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!

    Qayin Graves
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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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    Topic Started: Jun 1 2014, 09:43 PM (1,629 Views)
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    And with his sword my breast he cleft, / My quaking heart thereout he reft, / And in the yawning of my breast / A coal of living fire he pressed.

    ❂ BASICS ❂

    Name • Glede
    Age • ???
    Gender • Male
    Alignment • Lawful Evil
    Social Class • Outcast
    Occupation • Inquisitor
    Race • Construct (Human soul)
    Nationality • Ashokan[/right]

    • Hands • While perhaps somewhat redundant, it is worth noting that Glede’s massive gauntlets serve as a potent weapon. His long fingers, once dulled, are filed to the sharpness of a blade and come to wicked, jagged tips.
    • Khopesh • Glede possesses a particularly large (around 71cm in length) khopesh, specially-weighted for his level of strength.

    Glede is a human soul bound to a “necromantic” metal chassis around which a suit of armor has been fused. In all, he is a little under 7’ (2.1m) tall and weighs over 300lbs.

    He strikes a rather imposing figure. His armor is beetle-black across the board and, while scratched-up in places (including a rather noticeable dent on his breastplate), relatively well-cleaned at this point in his life. He “wears” a helmet from which two wicked horns curl upwards, and beneath it a hood of crisp black cloth cascades down to gather around his pauldrons and the top of his breastplate. He usually wears a mask over the hollow where his face should be -- a bronze likeness of an impassive face, the lips quirked only slightly with something like amusement. The mask is heavily cracked on one side, owing to a shrapnel blow during battle.

    His “hands” are wicked black claws that clink and hiss when he flexes his fingers. He once despaired over them -- even to the point of intentionally dulling them -- but now he finds them useful, albeit alienating, and keeps them sharp.

    His deep, rasping voice carries well, though it sounds as if it is coming from deep within his chest and often has a hint of an otherworldly hiss. His accent is noticeably Ashokan, but unique and difficult to place; he lived and learned to speak Old Ashokan hundreds of years prior to the current era.

    Finally, a number of queer engravings can be seen crawling along the edge of his pauldrons, the lines of his breastplate, the edges of his armored skirts, etc. They are in some other tongue and, if examined too closely, have a “feeling” of having been terrible and profane.

    Dysmorphic • Glede used to be a man, and was placed in his current body by a cruel necromancer. For a long time he saw himself as a meek, gentle man trapped inside a killing machine; having been a healer by trade many years ago, his memories of being used to power a butcher on the battlefield are still distressing and traumatic. He harbors intense rage at the violation his master committed against his body and his soul; and, on top of that, he feels alienated from his peers as well as his own body, dissociates often, and feels a deep and intense envy for those around him (who can smell, touch, taste, and feel pleasure in a way that he cannot).

    Worse, sometimes the vestiges of his former master talk to him through the bindings, giving him disturbing and uncharacteristic thoughts and behaviors.

    Rigid • By nature, he doesn't like to stray from what he knows; he's set in his ways and cautious about accepting new ideas. While gifted with language and occasionally prone to dry humor, many a joke has gone over his head. You could almost certainly call him neurodivergent. His mind sees complex ethical situations through black-and-white lenses: if he sees someone as “good”, then they are all good; if he sees someone as “bad”, then they are all bad. He falls in and out with his peers constantly based on his own judgments and disappointments. He's also prone to fixations, in that he can't let go of certain ideas, people, and rituals; he's constantly treading the same ground, obsessing over the same mysteries, unable to leave old grudges behind.

    Conflicted • He was once very spiritual and optimistic, but his relationship with the gods has shifted toward a watery, thin reverence that can only be described as going through the motions, and his world-view is grim. He believes that his beloved goddess, Nailah, has failed him; he believes himself to be a monster that does not breathe or have blood that runs, whose only purpose is in the service of others. He often invokes Khalid and takes comfort in the idea of sins being weighed (and punished). The awfulness of the world overwhelms and angers him to the point of wanting to do terrible things. As an inquisitor, he has done both good things and bad things, but he's often guilty of harshness and cruelty in the name of justice. In many ways, he uses his job and his desire to make wrong situations “right” as an excuse to exercise his desire for violence and payback.

    All that said, he still has an inclination to help those in need, and he’s still geared to think about the welfare of his fellow man, when he isn’t too busy processing his own issues and following the spasms of his heart’s desires. He’s not a bad person to have around if you’ve been wronged and you need protection or vengeance.

