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

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    ARCANISS, kobold sorcerer
    Topic Started: Mar 19 2012, 06:36 PM (409 Views)
    Deleted User
    Deleted User

    b a s e . s t a t s .

    • Name : Arcaniss
      Age : Eight Years
      Birth Year : 110 B.R.
      Gender : Male
      Alignment : Lawful Evil
      Social Class : Outcast
      Occupation : Sorcerer
      Race : Dragonwrought Kobold . Black
      Weapons : Dagger . Light Crossbow

    a p p e a r a n c e .

    • Height : 2'5"
      Build : Lean
      Skin : Jet Black
      Eyes : Red

      Arcaniss cuts a demonic little figure, crooked and clawed as he is. Standing at just under two and a half feet in height, this member of the kobold race has a bony build filled out with lean muscles and sinew. His long legs are usually bent severely at the knees and ankles, causing him to stand in a sort of perpetual half-crouch. He is lightweight, far weaker than any human, his frailer form more susceptible to injury than that of a taller creature. All that spring-loaded energy means that he can move at a decent clip, though, and his leaps take him farther than one would expect. From a distance, most who first see Arcaniss take him to be some kind of demon or small, bipedal dragon. Jet black scales armour his thin form, covering him from nose to tail-tip, except on the membranes of the leathery black wings which spring from just behind his shoulders. Sharply-pointed when stretched to their full span, the membranous appendages aren't just for show; Arcaniss is an adept glider and can exert himself for brief periods of time in order to achieve true flight. His hands and feet sport five hook-like claws, matching the two which curl from the wrists of his wings. Hard, jutting bones are visible at his joints and in each knob of his spine, from his slender neck to the thin, serpentine tail extending behind him. An angular head with bony eye-ridges and a crocodilian jaw makes the unwelcoming image complete, his sharp visage adorned by glinting red eyes devoid of welcome or warmth.

      At ten years of age, Arcaniss has long-since left adolescence behind him, and his growth has slowed to a near stop. His decade of life has earned him a few minor scars, visible here and there on the naked membranes of his wings or in a patch of discoloured scales. However, a combination of luck, cunning, and application of herbal remedies has kept the visible record of injuries on his body relatively minimal. The only obvious remains of a wound lies in the puckered flesh on his chest and back, near his left shoulder, where an arrow once pierced him through. Difficulties finding clothes which can accommodate his small, winged form mean that Arcaniss usually goes without, finding his own skin to be sufficient in warmer weather. If required, he can don the large shroud which he carries for warmth or camouflage, but the garment makes movement awkward and prevents him from using his wings effectively. His perpetual nakedness is perhaps one more reason why he is sometimes mistaken for a non-humanoid race. Though clothing is non-essential for Arcaniss, however, he is by no means completely unadorned. Arcaniss appreciates metals and gems of all kinds, but his special fondness for gold shows in the many baubles which can be seen wrapped around various body-parts or punctured into scales. Bands of all kinds can be seen on his wings, tail, and arms, and two rings adorn the third and fourth fingers on his right hand. Though he has no external ears, yet more jeweled baubles and studs pierce the skin of his jaw and wings. The many trinkets that Arcaniss wears are remnants from a more prosperous past, when he was revered by his kind and feared nothing at all.

    p e r s o n a l i t y .

    • Covets : Widespread Acclaim
      Loves : Achievement . Vengeance
      Likes : Jewelry . Power . Order
      Dislikes : Being Indebted . Strangers
      Hates : Liars . Injustice . His Enemies
      Fears : Retribution from his Tribe

      Roguish . Ambitious . Clever . Vain . Contemptuous . Paranoid

      Arcaniss is usually seen with a draconic sneer on his pointed face. Vain, self-centered, and condescending to everyone he meets, he likes to laugh at the expense of others and thinks himself far cleverer than he truly is. In fact he thinks exceedingly highly of himself in most other regards as well, holding himself as the very paradigm of intelligent creation. Well, perhaps that's overstating it. But not by too much--the only creature Arcaniss would consider superior to himself would be a dragon, and even then the margin of difference would be, in his mind, very minimal. Although physically he has only just made it to adulthood, Arcaniss has lived more years than most kobolds ever do outside of special circumstances. The past five years have been strange for him, as his body suddenly grew much faster than it ever had before and catapulted him to adulthood in the space of just a few years, when his childhood lasted a full century. He's adapted to the change, though, and though his days of leisure are now over, their passing was not in vain. During the hundred and fifteen-odd years he dwelt with his birth tribe, Arcaniss gained a large measure of knowledge and logical thinking ability. Large-headed he most certainly is, but it's wise to remember that even his most outrageous boasts are not born from nothing.

