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    1. Wormgod 11 yrs ago

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I think that's too much nerfing. Remember that each of these items can only be used once in battle and then have to recharge, just like magicka. The actual stats on them are low, and each of them works differently. Plus, I already took out two items--these items are a set of seven unique artifacts. They're meant to be powerful, but not insanely powerful.

Here's the link to the actual stats for you to see and judge yourself. You can look at other magical item stats and judge accordingly. Unnofficial Elder Scrolls Wiki

"Also, do remember that 3 min in elder scrolls is an hour in game time, so magicka will take longer to recharge in another realm." I didn't use the 3mins RL:1 hour in game conversion; I'm time in game as actual time; if the roleplay moves an hour, Mehra's magic recharges accordingly.
A silhouette figure watched the Norse God of Tricks verbally harass the room. Other voices spoke up, but this figure didn't. Father--the nickname assigned to the paternal figure--found this all amusing. So-called villains complaining about errors in their interdimensional portals. For christ's sake, this was theoretical physics and magic at play! Of course it didn't go the way it was planned! Complain about errors in simple plans, where errors shouldn't happen, and burn the offender for being so stupid.

Loki mentioned an old enemy coming back, laying down a picture as proof. Father leaned in, but he was far back in the room and couldn't get a good look at the man. Now this was getting interesting...A god with enemies he can't kill? Father wondered how powerful this man was. The Sorcerer shouted for silence and Father leaned back again, taking a drag on his pipe. The smoke was almost gone. He would need more tobacco. Hmm...does this place have tobacco? Dang, he should have checked before he agreed to this. Then again, he was promised priceless technology, willing soldiers, and rule over a new land, full of all sorts of children to torture...
Mehra Sarethi fought to catch her breath as the last of the Heart Chamber collapsed into the lava pool of Red Mountain below. She had just escaped death by cave in after murdering the Devil himself, Dagoth Ur. The rest of the Citadel seemed safe, but there was no way of knowing if the cave in would continue. She just paused for a breath, looking down at her feet, and then looked up again.

A ghostly woman in an heavenly blue dress was smiling at her. She carried an air of unimaginable beauty and grace without having to move at all. Mehra somehow knew this woman was real even though she could see straight through her and at the wall. Mehra had met this woman once before, and though it seemed perfectly normal for one to hallucinate after a traumatic mage battle--as it turns out, Dagoth Ur was an extremely skilled mage--she was real. This was Azura, the Goddess of Dawn and Dusk, of unimaginable mystery and beauty, of secrets and whispers in the tides of Fate, Mother of the Rose, and Ruler of Moonshadow. The sight of her was calming. Azura was one of the few Daedric Princes that cared for the well-being of Her subjects.

"Thank you, Saint Nerevar. I wish you eternal peace. But, I will not grant it now. You are needed elsewhere. A storm is rising, and it effects all Planes. You shall protect Ours." The goddess spoke with a thousand voices and a thousand tongues, but Mehra understood her words perfectly. However, the meaning escaped her. A storm that effects all Planes? Did that mean just Oblivion was in danger too? Couldn't the all-powerful Daedra and the remaining Aedra fight it?

None of her questions were answered. Azura melted into the shadows as a whirlwind flung Mehra into the air. The tiny mage dropped the only three heavy artifacts on her, Sunder, Keening, and Wraithguard. Those three precious artifacts fell to where Azura's feet stood just a moment before, and the Nerevarine disappeared from Mundus...
She awoke to the smell of a battlefield.

Smoke, steel, blood, and ash. Mehra was very familiar was that smell. This was the smell of death; the stink of a recent battle, before the vultures come and eat it all up, leaving only armor and weapons for the Mages Guild to find eras later. But, there was something surprising to Mehra; a battle was currently happening.

She opened her eyes. Her right hand was bare. So Wraithguard really was missing. Great. Now anyone can find those tools and some tiny remaining piece of the Heart and start the cycle all over again...No, she destroyed the Heart. The tools are just tools now, with nothing to manipulate. Good. Now she could go back to being herself; being Mehra, instead of Saint Nerevar. She closed her eyes again.

Someone cried out. Blinding light flashed, even through her eyelids, and she squinted and covered her face with her hands. That same person screamed again.

Screw laying around, she had to do something or die! That had to be a light spell used offensively--something Mehra knew Illusion mages loved to do. Certainly a Sound spell was coming next, and she would be deaf for the rest of this battle. The Dunmer scrambled to her feet and held out her hands in the standard spelling position.

"Oh Nine Divines, what is[i/] this fetcher!?" Mehra screamed. Standing fiveteen feet or so was a glowing, bulgy-eyed, antennae, scaly...thing. It looked humanoid, but nothing else was recognizable. An archer--Bosmer, probably, Mehra didn't get too good of a look at him--was on the ground nearby. He had to be the recipient of the spell, and this...creature, as the caster.

[i]Don't get caught up in appearances. Just roast it. It looks like a Scrib, so it must cook like one too. Time for some fireballs...
Mehra held her hands out in front of her again, moved them in a circle and spoke the words for a ranged fire spell. Flames formed on her bare hands, licking at them but not causing pain. Finally, she pushed her hands out and the fire shot towards the alien creature...
bump
I added some strengths and weaknesses to those sections. EDIT: I understand the nerf sticking. I originally included her having Wraithguard and Keening, but I realized that was just too much...
No, she's a reincarnation. It's really similar to the "past lives" phenomenon in real life; sometimes she remembers things from Nerevar's life or acts like Nerevar. Some NPCs in Morrowind see no difference between the Nerevarine (the player character) and Nerevar.
((Here's my good guy character. Hope she's not too powerful...))

