Golden Dawn Discussion thread 2

Post » Mon Jun 21, 2010 7:50 pm

new thread time my fine fellers
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Louise Lowe
 
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Post » Mon Jun 21, 2010 7:02 pm

alright lads. Refugees have arrived lets see what they have to say feel free to interact with them and the hous Hlaalu guards. do w/e you like my Fellow RPers!!
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Francesca
 
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Post » Mon Jun 21, 2010 9:56 pm

3.) OOC threads will be allowed for the major and longer running RPs, however, you are expected to limit the discussion to the RP, we do not expect general chat/off topic remarks/arguments and disagreements - they should all be taken to IM/PM. Doing so can result in the OOC topic for that RP being closed.


I am going to remind everyone that OOC topics for RPs have only recently been allowed, they are expected to be for discussion of the events in the RP. When I look through the topic and see double posts containing little more than one liners containing little more than chatty and unnecessary remarks, talk about how someone has too much homework or why you are waiting for a post, then I debate whether to allow the thread to continue, it is spammy and pointless. Most of that can be taken to messengers.

Keep it all constructive and on topic please.
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Mr.Broom30
 
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Post » Tue Jun 22, 2010 3:54 am

Thank you Rohugh. Appreciate it. Lets have this mature.

Now, on topic: When do we leave to go to another town?
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Shaylee Shaw
 
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Post » Tue Jun 22, 2010 4:08 am

Just want to be sure:

Can somone please describe what Dwemer are like? what armor and weapons they use, and what they look like? Im actually pretty unsure its been a very long time since ive played Morrowind, at first i got the impretion they where dwarfs but then realised i was wrong so before i make an ass of myself in an IC post could somone give me a heads up? Thanks :)
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Isabell Hoffmann
 
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Post » Mon Jun 21, 2010 10:04 pm

Just want to be sure:

Can somone please describe what Dwemer are like? what armor and weapons they use, and what they look like? Im actually pretty unsure its been a very long time since ive played Morrowind, at first i got the impretion they where dwarfs but then realised i was wrong so before i make an ass of myself in an IC post could somone give me a heads up? Thanks :)

Dwemer look like middle eastern men from ancient times like the Babylonians in our real world.

http://media.photobucket.com/image/babylonians+/zoo99999/babylonians-5.jpg

http://www.uesp.net/wiki/File:MW-art-Dwemer-Concept.jpg

This information wil help you on the Dwemer: http://www.uesp.net/wiki/Lore:Dwemer

I kinda like the idea of fighting Dwemer now. I thought they were dwarves too...but not so much. Now I can RP conan the barbarian style!
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Queen of Spades
 
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Post » Mon Jun 21, 2010 5:32 pm

aye there are many man places we can go with this.

We will be heading for Pelegiad shortly just after we get word back from the scouts and see what is going on.

So if i was our characters i would start sharpening my blades.
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Isabell Hoffmann
 
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Post » Tue Jun 22, 2010 6:40 am

Warthog, was your last post directed to Kraven and Bryodon?
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Krystal Wilson
 
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Post » Mon Jun 21, 2010 7:14 pm

Aye well in the previous post i sent them after him to aid him but it was not acknowledged so i did it again. Kraven keep my men alive pls.
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Dorian Cozens
 
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Post » Tue Jun 22, 2010 8:42 am

Aye well in the previous post i sent them after him to aid him but it was not acknowledged so i did it again. Kraven keep my men alive pls.

Nah, Kraven will eat them when he gets a chance /sarcasm. Don't worry. I will keep them alive, or try atleast.
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Emerald Dreams
 
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Post » Tue Jun 22, 2010 5:04 am

do try now every one else the coming force did not expect to find an organized defense. so this is not some huge army.....But i assure you later on our characters will be falling over in exhaustion. the action is about to start and our characters will be shedding much blood tonight!
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Shae Munro
 
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Post » Tue Jun 22, 2010 12:23 am

Thing will start to get going later tonight and if not then tomorrow morning most likely!! now being somewhat busy i would prefer things not go too crazy so please people aid in the scouting help fortify the town forge weapons or aid the sick. Most importantly have fun.
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Kaley X
 
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Post » Tue Jun 22, 2010 2:25 am

Well since my guy is stading there probably looking like an idiot, he will probably do his own thing until the battle starts, maybe then he would get noticed xD.

