ImmortalBlood Timeline Discussion

Post » Fri May 04, 2012 5:19 am

I think that whole line of discussion is pointless. I want to get to the bottom of it. What exactly the difference between the cannons are as far as the RP goes. We don't even have a set concept of capabilities. At this point we're discussing semantics. The mechanics of things is what we need to decide on. Then we can call the weapon bombard, culverin, or whatever else. So I want to ask Story and you as well, what exactly the difference is.

I've nothing else to say really, I've presented all my reasoning and arguments, now I'd just be repeating the same thing over and over again.

That's how a medieval cannon looks like. I will say that if you really feel strongly about culveirns, sure whatever, have them. Again it's pretty irrelevant as far as i'm concerned. The only thing I really cared about is the look. The "But they'd advance since X" argument isn't actually that good to begin with for various reasons, but again I never really cared. I even suggested the Redguards have fire arms, even though I guess you don't remember me saying that. The fact that we can not even discern an actual mechanical difference that is concrete other than saying "it's just better" between culverin and bombard makes me sort of question the point of any of this anyway. Consider that and then choose what you want your cannons to look like, because we sure as hell haven't even talked about capabilities.

Story didn't forget that you mentioned fire arms, in fact he mentioned that you were the one who spoke of fire arms in the first place in the post above. This is the issues you and I tend to run into in our debates. No one forgot, you just didn't pay enough attention to what was said.

The argument wasn't that just because they've had time to advance they should advance, I've given numerous examples as to why they would have advanced and I've seen no real argument to the contrary as to why they shouldn't have advanced except that 'Tamriel hasn't advanced in Magicka so the Raga wouldn't advance in tech' which to me dosn't hold any water what-so-ever. As for capabilities, I could be wrong mind you, but I thought we mentioned the capabilities were longer distance/quicker load times/ increased accuracy, all of which play an important part in battle. Quicker load times means increaded rate fire, which allows different variety of tactics such as the constant bombardment I had employed on the Irk River to suppress an advance. The range means we could fire further from your mages or archers and the acuracy, well thats self explanitory.


Edit: But like I said, it is what it is, whichever you guys decide. Can't make everyone see things from your side, otherwise the world would be perfect :P
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Makenna Nomad
 
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Post » Fri May 04, 2012 9:19 am

I misread then concerning the small arms.

And yes the culverins IRL shoot faster and further IIRC. But my question is, how much further and how much faster? You guys don't even know what you want that's what i'm saying. None of you have set the actual capabilities of the weapons. PFA can you help me explain what i mean by here because you got it...
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Laurenn Doylee
 
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Post » Fri May 04, 2012 3:00 pm

Well I think what we're getting at is that Immortal's more concerned about the aesthetic and atmosphere of the cannons, so as not to have them sticking out like a sore thumb by virtue of looking all pike and shot in a warfare backdrop that is, all things considered, rather medieval(ish, obviously it's far from a perfect fit). As far as I understand, the question may've become less 'why culverins' and more 'why look like culverins', implying that we might be better off applying TES logic to have cannons that have the functional differences from bombards you desire, while still looking sufficiently old and ancient and whatever in order not to break the atmosphere (insert dramatic sound effect).

That's what I'm getting from the whole of this, take it for what it is.
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D LOpez
 
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Post » Fri May 04, 2012 2:23 am

Well I think what we're getting at is that Immortal's more concerned about the aesthetic and atmosphere of the cannons, so as not to have them sticking out like a sore thumb by virtue of looking all pike and shot in a warfare backdrop that is, all things considered, rather medieval(ish, obviously it's far from a perfect fit). As far as I understand, the question may've become less 'why culverins' and more 'why look like culverins', implying that we might be better off applying TES logic to have cannons that have the functional differences from bombards you desire, while still looking sufficiently old and ancient and whatever in order not to break the atmosphere (insert dramatic sound effect).

That's what I'm getting from the whole of this, take it for what it is.

THANK YOU!!!!11!11oneone11oeneone!!11
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An Lor
 
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Post » Fri May 04, 2012 1:50 pm

I misread then concerning the small arms.

And yes the culverins IRL shoot faster and further IIRC. But my question is, how much further and how much faster? You guys don't even know what you want that's what i'm saying. None of you have set the actual capabilities of the weapons. PFA can you help me explain what i mean by here because you got it...