    Gentle • Glede has had to be incredibly careful: because of his size and make, he can harm fragile things easily. When he's not trying to intimidate others, he treads as softly as he can and (despite his shaky hand) has the delicate touch of a physician. He's always one to close doors behind him and push in chairs. He also has a soft spot for children.

    "Fun" Facts

    • He’s frightened of cats, particularly those with piercing yellow eyes.
    • He's gay.
    • He has an eidetic memory and can recall passages and scenes exactly after he's seen them.
    • In life, he played the çeng excellently; his hands make this difficult now. Nevertheless, he's taken up the study of it again at the behest of a fellow inquisitor. (It does help.)

    ❂ HISTORY ❂
    Glede "awoke" in the desert in the spring of 7 AR; he did not know who or what he was, only that he inhabited a giant armored chassis buried in the sand. He began following nomadic tribes for awhile, eventually coming to reside in the Xeric. He knew only a collection of details about his background: in life, he'd been a healer, because he had visions of studying the healing arts and treating many patients. Occasionally he had waking dreams about slaughtering many men, and he sometimes heard a deep, gurgling voice fill up his mind with wicked and strange commands.

    events post-7 AR on Elenlond

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    This profile has been approved by Ephie!
    Edited by Glede, Feb 6 2018, 09:18 PM.
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    And with his sword my breast he cleft, / My quaking heart thereout he reft, / And in the yawning of my breast / A coal of living fire he pressed.


    Simple Abilities
    • Immortality – He "lives" as long as his armor and framework lasts, though he has no idea if his soul will come unmoored and wander afterward. In addition, he needs no sustenance, and only prefers shelter because wet cloth/caches of rainwater weigh him down.

    • Metal for Flesh – Glede is a construct made entirely of necromantic metal and bindings, but he's nowhere near an empty suit of armor: there's a very complex framework underneath and fused with his armored "facade" (though there's really no difference). He has no organs to pierce, and so running him through would do him little harm. So long as they do not hinder his movements (obviously being struck with a heavy weapon will cause recoil, joint-locking, etc.), he's unaffected by most physical blows in the long run. There are some good ways to get at him:
      • He's extremely weak to anything that rends or confounds the soul. Also, any attempt to "exorcise" him will fail but be immensely painful -- his bindings snare him in, so it's a bit like forcefully compelling someone away from a thing they're chained to.
      • There are three special bindings across the inside of his outer mail -- one in the small of his back, one at the nape of his neck, and one in the middle of his left palm. If these are all damaged, it will obliterate him. He doesn't know about these, interestingly enough.
      • You could physically tear him apart. That'd certainly slow him down.

    • Immense Physical Strength – Precisely what the name implies. In a marionnette-esque, automatic way, he can lift quite a bit, and his bulk makes it easy for him to get the better of a weaker opponent. This is, of course, at the cost of some flexibility and maneuverability; his joints have a tendency to lock, especially in the midst of extreme physical stress.

    • One-Handed – Glede specializes in the wielding of one-handed weapons, and in fact carries a large khopesh at his belt at all times. What he lacks in speed, he makes up for in strength and persistence; he's no agile dueler and he would scarce know what to do with a thrusting weapon like a rapier. In the thick of combat, his experience is with cutting, chopping, and even bludgeoning, all things for which the khopesh is relatively practical. In a pinch he could most likely use a falchion or any large knife meant for carving meat and bone, but given that his khopesh is specially-weighted to account for his strength and size, it's doubtful.

    • Death-sense – Due to his experience with exorcism as well as his own Dead nature, Glede is gifted with a sense for where the veil between life and death is thin. This means chiefly that he can "sense" the undead, as if he were smelling them; if there are zombies, (undead) vampires, liches, or any other undead creature in the circular area of around twenty yards, and he can recognize these individuals for what they are simply by seeing them. With necromancers the "scent" is more ambiguous, but still present: if a living individual has been recently using necromancy, tampering with dead souls, or entering Death (even in spirit), Glede can "smell" it on them. Of course, the potency of his sense is proportional to the potency of the undead creature and the strength and frequency of the necromancer's spells. If a man had dabbled with necromancy for the first time one year ago and hadn't touched it since, Glede would be none the wiser. (Much of this is up to player discretion and used for story/plotting purposes.)