I know that your guys wasnt the one in charge but Ed doesnt know who that guy is, so he went to speak to whoever looked like was taking command. *shrug* ah well ill make a small post with him doing something stupid again, its all good :P
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Isaiah Burdeau
 
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Post » Mon Jun 21, 2010 6:01 pm

hmm it sems that my sheet wasn't posted yet, so ill put it in here so people have an idea of who may character is, while its getting put up.

Name: Edwin Marcello (nickname Ed)
Gender: M
Age: 21
Race: Breton
Birthsign: The Apprentice
Skills: Mysticism, Destruction, alchemy, blunt weapons, conjuration
Minor Abilities: can salvage most dwemer tech, and can even bring certain machines back to life with his knowledge (whether or not it just blows up in his face is another one entirely). Has a centurion spider 'sparx' that he can activate/deactivate, and has been modified to compact itself when not in use.

Traits/Quirks: is very intelligent for his age, and is proficient in telekinesis, but his advantages of his mind have left him not to worry about physical prowess, and so he is very weak physically.

Appearance: Ed is a scrawny looking man, looking like he would not even be able to lift a small rock. His short black messy hair gives him an unkempt look (he thinks it will get the ladies, which it probably won’t), and his energetic emerald green eyes makes him almost look like he is on a constant sugar rush. A tattoo of an average sized cog is seen on the left side of his neck, to show how obsessed he is with technology and that he isn’t girly.

Armour/Clothing: Edwin wears a red robe with yellow trimmings (but with plenty of burn marks) modified with a few dwemer metal pieces, as well as a pair of dwemer goggles he enchanted/crafted himself, that has multiple levels of zoom, as well as a night eye enchantment to help him see in the dark.

Other gear: sketchbook filled with invention ideas and other random thoughts, various pieces of dwemer tech (all with a feather enchantment of course), various alchemical items, small mana potions.

Class: Techmage

Class Description (skills): An obsession for dwemer technology, with a natural affinity for mage can allow Ed to be able to create wonderful inventions that can aid (or hinder) him in his daily tasks and protection if the case may be required. He is skilled with telekinesis to make up for the lack of upper-body strength and uses this to aid him with his inventing and as well as throwing objects if he gets in too much trouble...

Background and History: Edwin was born to a family of mages, who were residing in Balmora at the time. As such, he was brought up the way any mage would and was inducted to the mages guild at the age of 6, when it was found out he was a quick learner, and was already using magic even if it was small spells that did not do much. However the spells that stood out the most were his telekinetic abilities. Because of this, he was taught to improve himself in the school of Mysticism and begin his training to use his gifts properly.

As the boy grew older, his fascination with the dwemer artefacts began to become apparent. He spent most of his free time playing with a puzzle box that had been found many years ago, yet none were able to open it. Ed had beaten the puzzle in only a matter of days, and was anxious to find more artefacts of the same of higher calibre. Because of this increasing fascination, he became distracted often, but he was still able to complete his training before many other children his age and even above. When he was 14, Edwin had found a broken centurion spider in a dwemer ruin. Fascinated with this creature, and the possibilities that could come with it, he had brought it home and fixed it. The creature was hostile at first, but the boy didn't know why. However, after some time working on the mechanical spider, he was able to change its behaviour and made a companion for himself.

Continuing with his obsession over the years, Ed had become very good at fixing and modifying dwemer artefacts, and was given praise on his reports by the other mages, but many were annoyed with the boy for his many accomplishments that had caused much damage to the guild hall when they unexpectantly exploded.

After a few promotions, and after the horrors of the oblivion crisis, Ed had been given his own workshop to work on his experiments and inventions, so he wouldn’t cause any more damage to the town when he wasn’t doing his guild duties. Then everything changed when the dwemer returned, leaving what was left of the town in ruins but Ed was ecstatic that the creators of the wonderful inventions had returned, but their hostility was not what he expected from them. He had been one of the survivors from the ordeal, and because of his expertise in dwemer technology the last remnant of the Morrowind mages guild sent Ed to the location where mercenaries were arriving. Maybe there he could be able to make a difference, using the Dwemer's own technology against them.