Actually I do believe we discussed it when we were laying out the capabilities of the cannons range at Irk Bridge and in regards to Lucretia's forces. Since this was in an IBT discussion thread I don't recall the exact specifications but 450 meters as a general guide for maximum effective range on the average culverin seems to be appropriate.as well as a ten shot average per hour for a crew's worst time, to a 12 shot average for more experienced crews.
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maya papps
 
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Post » Fri May 04, 2012 3:25 pm

Actually I do believe we discussed it when we were laying out the capabilities of the cannons range at Irk Bridge and in regards to Lucretia's forces. Since this was in an IBT discussion thread I don't recall the exact specifications but 450 meters as a general guide for maximum effective range on the average culverin seems to be appropriate.as well as a ten shot average per hour for a crew's worst time, to a 12 shot average for more experienced crews.

Alright so what is the difference between a cannon called bombard and a cannon called culverin that do the same thing but one looks like it fits into the setting and the other doesn't?
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Jani Eayon
 
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Post » Fri May 04, 2012 3:47 pm

Alright so what is the difference between a cannon called bombard and a cannon called culverin that do the same thing but one looks like it fits into the setting and the other doesn't?

Ra Gada, with Uzis. I won't relent.

On a serious note, I see that your concerned solely with the aesthetic of it all, but whats confuzzling my brain is that coming from you of all people that we want them to look like Bombards but have the capability of other weapons (never in the history of Immortalblood). You say now your only concern is aesthetic which is contrary to what was said before, if I knew it earlier we could have just said "sure" instead of making me text long messages via phone. My fingers throb in pain.

I don't see how Culverins would be too outlandish in a world with Dwemer centurions, steam powered machines and dwemer scarabs, especially since we didn't request any rifle bored weapons or advanced shot, and seeing as how these weapons were introduced in the 14th century.

Still, I can always say the Ra Gada have made leaps and bounds in advancing their artillery, with these very same capabilities and have them look like bombards "just because".

Edit: I also want to state that my desire for culverins comes from wanting to display the Ra Gada ingenuity and prowess as engineers, to develop the background of their culture rather than a tactial advantage against Taneth. I want to show that they are masters of that which they make their own and feel it helps develop them as a nation.
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Aman Bhattal
 
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Post » Fri May 04, 2012 8:24 am

Ra Gada, with Uzis. I won't relent.

On a serious note, I see that your concerned solely with the aesthetic of it all, but whats confuzzling my brain is that coming from you of all people that we want them to look like Bombards but have the capability of other weapons (never in the history of Immortalblood). You say now your only concern is aesthetic which is contrary to what was said before, if I knew it earlier we could have just said "sure" instead of making me text long messages via phone. My fingers throb in pain.

I don't see how Culverins would be too outlandish in a world with Dwemer centurions, steam powered machines and dwemer scarabs, especially since we didn't request any rifle bored weapons or advanced shot, and seeing as how these weapons were introduced in the 14th century.

Still, I can always say the Ra Gada have made leaps and bounds in advancing their artillery, with these very same capabilities and have them look like bombards "just because".

Well man I never had an issue with the capabilities. Frankly...I aint even scared. It's more of a historian's pet peeve and I thought I had explained several times my problem was the look. "Bombard" is a very vague term to begin with though. You have bombards that can be tiny, some that are as big as houses. It's like "ye olden term" for cannon. It can mean anything. Culverin is a very specific pike/shot type cannon. INITIALLY the culverin was simply a French term for a type of bombard but later came to mean something quite specific that doesn't fit with the medieval look of things.

http://www.colourbox.com/preview/2924460-788354-medieval-cannon-in-the.jpg

That's kind of what i'm hoping the "standard" sort of cannon looks like. Again my issue is looks. I couldn't give a [censored] if you shoot at Rihad, miss, and end up killing the Nevarine in Akavir.


