Mianorites appeared out of seemingly nowhere, their gods taking over and divvying up the land as if it was rightly theirs. They threw the world into disorder, wiping away the established territories and rebuilding the countries to best suit them. Lamentably, there was nothing the indigenous people of Elenlond could do to stop them as long as they were backed by the ten deities. Quite rusty at fighting himself, Armand took up a habit of being passive aggressive against the newcomers. He made sure that the Mianorites always got flawed weapons and armor, saving the best gear for the natives.
    Five years after the refugees invaded Elenlond, most of Armand's friends and family had left the territory that had used to be Morrim. The now fifty year old blacksmith decided to leave himself. He opened a shop in Soto, but when the need for weaponry there proved too low, he decided to travel where the demand for his services was the highest, his ambitions now geared toward trying to turn a profit. He survived like this, peddling his products for one-hundred and sixteen years until the Mianorite gods had fallen from power. In that time, he became quite adept at forging equipment. He developed a technique to greatly strengthen steel while maintaining its flexibility through tempering over a period of years, making it extremely difficult to break. Armand created a forging hammer through this process and has used it for most of his projects ever since. Weary of doing the same thing for over a century, he occasionally took to creating iron sculptures as well, a small hobby to keep him from losing his sanity over the long decades.
    After the Restoration, the original countries of Soare had reestablished themselves. Armand continued his mobile lifestyle, creating and selling weapons where they would be most wanted. During Andromalius's campaign, he found himself in Ashoka, taking advantage of the conflict to capitalize on weapon sales. When Ashoka was invaded, however, he found himself fleeing to Soto until the fighting dwindled. He paid a visit to his old master, Aredae, while he was in the area. After the conflict had ended, many Ashokan refugees refused to return to their country, putting stress on the relationship between Soto and Ashoka. Around the same time, Ashoka became militarized. Since Soto was the primary supplier of military equipment, Armand deduced that Ashoka would be unable to keep up with the demand for weapons if its ties with it's primary arms supplier were strained. Ever the opportunist, he decided it was time to pay Ashoka another visit.


    This profile is has been approved by Lilly!



    First Five Abilities
    • Strength - Armand is approximately 1.5x as strong as the average human.
    • Tough Hide - Armand's skin is tough, approximately as strong as leather. It is also resistant to up to first degree burns.
    • Hammer Proficiency - Armand is twice as skilled with a hammer as the average human.
    • Precision - Armand's movements are highly controlled. In combat, he can precisely strike within an inch of his target with each attack. Out of combat, this skill is useful when forging. Note that this does not apply to ranged attacks.
    • Concentrate Heat - This spell allows Armand to heat anything within a one meter radius. Because of the slow nature of this spell, it is rather impractical for combat. Due to the low energy output, it can be held for up to five minutes at a time. Sustained for over a minute, the heat can cause iron to become white hot.
    Edited by Lilly, Feb 17 2012, 10:47 PM.
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