Angkar: Dry season. Often sunny, but precipitation is rare. Humidity is low, some bodies of water may have dried up, and bushfires can occur. The rainforest sees evenly distributed rainfall throughout the season.

Ashoka: Desert: Cooler temperatures, although still relatively hot. Violent, heavy downpours following long dryspells. Jungle: Hot and humid with frequent, violent rainstorms.

Morrim: Calm and generally cool. Thunderstorms and heavy showers are not uncommon, and there is also a chance of snow until late in the season.

Soto: Trees begin to bud and the snow begins to melt, which may cause minor flooding. Although temperatures increase, snowfall early in the season is not uncommon. Low-lying plants grow while the tree cover isn't too dense.


March 30th, 2018 As you might have noticed, Elenlond has changed hands and is now under new management! If you have any questions, please ask [b]DaringRaven]! As for the rest of the announcements including a season change, you can find them over here at this 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!


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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    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.

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    Altair Delphinus
    Topic Started: May 20 2012, 07:27 PM (1,484 Views)
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    La terre a pose des chaines a tes ailes, pour te garder pres d'ell.

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    Basic Information

    Name: Altair Delphinus

    Age: 51 (Does not include Mianorite extended time. Appears mid to late twenties.)

    Gender: Male

    Alignment: Chaotic Good

    Social Class: Commoner

    Occupation: Wanderer, Soul seeker.

    Race: Archangel

    Nationality: Mianorite

    Physical Appearance

    Voice: Gaius - Fire Emblem Awakening

    After several events that have been thrown into motion, Altair seems to have developed somewhat, akin to a teenager hitting full adulthood. One of the changes marked in him is his height, having recently just topped 5'9", where before he was a little over five and a half feet. His skin is dark and smooth, and his hair is a tousled unruly mop of dark curls. Eyes of a rich golden hue sit below gently arched brows, offsetting his slightly crooked nose, and a naturally smiling mouth. He is usually clean shaven. More often of late his face holds no smiles but guarded hostility and a roughness earned from emotional stresses. His hands are calloused and roughened from honest labour, and though he has no visible piercings, he does have two peculiar scars tapering from his shoulder-blades almost down to his hips. These scars recently developed themselves as vicious wounds, opening wide and racking him with fever as the bone, muscle and tissue grew through them to form his wings.
    The wings are large, the pinions easily brushing the floor when he moves. The colouration of the feathers are a deep royal blue touched with banding in black, gold and copper. Weak light often shows up an odd shifting pattern on each, like ripples and flecks of blue and gold light that catch on the edges of the filaments. The colour seems to change based on the strength of the light. The wings are now in their later stages of development and are sleek and smooth, whence they were once white and then brown, now they retain the blue and the gold is more prominent and quite magnificent when extended.
    There is a peculiar mark on the back of his neck that developed when he grew the wings, the skin pale and raised like a scar in an intricate circular seal. This seal is the leftover result of his abilities and natural wings being suppressed in their growth. Those learned in magic may experience a mix of sensations on touching it, from an overwhelming fear, to love, and the origins are clearly some form of divine magic.
    His clothes are generally eye-wateringly brightly coloured, and often clashing, made of varying materials, though more ragged and threadbare of late. He always wears a thin chain around his neck with a pendant bearing a crest of a bursting sun, which he has had since his parents found him. It appears to be made of solid silver, and his most valuable possession. Two rings adorn his left hand, a pewter one on his thumb, and a brass one on his middle finger. He also wears a blue hat, like a hood.

    Weapons: A small knife for menial tasks.