ANYWAY since I guess we're all cool and set with everything, I want to say that the opening thread will be fairly basic and skeletal but we get an RP thread up and we can get to writing. After the first thread, whoever wants to take what i've crappily put together and make it all pretty and fancy and what not can do so. However if you want to copy what I have, edit it and PM it to me to look all sixy and nice that's cool too. I was hoping id have more time this weekend to do all that but we'll have to settle for this.
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Kortniie Dumont
 
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Post » Fri May 04, 2012 5:46 pm

Well man I never had an issue with the capabilities. Frankly...I aint even scared. It's more of a historian's pet peeve and I thought I had explained several times my problem was the look. "Bombard" is a very vague term to begin with though. You have bombards that can be tiny, some that are as big as houses. It's like "ye olden term" for cannon. It can mean anything. Culverin is a very specific pike/shot type cannon. INITIALLY the culverin was simply a French term for a type of bombard but later came to mean something quite specific that doesn't fit with the medieval look of things.

http://www.colourbox.com/preview/2924460-788354-medieval-cannon-in-the.jpg

That's kind of what i'm hoping the "standard" sort of cannon looks like. Again my issue is looks. I couldn't give a [censored] if you shoot at Rihad, miss, and end up killing the Nevarine in Akavir.


ANYWAY since I guess we're all cool and set with everything, I want to say that the opening thread will be fairly basic and skeletal but we get an RP thread up and we can get to writing. After the first thread, whoever wants to take what i've crappily put together and make it all pretty and fancy and what not can do so. However if you want to copy what I have, edit it and PM it to me to look all sixy and nice that's cool too. I was hoping id have more time this weekend to do all that but we'll have to settle for this.

The Super Death Killer monster bombard assassination cannon won't be ready until next week, handing Rihad its ass with Sentinel's cannons will have to do.

Edit: Ps, whoever has maps, terrain anolysis or anything of strategic value to share with me, please do so.

Edit 2: How long has it been since the events of KSS?
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liz barnes
 
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Post » Fri May 04, 2012 7:15 am

I think about 3 weeks to a month. Let's just round it off to a month.
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Quick draw II
 
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Post » Fri May 04, 2012 10:58 am

The Super Death Killer monster bombard assassination cannon won't be ready until next week, handing Rihad its ass with Sentinel's cannons will have to do.

Edit: Ps, whoever has maps, terrain anolysis or anything of strategic value to share with me, please do so.

Edit 2: How long has it been since the events of KSS?

Not very long, Story.

Maps:

http://i77.photobucket.com/albums/j76/Titus-lord/TheCityofRihad-1.jpg

http://fc08.deviantart.net/fs22/f/2007/330/0/f/City_of_Rihad_by_Tamriel_Rebuilt.jpg
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My blood
 
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Post » Fri May 04, 2012 5:18 pm

Dammit. I hate you guys. :banghead:

Count me in with my characters from KSS. I'll try to find their character sheets somewhere.

Since I no longer have access to my old HDD I had to resort to finding versions of the character sheets on the forum through the search function. (Was a huge pain in the ass). That being said these might not be as up to date or balanced as the ones I would have liked to post. I'll be working on them for a while to get them in better shape, but for the time being here they are. Rithe's is pretty much brand spanking new since I just re-did it the other night. But Athanden's and Cyrus's might need some polishing.


Athanden Orethi:
Spoiler

Name: Athanden Orethi

Race: Dunmer

Age: 124 (looks 40)

Gender: Male

Birthsign: The Warrior

Class: Mercenary

Appearance: Athanden is a bit bigger than most thin agile Dunmer; he stands about 6’2” and is rippled with muscle. His head is shaved so smooth that not even a scruff of hair is present. His face is marred with a large scar that cuts straight down over his left eye. Athanden’s eyes are a deep red and show much wisdom.

Skills: Over his many years as serving as a mercenary in various groups Athanden has become a master of combat. He has mastered the arts of combat with blades, maintaining and wearing heavy armor, horse riding, and military tactics. Over the years he has become quite strong and enduring as well.

Mental Description: Athanden has a calculating mind, always thinking two steps ahead, determining ever outcome and every way to achieve each outcome. His intelligence is higher than one would think a mercenary would have. He has a stern attitude as you would expect from a General, order and success are high priorities for him. He has a fiery passion for battle and is known to look at it like a game of chess.

Weapons: Athanden carries a fine Ebony long sword on his waist with an ebony dagger next to it.

Armor: Athanden wears a finely crafted suit of Ebony Armor (Oblivion style) made especially for him by a master smith in Skyrim. A grey cloak hangs from his shoulders like a cape.

Misc items: Athanden carries very on his person since he very rarely leaves the company of his mercenary corps or his horse. However he carries a few small vials of extremely potent health potions in a small pouch on his belt.