    • Haruspex – In his time wandering with the nomads and observing sacrifices in Eldahar temples, Glede became acquainted (and skilled) with the art of haruspicy, or divination by reading the entrails of a sacrificed animal. Now, though he knows he is no priest or bārû, he retains much of his spirituality and faith in this practice. In addition to a rather extensive knowledge of ceremonial practices surrounding ritual sacrifice and divination, Glede's haruspicy works, to an extent, though to what one might attribute this ranges from magic to intuition to the gods themselves. Regardless, by cutting into a sacrificial animal -- usually poultry or sheep, though sometimes a bull -- in a precise way, Glede can beseech the oracle gods to write portents on its intestines (especially the liver). These interpretations of the future are often indistinct and sometimes misleading. For example, he might sacrifice a sheep at the beginning of a thread and discover that he will face a giant soon, only to find that the giant is a massive statue and has very little to do with the thread. (Much of this is up to player discretion and used for story/plotting purposes.)

    • Healing I – With some minor magic recalled from his mostly-forgotten past life, Glede can heal minor/temporary wounds (scrapes, bruises, some small broken bones, the occasional concussion) with magic, provided he can touch the area that's injured with his hands.

    • Area-of-Effect Healing – Glede's grasp on healing magic allows him to transmit a sort of 'healing energy' to up to 4 people in an area of about 20 yards. While it will not go so far as to stop bleeding, correct fractured bones, or even close smaller wounds, it works to clear the mind and lessen pain that might otherwise be inhibiting. In general, this 'aura' of healing magic makes chosen people in the surrounding area feel more envigorated, clear-headed, and capable of handling pain.

    Intermediate Abilities
    • Healing Slumber – Glede can lull and enchant a patient into a deep sleep that benefits him/her/them in a number of ways:
      • Gashes, broken bones that have been set, and similar non-fatal injuries will heal 50% faster and better while their carrier is sleeping.
      • If suffering from a fatal injury (i.e. crucial organ pierced or failing) or illness, such sleep can slow and even halt its process while the patient is sleeping, allowing for more time.
      • The patient feels no pain, anxiety, or grief while under; typically, they have pleasant dreams or no dreams at all.
      The sleep is actually induced via a mixture of methods. On the one hand, he must coax his patient to sleep via the usual methods -- his Area-of-Effect Healing channeled into one person, a strong herbal concoction (the ingredients of which he carries on him at all times)... but once asleep, he must paint a symbol on the person's skin, allowing him to amplify the person's energy/soul with his own. Over time, it gnaws away at him and makes him weary and dissociative. Without harming his own soul, he can only do this to two people at a time, and can only keep it up for around a week and a half. (Naturally, the person has to be moved around to keep from bed sores, fed, watered, etc. somehow, which is another time consideration.)

    • Spirit Trap – Old Ashokan exorcism practices -- especially among the nomads, for whom evil spirits are a realistic, day-to-day concern -- involve a rudimentary sort of the very same bindings that trap Glede in his own body. In order to create a "trap" for a spirit, a small animal must be sacrificed. In theory, this is to appease Fukayna, Teremun, and Aten, such that the spirit cannot flee into Death or any realm under Aten's eye; in practice, the souls provide the fuel for the bindings that follow. Runes may be drawn (in either ink or the blood of the sacrifice, or even in sand; all that matters is that they are drawn and enchanted with the proper rites) around a circumference of no greater than 150m and no smaller than 5. If a Dead creature is within that circumference, it cannot leave, not even using the First Gate of Death to teleport. Physical Dead like zombies are burned and caused pain by the barrier, as it rejects the Dead soul but not the body, in effect straining the soul from the flesh. As goes without saying, Glede could potentially misstep and trap himself. Let us hope he does not.

      The greater the sacrifice, the stronger the barrier. A chicken or a rabbit could hold any sort of weak Lesser Dead creature, like a Shade or a zombie, back; a bull might even hold a weak Greater Dead. In dire circumstances, nomads have even been known to sacrifice men, which would create a potent shield indeed. For the average poltergeist or evil spirit to be trapped, one or two chickens will suffice.

    • Unheal I – A (more powerful) extension of Glede’s ability Healing I. If the healing of a wound (whether by natural or magical means) is like sewing up a hole in a scrap of fabric, then to undo that healing is as simple as pulling on the thread and watching the hole come open again. Glede's use of this ability is contingent upon a few variables:
      • The wound must have been attained within the past three weeks.
      • The wound must be healable by Intermediate or lower level healing spells. This includes gashes, broken bones (not spine/neck/anywhere causing permanent damage), minor internal injuries, stab wounds in places that aren't fatal, etc.
      • The older and more serious the wound is, the harder it is for Glede to break it/open it back up again. If someone were stabbed in the shoulder two and a half weeks ago, it would take Glede a great deal of undivided attention for three or four minutes to reopen it; if someone were cut yesterday, Glede could open it back up with little trouble in a few seconds. For obvious reasons, this makes wounds that have been magically healed easier to unheal.