    Altair is a good natured soul, offering help freely to those who need it, and always willing to quip a joke or a smile. He considers himself as good as any noble, which has gotten him into trouble before for not holding the proper address to his 'betters' though it has not always been out of malice. He has a mischievous streak and loves to pull pranks, take risks or make cheeky remarks when he knows he can get away with it, and even when he won't. He is just as often wilful and stubborn, bullheaded and plain disrespectful when it suits him, proving that once angered he has a foul temper, a sharp tongue and becomes surly and uncooperative.
    His eyes belie his age however, and though his exterior appearance is youthful, he has a sharp mind when it suits him to actually use it, more than his youthful appearance should allow. He is more than aware of the fairer sex of late, and after recent events his usual confident manner is somewhat absent. Keeping himself under control is another matter, and after just hitting full adulthood and growing out his wings, he finds himself more frustrated than ever that something as simple, or complicated, as a pretty girl can distract him so easily from his goals.
    He has taken to behaving in a sort of world-weary manner, until one can get past it, and has developed a distinct hatred for the roving bands of thieves and bandits that maraud around the countryside. He tries to be as open and friendly as he always was before his family were slaughtered, but finds it increasingly difficult and closes himself off more.


    Altair grew up among a travelling troupe of tinkers, or gypsy's as they are otherwise known, and follows in their beliefs that he will do no violence under any circumstance, known as the 'Way of the Leaf.' His parents are not biological, but adoptive, and he knows as much though they have never said anything of it, as he grew up it became painfully obvious by his extended maturation, even throughout the Great Migration. Where his friends aged, found love, got married and outgrew most silly games, he was left behind, still a child. His parents found him in the woods after fervent prayer to the gods to deliver a child unto them, and named him for the star that he was apparently found under. He knows not much more than this but for their secret exchange of glances on the rare occasion that he broached the subject.
    Both of his parents are well worn in years, and taught him to the best of their abilities so that he might survive well enough on his own, once they have gone and left him. He is aware all too clearly of their age in comparison to his own youthfulness, and takes painstaking care to fulfill each of their needs, demands or requests.

    There is more than enough work being part of a troupe to keep him occupied, and to carry his mind away from such matters though, and though his parents grow frail, he still remains the same, slowly approaching full adulthood.
    His family travel among a train of wagons between towns and villages, not always welcome as the reputation of 'thieving tinkers' precedes them. He often takes part in the open theater, and performing small tricks and feats of dexterity to impress the audiences.
    His own personal dream is one of adventure, and despite spending most of his life on the road, he longs to be one of the knights in tales, rescuing princesses from dragons, and villages from evil curses. He knows such things will not come to pass however, as to do them would be to perform violence of a sort. Nobody ever expects the hero to be a brightly dressed man with nothing to his name but a sharp wit and quick hands.

    For the most part he works with his mother as a herbalist, gathering raw ingredients and preparing them while she concocts the herbal treatments for their extended family, unless the troupe is planning a particular excursion into town or a village when he must help set up the show, perform, or offer himself out as a hired hand for any work available.
    His parents as it is, are Mianorite and migrated to Elenlond some time after finding him, making him naturally, also Mianorite, which has put him at the butt of some prejudice on top of being a 'tinker' as well.
    Whenever he has the option to break away on his own however, he does so and takes to wandering, and more often than not, causing trouble for someone, or himself.

    Recently it has come to light that he still holds some resentment and anger for the actions of the Gods of Mianor, and the fall of their home, despite trying to lay it aside as his family does. He does not take it to a strongly personal level though, knowing that after meeting with the fallen deity of water, Shadow, that they had not foreseen the fall of Mianor and had at least tried to stop it.


    His situation fell into dire straits when his troupe were destroyed between travelling from Kinaldi towards Ashoka, shortly after leaving the city. They were attacked by bandits, who after slaughtering the passive tinkers, took the wagons and several of the women and intended to pass themselves off as a roaming troupe with intent to steal, kidnap and generally con any they encountered.
    Altair had been one of three youths sent to collect supplies at a nearby hamlet when the attack fell on the camp, and on returning turned to rage instead of grief. He stayed long enough to assist in burying the dead, and sending the single wounded survivor back towards the hamlet with the others and all of the money they had, promising that he would join them once the work of erasing the camp was complete. He did of course promptly vanish in hot pursuit of group, a reckless young man with no real aim or intention of what he would do.
    What happened he has still not disclosed, even to the Wendat tribe who found him sometime later sunburned, starving and dehydrated, half buried in the shifting sands just beyond the scrubs of the Ashokan desert. Since that point, he has stayed and travelled with them until well after he was nursed back to health by the medicine woman. At the present he is simply making himself useful, and trying to stay occupied, that he doesn't have to think too hard about where he is going, or what he is doing, until he is ready to breach that unspoken barrier within himself again.