History: Athanden was born to Great House Redoran in the town of Maar Gan. His parents, merchants, died during an ashstorm when he was only 19 years old. Consumed with grief and having nowhere to go, he wanted get away from Vvardenfell as soon as he could. His wish was granted when a travelling group of mercenaries stopped in Maar Gan on their way to Khuul. The commander of the group agreed to take the young mer on as a member. Athanden travelled with the group to Khuul, along the way a few of the other mercenaries taught him the basics of combat and how to fight. From Khuul they took a ship to the city of Blacklight, the mercenary’s base of operations. Over the next 26 years Athanden served in the mercenary group, they taught him everything from tactics to fighting styles. He watched as many of the mercenaries died in battle and were replaced with new ones a few weeks later. Eventually he found himself as one of the senior members of the group teaching the greener ones how to fight, just how the ones before him had done. When Athanden was at the age of 47 he took control of the group, he had now become quite deadly in the ways of combat and had developed a sharp and intelligent mind. His group prospered greatly once he took control, over the next few years his mercenary group would grow to be 500 strong. He spit it into divisions working all across Morrowind and Skyrim, and then eventually spreading to High Rock and northern Cyrodiil. His force was quickly climbing in the race for power between mercenary corps. By the time Athanden was 116 his forces numbered in the high two-thousands, far more than other mercenary companies in the north eastern parts of Tamriel. His three main rivals, one from Western Skyrim another from south eastern Morrowind and one from Southern Skyrim, were falling in the power struggle. Seeing an opportunity to expand even further Athanden called the leaders of each corps together, he proposed that they unite under him in return for an equal share of all of the profits, telling them that with a combined force they would be worth much more and could take part in much larger and grander battles than small skirmishes between lords. One by one the groups agreed to unite under his banner. Four months later his forces had risen into the five-thousands, he split the group into large sub-groups and had them operate all the way across the continent of Tamriel, excluding the Summerset Isles. The groups wealth quickly increased as people all across the empire were hiring Athanden’s corps. When the Oblivion crisis struck their wealth boomed from being contracted by several cities and nobles for protection from the Daedra. However they suffered many casualties during the Daedric invasion, their numbers dropped from the high eight-thousands down into the low five-thousands. Athanden seeing that his corps were beginning to weaken recalled all of his forces into High Rock where he had established his base of operations. Over the next few months the regained their strength and their numbers increased up to the low six thousands. Hearing of the war in Hammerfell Athanden began planning to move his troops; but the war had ended before he could mobilize his force. However tensions were still high in Hammerfell so Athanden decided to take his forces there in hope of being hired by a grudging faction. He loaded his men onto ships and sailed from High Rock towards Hammerfell. He had planned to dock in the city of Sentinel however a large storm over the Iliac Bay prevented his fleet from sailing to the city. Instead they headed for the Island of Stros M’kai, where they learned of the forces of the KotN in the City State of Rihad. Prince Ruhk Ahkbar of Stros M'Kai paid Athanden a hefty sum of money to pose as a mercenary for the KoTN. Athanden, always looking for some extra change obliged and went to Rihad to be "hired" by the KoTN.

His real purpose, and allegiance, was revealed at the Battle for Taneth where he turned on the Knights and helped win the city for the Yokudan Empire. This both secured his standing with the Yokudan's as well as showed them how ruthlessly efficient he was.


The Crimson Blades (needs a lot of work):
Spoiler



Crimson Blades Mercenary Corps (6200)

Pikemen (2000)—The pikemen of the Crimson Blades like the entire corps, are veterans of combat. They are armored in 8 in 2 chainmail and boiled leather. They also have leather vambraces and shin guards along with a http://www.medievalware.com/PhotoGallery.asp?ProductCode=AB0521M style helm. The pikemen carry 18ft long pikes, the shaft was made of well-seasoned ash and was tipped with a steel spearhead. They also carry a steel long sword in case their pike were to break.

Swordsmen (1200)—The swordsman of the Crimson Blades are clad in the same armor as the Pikemen and carry steel long swords and metal plated wooden round shields.

Archers (1000)—The archers of the Crimson blades are outfitted in padded leather armor, however they lack pauldrons and gauntlets so that the armor is more flexible. They carry strong yew longbows with a quiver of anywhere from 20-30 arrows. Half of the arrows are bodkin tipped while the other half is broad heads. They carry a steel short sword as a secondary weapon.

Shock Troops (800)—Made of mostly Nords, the shock troops are the most heavily armored and armed units of the Crimson Blades. They are clad in full steel chaimail armor and wield steel claymores or steel battle axes.