Mental Description: A genius in his own mind and a bit over-enthusiastic, Ed is always finding new things that he wants to try and build, and thinks himself as a ladies’ man (despite the obvious fact he is ignorant of his over confidence). Because of this over-enthusiasm, he tends to get distracted from everything around him, and may forget there was someone he was even talking to if he gets a new idea.

Motivation for aiding Morrowind: The only reason Edwin is coming along because he wants to see what new things the dwemer have made, but was assigned to the mercenaries because he knew the technology and would be far away from them

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Naazhe Perezz
 
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Post » Mon Jun 21, 2010 11:38 pm

I think a couple of you guys are thinking the wrong things about my char. :P

He is the Royal Guard Captain, as in Helseth's personal Bodyguards, he has no affiliation with the mages guild. He just holds the title of being the Arch-Battlemage of the military forces in Mournhold.
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MARLON JOHNSON
 
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Post » Tue Jun 22, 2010 2:06 am

hey lads. sorry shadow!! we just got the who is the leader thing done bud. also it is a bit tough to post my comp is being strange i am not actually using my own computer now back to the RP ed i will notice you sorry about that. the action should start tonight if there are no hitches computer problems being the only one.
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Amy Cooper
 
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Post » Tue Jun 22, 2010 9:13 am

hey lads. sorry shadow!! we just got the who is the leader thing done bud. also it is a bit tough to post my comp is being strange i am not actually using my own computer now back to the RP ed i will notice you sorry about that. the action should start tonight if there are no hitches computer problems being the only one.

sounds like a plan hommie g. how many dwemer should there be fighting against us? i think we have 90 troops (50 imperials from the town, and 40 haluua(super sp)). id say no more than 100 of them
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Baylea Isaacs
 
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Post » Tue Jun 22, 2010 3:48 am

we have 110 imperials 40 hlaalu guards or 30 cant recall not all will be in the battle dagoth half of the imperial force is kept from fighting by protecting the wounded and the refugees. sooo in town there is 150 soldiers we will bring it down to 80 using 50 imperials and 30 Hlaalu guards
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Prohibited
 
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Post » Mon Jun 21, 2010 5:41 pm

we have 110 imperials 40 hlaalu guards or 30 cant recall not all will be in the battle dagoth half of the imperial force is kept from fighting by protecting the wounded and the refugees. sooo in town there is 150 soldiers we will bring it down to 80 using 50 imperials and 30 Hlaalu guards

...ok. i guess that works. so... how many dwemer should there be?
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Amber Ably
 
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Post » Mon Jun 21, 2010 7:01 pm

So my force consists of 40 Hlaalu soldiers? sounds alright for this kind of battle. I say we have at least 75 Dwemer foot soldiers, and 30 constructs.
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Gwen
 
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Post » Mon Jun 21, 2010 10:50 pm

the scouts just got a rough count so 70 and 30 is fine they also have the two ballista which i want to keep
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Emily Jones
 
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Post » Tue Jun 22, 2010 4:42 am

The ballisa seem to be a bit over-kill but then again the dwemer's minds arent exactly stable being in that void for so long. besides the more dwarven gear we getthe more my mage is going to be jumping around with a kid who was given the keys to a candy store :P
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Manny(BAKE)
 
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Post » Tue Jun 22, 2010 3:47 am

a ballista is more of a defensive or siege weapon.... i dont think they would have that it an engagement like this...
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Solina971
 
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Post » Mon Jun 21, 2010 7:40 pm

I think he's saying that the Dwemer are planning on using them as siege weapons when they reach Seyda Neen, since they expect to find a rag tag group of refugees.

EDIT: would their ballistae be wooden? And can the scout people go ahead and post their findings so that we can get this thing rolling? I kinda want to blow some stuff up with fireballs and cut through some Dwemer :P

EDIT2: Broken-Scale, when are you going to learn to spell my character's names right! haha you spelled Drathyn's name Draythen and now you forget the h in Thaden haha :P
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KU Fint
 
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Post » Tue Jun 22, 2010 4:35 am

lets have them use large bolt throwers ok. they will be made of the same golden metal all dwemer weapons and armor are made of.


EDIT: the ballista adds more to the RP fun they will be further away from seyda neen and must be destroyed or else they will just take us all down with many well aimed bolts.
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Becky Cox
 
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