      Arcaniss is shrewd and quick-thinking, as dangerous as he is utterly insufferable. He has a way of twisting his words in knots so that he can deceive, mislead, and confound a person without ever telling a single falsehood. Mind games and verbal sparring matches are some of his favourite pastimes, and should he ever engage another in conversation he proves a clever and interesting if admittedly black-humoured companion. Despite his less than trustworthy nature, Arcaniss has some of the strictest morals you're ever likely to come across. He does not lie, he does not cheat, and he does not tolerate the breaking of any law which he acknowledges. Note that Arcaniss does not abide by all of the same laws that many other folk do, but that's beside the point. Chaotic-aligned creatures are subject to his deepest disdain, while anyone foolish enough to double-cross him earns his eternal enmity and is likely to receive a dagger through the ribs for their trouble. Arcaniss takes great pleasure in tracking down and devising appropriately horrible deaths for those on his black list. Not only is dealing with such enemies satisfying, it's prudent as well, and Arcaniss is nothing if not thorough. He is highly suspicious of the world in general, and cautious of strangers to the point of paranoia. Dealing out lethal retribution to those who have wronged him in the past is only good planning--it prevents them from coming to get him first.

    h i s t o r y .

    • Parents : Unknown
      Siblings : Unknown

      Arcaniss was born a handful of years after the arrival of the Mianorite gods, emerging into the world with the given name Vutha. Hatched from his egg in a secret mountain temple hidden in the eastern region of Morrim, he never knew who his parents were or how many siblings he had. This wasn't exactly an unusual thing, especially for dragonwrought kobolds. Usually, a kobold mother laid her egg in a communal nursery and returned to her job, leaving the unborn hatchling to be cared for by the nursery guardians. In his case, because Vutha's egg was speckled with the telltale black spots which heralded his draconic nature, it was taken from the underground warren where his mother had lived and brought to the temple, where he could learn and grow with ready access to the sky. At the time the living things of Elenlond grew and developed more than thirty times slower than was normal, so his incubation was long. By the time the dragonwrought Vutha broke shell his mother would have long-since returned to her home warren.

      If Vutha's incubation inside of his egg was long, his growth upon hatching took an infinitely greater length of time. His first two decades of life were spent in the temple's nursery, under the care of their fosters. Like the childhood of every creature born during the time of the Mianorite gods, Vutha's was long and often aimless. It was almost a century before he was able to enter daily life in a way that was meaningful, but as Vutha approached his hundredth birthday his mind and body had finally developed enough for him to learn a profession as a working tribe-member. Vutha began his apprenticeship as a cleric, but soon switched streams and began to train as a sorcerer. For the next twenty-two years he trained as an offensive magician, learning to cast destructive magics which would be useful in battle and in everyday life. Much of the upheaval that went on in Elenlond's politics did not affect him--hidden away in the kobolds' secret temple, Vutha and the other tribe-members living there led a quiet and isolated existence.

      When the year of rebirth started, the kobolds of Vutha's tribe knew immediately. It wasn't that they had any particular knowledge of divine events--it was simply incredibly obvious when their eggs started hatching after only a couple of months, rather than several years, that something had changed. In only a few years Vutha grew from a young kobold into a young adult ready and willing to take on the duties that came of living in a tribe. In that amount of time, more eggs were hatched at the temple than had been laid there in the last hundred years. It wasn't long until the temple's population was too large for the stone tunnels to contain, and the inevitable took place. The warren's population split in two, the smaller portion departing for a distant site where a new warren would be excavated. With them went Vutha, the young dragonwrought sorcerer with his brain bursting with ideas and his heart full of ambition. Picked by the temple's All-Seer to assist the new warren's leader in any way he could, Vutha got to know the younger All-Seer well on the journey to their new warren site. But when they arrived, all was not right in the black-scaled kobold's world. While happy to make use of his talents, the new warren's All-Seer failed to treat Vutha with the eminence that he felt he had been promised. Vutha assassinated the All-Seer with hate and wounded pride guiding his claws, but he was discovered and fled the warren in disgrace. Fearing pursuit, the young kobold has since changed his name and continues to wander increasingly farther away from his home, seeking opportunity away from those who would seek to deal out retribution for the All-Seer.




    f i r s t . f i v e . a b i l i t i e s .

    • Darkvision : Arcaniss can see even in the complete absence of light, seeing in black and white instead of in colour. However, bright illumination dazzles him.

      Stealth : Because of his small size, Arcaniss is quieter and harder to spot than larger creatures. His tail and unshod feet help him move with stealth and precision.

      Speed : Arcaniss has good reflexes, his smaller size making for increased agility and speed. His hands especially are capable of rapid and complex motion.

      Charm Snakes, Lizards : This spell allows Arcaniss to temporarily charm any snake or lizard, causing them to view him as a good friend and help him in any way they can.

      Darkness : This spell causes an object which Arcaniss touches to radiate darkness out to a 20-foot radius. Candles and torches cannot brighten the area.

    This profile has been approved by Shadow!
    Edited by MidnightShadow, Mar 23 2012, 04:09 PM.
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