Light Cavalry (700)—The Light Cavalry is comprised of general cavalry units. The light cavalry are armored in the same fashion as the pikemen and swordsmen, 8 in 2 chainmail with Coppergate style helms. The light cavalry use 4m long lances as a charging weapon and a long sword and small wooden shield as secondary weapons.

Heavy Cavalry(300)—The Heavy Cavalry is made up entirely of skilled Bretic Cavalry units. They wear full medium plate armor over chainmail suits. They wear a Burgonet style helm atop their heads. The Bretic Heavy Cavalry units weild 4m long lances for charging and have a fine steel longsword and steel shield for secondary weapons.

Dunmeri Battlemages(200)—Made up entirely of the Dunmer that originally formed the Crimson Blades, these battlemages are a force to be reckoned with. Clad in black steel plate-mail, with a crimson sword enambled on the briastplate, they are a terrifying site. They all have at least a jouneyman’s grasp of destruction magick and carry steel longswords when that isn’t enough. A select few of these Dunmeri battlemages make up Athanden’s personal guard and wear the same black armor, but with blood red detailing and decorations.


Cyrus Tarahk:
Spoiler



Name: Cyrus Tarahk

Race: Ra’Gada

Age: 26

Gender: Male

Sign: The Steed

Class: (couldn't come up with a good name)

Class Description: Cyrus was trained from the age of 5 in the ways of war, he was taught everything from combat to diplomacy. He is superior on the battlefield to most troops due to the unique fighting style he uses and also because of his tutoring in battle tactics and strategies.

Physical Appearance: Cyrus stands at just a hair over 5’11”, he has a very athletic and toned body that displays the results his constant training. His skin is an average color for a Redguard not being too dark or too light. His head is shaved bald and bares a wicked scar on his left cheek that he received in the War of the Wolves. His most prominent feature are his piercing hazel eyes.

Mental Description: Cyrus is calculating, always evaluating every situation looking for any flaw or weakness. He is also sometimes quick to anger but tends to have control of himself most of the time.

Skills: Through intense training from a young age Cyrus has mastered the art of wielding two swords in battle. He has developed his own fighting style that allows him to be defensive and offensive at the same time without the need of a shield, this is partially due to his lighting fast reflexes that are a trait of those born under the Steed. Cyrus has also been trained to fight while mounted as well as in how to effectively wear armor of all types, however he prefers to wear a medium armor. Through tutoring and studying Cyrus has also become a skilled tactician as well as politician.

Weapons: Cyrus carries two intricate http://img127.imageshack.us/img127/1929/gl269dd6.jpg across his back. The blades were given to him as a gift from his dear friend Ruhk Ahkbar. The handle of the blades are white ivory with gold inlays and the pommels depict a ruby eyed serpent with its mouth open. Cyrus also carries his http://reigninggifts.com/images/ArabianSultan%27sDagger2532217.jpg with him, the blade is made of fine Damascus steel.

Armor: Cyrus wears a suit of http://img97.imageshack.us/f/itmdrzelitelamellararmo.png/, however bronze and a little gold are worked into the plates to form intricate designs and add flair and style to it.

Misc items: Belt with pouches containing various items like small potent vials of potions as well as money and folded documents.


History: Cyrus was born into a noble line of Forbear warriors that had been loyal to the Crowns for centuries. He was destined to become a warrior like his father and his father’s father and so on. Cyrus’s father began training him how to fight at a young age, as he grew older his father had him tutored in literature, mathematics, rhetoric, military tactics, politics, and history. By the time Cyrus was in his early teens he had shown great potential, his tutor described him as a ‘human sponge’ that could soak up any knowledge thrown at him. One day while in the middle of sparing when he was 14 Cyrus came to the conclusion that his shield was cumbersome and hampering his abilities after being beaten several times by his father. So he tossed his shield aside and grabbed up another blade, his father laughed at him saying that he had just thrown away his only defense. However much to the surprise of his father and tutor Cyrus immediately showed as improvement in combat, letting out a flurry of quick blows and jabs he actually managed to knock his father to the down before receiving a blow to the legs that sent him tumbling to the ground. His father then decided that fighting without a shield might be advantageous due to the fact that Cyrus was more aggressive than defensive; however being without a defense was very dangerous. Over the next 3 years Cyrus and his father developed a style of fighting allowed for one to fight with two blades but still have a good defense as well as a superior offense. When Cyrus was 17 he was invited to train with none other than the young Ruhk Ahkbar himself. The two instantly struck up a friendship that has lasted for the past 9 years. Over the next few years Ruhk and Cyrus trained and studied together. During the Siege of Sentinel Cyrus fought under Ruhk as a captain of a small force of soldiers. This is when Ruhk gave Cyrus the blades that he holds very dear. During the War of the Wolves Cyrus and his force fought on the front lines, this is when he received the scar that runs across his cheek.