    He reunited with Shadow, meeting her at the old abandoned Temple of Water, though before doing so he ended up coming into conflict with a frightening double of himself. The encounter left him wounded and bleeding out, having killed the copy of himself. It was only when Shadow stumbled on it, and thought that someone had killed him that he stepped forward into the light and made the predicament apparent.
    They spent some time there while he recovered, talking of what had happened to his family, and after a time confessed the lingering feelings of his infatuation with her to her face. He saw his double again after apparently killing it, terrifying him again and pushing him to seek answers about it.

    After that, he traveled with her back towards Soto, stopping to make a final trip back to the place where his family were murdered, and discarded the sword that he'd been carrying since.

    They split at some point only to see one another again at the winter ball in Morrim, and he continued on to Soto, chasing the traces of his double again.

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    This profile has been approved by Shadow!
    Edited by Shrista, Dec 15 2014, 01:02 PM.
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    La terre a pose des chaines a tes ailes, pour te garder pres d'ell.

    Simple Abilities

    First Five Abilities

    • Aura of Courage – Altair is immune to fear effects, and those within a fifteen foot radius of him will find their morale boosted by his presence by 50%, granting them a resistance to natural and magical fear inducing effects. Fear spells higher than simple stand a much better chance at overriding this aura, and repeated attacks on morality will whittle away at confidence.

    • Sword and Board – Altair is capable of wielding a selection of one handed weapons and shields with competence in combat, and is more adept at catching or turning strikes from his shield.

    • Great Strength - Altair possesses strength greater than the average humans', approximate to 1.5x increase.

    • Lucky Soul - Altair is often incredibly lucky, and small random occurrences follow him around as those close to him will notice. These may range from picking up a silver penny in the street to having a barrow full of bricks narrowly miss him instead of hitting him from a higher floor. Just as it may be good luck, it may turn and give him a spell of particularly terrible luck as well. Those around him for extended periods of time may feel the effects as well, and as any of his companions will tell you, 'Never gamble with him. He curses the table."

    • Aura of Calm - People and animals within fifteen feet of him will naturally feel more relaxed and less prone to negative emotions, or violence.

    Simple Abilities

    • Perfect Soul – The paladin lays hands on the target, attempting to remove any lingering poisons, diseases or curses on them by taking them into himself. Any illness removed from the target may be balanced against his modifiers and resistances, where if successful, it is removed to no ill effect in his blood. If the sickness prevails then he suffers it at half the original rate.
      E.g. Flu naturally lasting one week may last 3-4 days in him instead.

    • Sanctuary: – For demons and the undead, the angel is now physically painful to touch, and may sanctify an area around him (up to 20ft radius) that prevents them from crossing. The area will disperse on his leaving it unless bound to his sword, (which must remain in the area to sustain it) where it lasts up to fifteen minutes before fading.

    • Exorcism – The paladin lays hands on the target, attempting to expunge any spirits or demonic entities harboring within the host. A successful exorcism will eject the invader, providing the target is healthy enough. In order to perform the rite, the user must be fit and healthy, as a failure will result in a backlash of power relative to the strength they use to push the being from the host. Stronger entities naturally take more strength to remove and weaken the paladin in their struggle faster, to the point that used recklessly against a foe out of his league, his soul could die, leaving his body a living shell.