    • Soul-rend – Glede's experience with exorcizing evil spirits (as well as with his own condition) has given him an intimate knowledge of the relationship between body and soul. Glede may attempt to “exorcize” the soul of a creature from its body, and, due to the forces that bind the soul to the body, fail; however, the attempt itself -- the forcing of the soul away from the body, as if tearing and stretching it to wring it out -- causes the object of the magic a number of unpleasant symptoms, including excruciating pain and an out-of-body sensation. If the target's psychic defenses are of less than Intermediate quality, this is enough to stagger them for either the duration of the spell or until (through some other means) they can fight back; if the target has Intermediate or higher psychic defenses, they can work through the pain immediately, but (depending on the player's choice and the circumstances) there may be a struggle.

      Glede can keep this up for as long as he can focus, but as it requires a great deal of focus, it is fatiguing. Much like his Healing Slumber, Soul-rend can cause Glede himself to dissociate and begin to experience pain; suffice to say that he can only use it on a single target for the duration of around seven or eight minutes at the absolute most, and only with undivided attention.

      As goes without saying, this only works on characters with souls. As far as technicalities go (concerning the strength of a soul's binding, a phylactery, an unusual soul, etc.), players are to be consulted.

    • Hook – The hook on the end of Glede's khopesh is good for more than just the destruction of property. If he has an opening, he can try to use the hook to do one of two things:

      • Under ideal circumstances, his opponent is wielding some sort of one-handed blade or chopping implement. If this is the case, he can try to hook it with his khopesh and rip it out of his opponent's hand. If the opponent has average or below-average strength, then it will most likely succeed, with a 10% chance of the tactic just simply falling through.
      • Somewhat more messily, Glede can use the hook to grab an arm, a leg, or any other exposed body part. At worst, this could lead to limbs getting torn out of their sockets, but most often he uses it to knock an opponent off-balance or to try and wrench their legs out from under them. The result of this is largely up to the other player, but if the opponent is less physically robust than Glede, it will likely at least cause a stumble or a sprain.
      By necessity, if an opponent is physically stronger or heavier than Glede himself, there's a large chance that Glede himself could be disarmed (or worse).

    • Hemorrhage – As with his ability Unheal, Glede uses his knowledge of healing magic and of the body to manipulate the flow of a target's blood. Due to the spell's nature, it is taxing on his concentration and it can only be used once per three posts; it can also be used only on creatures of which Glede has anatomical knowledge (such as humans, humanoids with humanlike venous systems, and most non-mythological animals). He can use it to do the following:

      • Ideally, the victim has an open wound, whether inflicted by Glede or not. Glede can compel the blood to flow more aggressively from the wound, i.e. make blood jet from a papercut or (more destructively) gush from a gash like a waterfall. This ability can obviously be used in concert with Unheal I: his modus operandi is often to reopen a previously-closed wound and, depending on the severity of the wound, cause destructive amounts of bloodloss.
      • Less dangerously, Glede can compel blood to jet from any exposed orifice, including eyes, nose, mouth, ears, etc. This is slower and less destructive, but has benefits: he could, for example, briefly blind a target in this way, or stifle the magic words of a spellcaster by making them cough up blood.
      Those with healing abilities can attempt to staunch the blood-flow with varying levels of success: someone with Intermediate or Advanced healing talents may be able to nullify Glede's unhealing abilities, but someone with Simple healing abilities might be able to practice only minimal damage control. As with Soul-rend, if Glede is significantly distracted during his casting of this ability, it can be nullified completely. He can only focus on the blood-flow for around three or four minutes, and only on one target.

    Non-Slot Abilities
    • Scripture-Literate – Glede is well-versed in almost every facet of Ashokan religious literature; the names of the gods roll off his proverbial tongue like water, and if you ask him about some obscure figure or half-forgotten text, he will probably at least know the name/a little of the context (if he can't directly quote it and give some historical background on top of that). If anything has been added to the Scripture in the last ~300 years, however, he tends to be a bit mystified by it. He's not certain in which era he was originally alive, but he knows that religion has changed a bit since then.
    • Medical Knowledge – He can fairly well diagnose an illness by examining the symptoms, and he's fairly Learned with regard to at least moderately contemporary cures. He's read quite a bit of medical literature (think Hippocrates) and can usually recall what physical, practical medicines and wound-binding techniques go with which illnesses and wounds. This is somewhat hindered by the fact that he's incapable of feeling for a pulse. His knowledge is also a little out of date.
    Edited by Glede, Jan 28 2018, 03:23 PM.
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