Rithe Veloryn (This was redone for another RP so there might be a few discrepancies.):
Spoiler



Name: Rithe Veloryn
Age: Born 3E 269 (168 years as of 4E 4, appears in early/mid 30’s)
Race: Dunmer, of the Telvanni Bloodlines
Gender: Male

Appearance: Rithe is in extremely good physical condition and boasts a large amount of strength, yet remains lean and slender. He stands at roughly 6’1” and weighs in at about 180lbs. His cheek bones and jaw line are hard giving him a harsh look. His black hair falls down to his shoulders, but is tied back to keep it out of his deep crimson eyes. (http://i865.photobucket.com/albums/ab216/asapp152/TESV2012-03-1822-06-04-43.jpg)

Skills: Rithe was an arcane prodigy, therefore from an early age he was tutored in the arcane arts as well as the trade of the assassin. Due to his extreme arcane potential the Morag Tong tutored him to the best of their abilities. After years of tutoring, sparring, and training Rithe was finally inducted into the Morag Tong as a full member and began his own research into the arcane arts. He is one of the very few living beings that can truly claim a complete mastery of the school of Illusion. Never has he met someone of equal talent in the art of deception, except Mephala herself. Adding to his knowledge of the arcane Rithe has also mastered the schools of Destruction and Alteration. While they do not compare to his prowess in the school of Illusion he has found very few who can match his talents in either school. Rithe is also quite adept at the schools of Mysticism and Conjuration; however nowhere near the level of mastery he boasts in the other schools. Rithe knows little of the school of Restoration and has only studied it briefly.

Adding to his immense arcane abilities is his mastery of the blade. The Tong had no finer swordsman than Rithe Veloryn. Rithe prefers to wield Dunmeri katanas and does so with deadly efficiency. Centuries of training and honing his skills have shaped him into a mer who makes even the Daedric Princes tremble, Mephala in particular.

Weapons: Since his rise to the rank of Master in the Morag Tong Rithe Veloryn has carried only one weapon. An elegant curving Dunmeri katana forged from the finest ebony. The blade is honed to a razor sharp edge that can easily cut through the flesh of anyone who finds themselves unlucky enough to be on the wrong side of it. The cross-guard and pommel are made of tempered adamantium. The tang of the blade is flanked with two pieces of fire tempered hardwood and wrapped with netch leather in a cross pattern. When it was first forged the blade was brilliant and its well polished surface shone brightly. However many centuries have passed and the once vibrant brilliance of the blade has dulled. The hardwood and leather handle has been weathered and worn. The adamantium has been dulled to a satin finish, and the black blade scarred by many encounters. However it still holds an edge as it did centuries before when it was forged in Morrowind, before the fall of the Ministry, and before the invasion.

Armor: Rithe, now free from the obsidian black raiment of Mephala, wears his old armor from his days with the Morag Tong. The netch leather armor is unique in appearance, as is all Dunmeri armor. In Morrowind no two sets of armor were the same, except for those that were imported by the East Empire Company from the other provinces. The leather armor itself is earthy brown in color and is accented by the deep maroons of the Dunmeri scarves that accompany it. One is wrapped around the waist and draqes down near the tops of his knees while another is wrapped loosely around his neck and shoulders. The one thing that is most unique about the armor, however, is the insignia branded on the leather of the left upper arm. http://media.steampowered.com/steamcommunity/public/images/avatars/72/7299d5873a30ab8412d5bd97a4b478577bb073c2_full.jpg was beginning to get worn down, yet one could still clearly make out the insignia. However it is an entirely different matter when it comes to recognizing it. The Tong, along with most of Morrowind, was almost entirely eradicated during the Red Year and the invasion of the Argonians. Rithe is probably one of the last few surviving members; most likely the only surviving member born before the 4th century of the 3rd era. Around his shoulders he wears a worn dark brown hooded travel cloak.