    Intermediate Abilities

    • Divine Fortitude: – Thanks to the development of his wings and time spent putting on muscle, Altair has increased his strength a further 4x than prior to the growth, and a better constitution, boosting his resistance to natural non-magical diseases and poisons by 50%. [Upgrade]

    • Icare – On will the paladin can materialize the weapon (always appears in swordform), which will remain in existence once leaving his hand until recalled. If already wielding a shield in his offhand, he may only call on one. If the shield is not currently in existence then he may generate a second blade, though it lasts only as long as the first as it is an echo. (On dematerialization of the primary blade, the echo will also follow) As the sword draws on his energy, if he is too injured or weak to maintain it then the weapon will cease to exist. Only those with a good alignment may carry the blade. Those that do not match the requirements will be rejected and receive a nasty neural shock that causes the hand to go numb and unable to hold it.
      The blade responds in the same way that any sword would when contacting other weapons and holds the same strengths and weakness with the exception that it will not shatter unless a strong magical force is exerted upon it. Theoretically it could be shaped to another weapon like its shield counterpart, providing the wielder has enough strength to do so, but it is incredibly obstinate when it comes to being anything other than a sword. If broken, the wielder will suffer a backlash of power, and be unable to summon it again for a delay of 1 post.

      In the hands of the paladin it acts as a channel for his power, granting an additional 50% of its damage as divine (fire/light) magical damage, which is particularly effective on those of evil alignment, undead and demons, allowing the weapon to strike those without physical bodies. Those that do not meet the criteria of evil/dead/demonic/incorporeal suffer no additional divine damage but the initial physical hit.

      The sword is approximately a hand and a half long, following the form of a typical arms sword. It is double edged, and while capable of slashing, is much better at piercing and thrusting. It appears to be formed from some sort of glass, or perhaps glacial ice. The hilt is narrow and widens towards the pommel, while the blade end forms a cross guard with a reaching arc overlaid which is attached to the blade, the zenith of said arc directed away from the hilt above the chappe. The outer edge of the hilt has a sculpted hand guard attached, the design a mass of twisting glassy strands that form a flowing wing. The base of the blade is narrow, widening to a flared point before reducing in a smooth sharp line to the tip of the sword. The flat of the blade is dark and opaque while the edge glitters like broken glass, and tiny golden motes run across the surface, settling often in the fuller. It is known to 'sing' when swung, presumably from vibration, though it also does this in the presence of restless dead if active.

    • Lambent Bulwark – On will, a shield may be generated for the use of the wearer, and will remain in existence even removed from the paladin until recalled. He may only have one present at any time.
      It typically appears as a long tapered tower shield made of blue-green energy, the surface of which ripples and chimes on contact, though it can with some effort, be manipulated into another shape. In changing its shape it must retain the mass it has unless it becomes smaller. The shield behaves as a normal shield would bar that it will not shatter unless a strong magical force is exerted upon it, minus the weight so that the user retains maneuverability. Projectiles will rebound from the surface when struck, and the edges are sharpened so that they may be used when a weapon is lacking for the free hand. The shield draws its energy from the user, and thus will cease to exist if they are too injured or weak to maintain it.
      If broken, the wielder suffers a backlash of power and will be unable to summon a new shield until the delay of 1 post has passed.

      Providing he stops moving, the wielder may render himself vulnerable by channeling the shield into a bubble that reflects projectiles around his position to a radius of fifteen feet. Physical bodies can still pass through it, leaving him utterly exposed to close range attacks, but providing he can keep it active, both physical and magical missiles will be misdirected from those sheltering underneath.

    • Turn Undead – At the paladin's touch, weaker summoned creatures are instantly banished and returned to their home plane, and weak undead are slain. Undead targets of an intermediate level will run in fear from him for 30 seconds and summoned creatures have a 50% chance to be banished without being weakened in advance. This effect is reduced by half for advanced level beings, as they are stronger and easily capable of throwing off the effects of his magic.
      Altair may turn on multiple targets at once if they are contained within his sanctuary, providing he is strong enough to do so, at a maximum of five intermediate dead/summons, and ten lesser.
      If he is weakened, he will not be able to do so as it takes undisturbed concentration to maintain the sanctuary and sanctify the ground within at the same time. Interruptions during the process may cause the ward to fail, releasing any contained.
    Edited by Shrista, Apr 1 2015, 07:06 PM.
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