Background: Rithe was born to a Telvanni Mage-Lord in the grand city of Sadrith Mora. Being an illegitimate child his father cast him away and refused to recognize him as his son. The young babe was taken in by the Morag Tong, as was custom at the time. They raised him and ensured that he was well fed and educated through his early childhood. When he came of an age where he could begin learning the trade of the Morag Tong he was tutored and trained by the Guild-master at Sadrith Mora. It was not long into his tutoring that his talent was recognized. Rithe, even at an extremely young age, was capable of manipulating the arcane better than the trainees that were ten and fifteen years his elder. After his talent was discovered Eno Hlaalu himself paid for the best tutors and mages to train Rithe in the ways of the arcane. Eno envisioned a new breed of Morag Tong, one that pulled on the arts of the arcane as much as the traditional arts. Rithe was to be the first of his kind.

Many years passed, and Rithe’s abilities quickly grew. At the age of 23 he was inducted as a full member in the Morag Tong; over ten years earlier than most recruits were inducted. At the age of 32 he was promoted to the rank of Knower, the youngest to ever achieve such standing in the guilds history. Over the next 40 years Rithe continued his training and became one of the guild’s most lethal and efficient assassins. At the age of 78 he had surpassed all his mentors and teachers in the ways of the arcane arts and took up his own studies and research to further his abilities. After the death of the Sadrith Mora Guild-Master Rithe was given the title of Master of the Morag Tong, a title only 6 others held.

Rithe managed the Sadrith Mora Guildhall and its members with great efficiency. It was no surprise that the Grandmaster favored him over the other ranking members of the guild. Rithe completed his writs with cold and calculating efficiency, never making a fault or failing to complete an assignment. He did as he was commanded and never thought twice about it. The guild was his life, all he had known, all he had cared for. That is until Rayden Andrethi came into the world.

Rayden was the son of two of Rithe’s most loyal and committed assassins, Adren Verethi and Elmera Farandyl. As was expected the boy was raised in the ways of the Tong and Rithe grew rather attached to him. Even though he would not admit it openly, or even to himself, he had grown to see the young mer as a son. This, however, would lead to his eventual downfall and spiral him into a series of events that would forever change his life and the lives of many others.

Five years before the Oblivion Crisis Rayden’s parents were killed while completing a writ in the northern wastes of Vvardenfell. It sent the young mer in a fury of rage followed by a sadistic and numb inner fury that sparked the fire that would lead to his exile. Rayden, emotionally and mentally broken after the death of his parents, faulted two writs. The first was pardoned. However after Rayden ruthlessly murdered an entire manor’s residents while attempting to kill their Hlaalu master, his fate was sealed. The next day Eno Hlaalu issued a writ of execution for Rayden Andrethi. Master Rithe Veloryn was tasked personally with its completion.

Rithe, after many weeks of tracking, finally cornered his apprentice in the town of Balmora. He had Rayden pinned in an alleyway with five of the Tong’s best mer at his back. However he faltered, his emotions taking hold of him for the first time, and in a quick flurry he slew his five brothers leaving Rayden alive. After refusing to leave Rithe knocked Rayden unconscious and took him captive. They travelled south to Vivec, the last place Eno Hlaalu would expect Rayden to go. Rithe proposed that they go into hiding, yet Rayden in his headstrong youth refused and set off to take revenge on the Tong.

Five years passed and Rithe remained in hiding as his apprentice carried on his reckless vendetta against the Morag Tong, against the order he had sworn to serve for life. Time and time again he advised his apprentice to stop his foolish search for closure, but Rayden wouldn’t listen.

When the gates of Oblivion opened and the Daedra poured out onto Vvardenfell Rithe became trapped. During the invasion there was no way to leave the island, and fearing for his life he contacted the patron of his order, Mephala.

Rithe asked for safe transport for himself and Rayden, Mephala obliged. However Rayden would not follow his master to safety and instead decided to remain on the island in hopes that he could finally vanquish the last of the Morag Tong. Rithe called him a fool and continued on without him, yet he was truly the fool for trusting a Daedric prince. Mephala was angered at Rithe’s betrayal and exacted her cruel vengeance on him as he prayed at her alter.

Rithe was enveloped in the void of her realm and upon his face a black hand was branded. Mephala had deceived him and claimed his soul as payment for his life. From that point on Rithe reluctantly served Mephala, seeking out her enemies and smiting them. Over the years she finally began to break the mental barriers he had spent so long building, and he collapsed into a shadow of his former self, a broken and tortured shell of what he used to be.

(The rest is back-story I added to complete his post-KSS character sheet. It can be ignored for this RP.)

Yet his enslavement did not last forever. With the help of Arethan Andas, a former Hand of Almalexia Rithe managed to track down the Telvanni magister Aryon in Hammerfell. After a large conflict with a local Pirate Queen Rithe was left in a shatter state of mind. Mephala once again had his conscious in her grasp and struggled to once again regain control of his soul. It is at this point that Rayden Verethi tracked down his former master and helped Arethan bring him to Aryon.

Rithe was in possession of a gem, a token of his enslavement to Mephala and a way for her to torment his mind. Inside where the souls of every man and women he had killed in Mephala’s name, each one haunted his every dream. This gem was used by Arethan and Aryon to kill Rithe’s mortal body and capture his fleeing soul. Since the compact with Mephala stated that only death could release him from service Rithe was now free. However his soul still remained outside his body. Using the remaining power in the gem Aryon, through a long and laborious process, managed to rejoin Rithe’s body and soul and repay in full Rithe for his services from many years before.

Rithe was once again himself, his mind whole and his own again. After this he parted ways with Arethan and travelled back to Morrowind with Rayden. Since then little is known of Rithe Veloryn and Rayden Andrethi. They have effectively remained under the radar for centuries or are in fact deceased as is believed by remnants of the Morag Tong. However, since Rithe never resigned his position he is, after Eno’s death during the Red Year, the highest ranking member of the Morag Tong.
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Ron
 
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Post » Fri May 04, 2012 2:11 pm

At this point, I think I'm particularly interested in the drama from the Knights being ordered to withdraw. And how their leaders respond to it. And how they would get out of Hammerfell.
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DAVId MArtInez
 
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Post » Fri May 04, 2012 5:55 am

Ahh [censored] man! Hammerfell again? :swear:
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Cody Banks
 
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Post » Fri May 04, 2012 8:49 am

So what all is going on specifically for Siege of Rihad?
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Zualett
 
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Post » Fri May 04, 2012 6:05 pm

Anyways, how many people from the other previous threads are coming back? Crymson? Broken-Scale?
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Nicole M
 
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Post » Fri May 04, 2012 8:08 am

I'm definitely coming back, since whatever concerns the knights and Rihad concerns Terentius. Swims really doesn't have a role in this one, so don't expect his return.
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LittleMiss
 
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Post » Fri May 04, 2012 3:24 pm

I'll need to make some army sheets. The number will be about 20,000 to 25,000 and at least for Rihad's side I want to have one army sheet for the entire city rather than individual ones. And then out of that, whoever is on Rihad's side can take troops and use as needed specializing in wherever they need to be.
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Astargoth Rockin' Design
 
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Post » Fri May 04, 2012 4:09 am

I'm going to change some stuff up for Stros. Asap, you want to RP with Rithe and Arethan in Rihad (been about a month since KSS)? And I assume Athanden is going to be outside of Rihad now, or inside?
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daniel royle
 
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Post » Fri May 04, 2012 2:32 am

I'm going to change some stuff up for Stros. Asap, you want to RP with Rithe and Arethan in Rihad (been about a month since KSS)? And I assume Athanden is going to be outside of Rihad now, or inside?

I dont know what to do with Rithe and Arethan honestly. I just posted his sheet in case I did decide to do something with him, and Athanden will be assisting with the siege as a tactical strike force kind of thing. Something that can hit quick and hard and knock them off balance.
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Charlie Ramsden
 
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Post » Fri May 04, 2012 2:55 am

I'll dig up my sheet and polish it later on this week when I have time and repost it.
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Sakura Haruno
 
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Post » Fri May 04, 2012 10:20 am

I might make a character. I'll make a sheet tomorrow.
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Scott
 
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Post » Fri May 04, 2012 6:50 am

I don't think there should be any side quests personally. I dunno if you guys decided that already, but I think if you had people on side-quests it would really detract from focus.

Or was that implied?
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Amy Melissa
 
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Post » Fri May 04, 2012 5:29 am

Yeah I'm leaning away from that as well mate.

Anyways, I should be able to put my crap up tomorrow morning.
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Margarita Diaz
 
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Post » Fri May 04, 2012 5:10 am

With no sidequests, then how the hell are we going to be part of this? Last time I checked, the Arethan thing was a damn sidequest.
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brandon frier
 
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