Name: Mehra Sarethi, The Nerevarine

Race: Dunmer, also known as Dark Elf

Age: About 50, physically mid-twenties

Appearance: Mehra Sarethi resembles any other Dark Elf: ashy grey skin, pure black eyes, black hair, and the characteristic sharp features of an elf: a large brow and pointed chin. Like most Dark Elves, she is on the short side--maybe 5'3". Her height is only extenuated from the blue robe she wears, one that is much too big for her. She wears large, clunky, leather boots and a leather backpack stuffed full of magical items, potions, some lockpicks and probes, and a bit of food.

If you want to know what Nerevar looked like, he was Chimer--the race that Dunmer used to be. Deep golden elves, the same height as Dark Elves, but much nicer and without the natural resistance to fire.

Personality: Mehra has a complicated personality. That comes with being two people at once. Mehra herself is stubborn, prideful, and quick-tempered. Mehra would define herself as an "introvert"--being around too many people just drains her batteries and makes her irritable. But, her soul is that of another person--the long dead Chimer general Nerevar. Nerevar, surprisingly enough, is a very trusting and loving man, but also a great strategist. Nerevar was noted to be a big people person, great in peace negotiations and parties. Mehra switches back and forth between her "real self" and the reborn soul of Nerevar.

Alignment: Chaotic Good. Nerevar was also good, but he was Lawful good.

Universe: The Elder Scrolls III: Morrowind

Powers?: Dunmer have a natural resistance to fire. Being the Nerevarine gives Mehra a closer relationship to Azura than other elves, even those that worship Her. {But, Azura won't be able to help Mehra in another universe.)

Magic: Mehra is an excellent mage. She specializes in Destruction magic--harmful magic that is either fire, frost, poison, or electric based--and Alchemy--using magical components of flora and fauna. Mehra dabbles in enchanting items, but it isn't her strongest suit, and she tends to use enchanted items she finds, such as her array of amulets. Note that Mehra's magic relies on magicka, a type of energy, and once she has depleted it, she cannot regain it without drinking a magicka potion or resting. This also applies to the enchanted items which have a certain amount of uses and have to recharge to be used again.

Specialties: Magic, being the reincarnation of a dead general.

Special Items: Mehra's array of magical items:

Conoon Chodala's Boots: Boots enchanted by a woman named Conoon. She is one of the many "False Incarnates"; people who believed to be the Nerevarine because they fufilled the prophecies, but for one reason or another were discovered as fake and executed by the Tribunal Temple. These boots have a small enchantment that ups the wearers speed and endurance for thirty seconds. Mehra wears them to remember the False Incarnates.

Moon-And-Star: A magical ring that ups Mehra's natural charm and speaking skills. This ring was forged by the Dwemer smith Kagrenac as a personal gift to Nerevar, his friend. It was then enchanted by the Daedric Princess Azura, who added a nice touch: only Nerevar--or the Nerevarine--can wear this ring. All others will die on the spot. Mehra wears this to show everyone she is Nerevarine.

These magical items listed BELOW were taken from Dagoths, twisted Dunmer whose minds and bodies were cursed by their master and Mehra's immortal enemy, Dagoth Ur. She took their artifacts as prizes.

Amulet of Heartthrum: This amulet has an effect that lasts 30 seconds. It fortifies the users magicka, gives them a shield that allows them to absorb spells cast on them for magicka, and shields against electric-based attacks.

Amulet of Heartfire: This amulet lasts only thirty seconds. It fortifies the users agility, fortifies an unarmored user against attacks, allows them to blend in slightly with the background, fortifies their speed, and fortifies their stamina.

Belt of Heartfire: Note: Not the same as the Amulet of Heartfire. This belt lasts 30 seconds. It fortifies the users health, fortifies their resistance to poison, gives them a shield against fire, and fortifies their fatigue.

Blood Ring: This ring lasts thirty seconds: It fortifies the users health, gives them a shield against fire, ups their resistance to fire, ups their resistance to spells, and removes negative spells currently on the user when cast.

Soul Ring: This ring lasts thirty seconds. It removes negative spells when cast (like the Blood Ring), fortifies the users magicka, fortifies the users health, ups the users resistance to electricity, and ups the users resistance to paralysis.

((Note: All enchanted items can only be used ONCE in a battle, and must recharge for 24 in-game hours after.))

Strengths: Mehra is a mage with a specialty in Destruction and Alchemy magic. Being a Dunmer, she has a natural resistance to all types of fire, both physical and magical.
She also has many powerful enchanted items at her disposal.

Weaknesses: Magic can only be recharged with time (as in, wait for it to come back by itself) or by drinking a magicka potion. Magicka can be fortified, but fortified magic is artificial, and one always ends up with less than they started.
Mehra is also very unfit, since she never bothered to exercise, instead using rides, teleportation, or levitation to go places.
Silence spells are the bane of mages. Mehra's magic--even activating the enchants on her items--work by saying certain phrases and doing movements. A Silence spell, or even some duct tape on her mouth can stop her from using magic.
In battle, she is at a huge disadvantage to an enemy with reflection abilities; she uses no weapons, only magic, so any enemy that is capable of reflecting or absorbing spells can quickly overcome her. (This is a common problem in her world; the Daedra have a natural Reflection ability, so her spells sometimes fly back at her.)
Mehra has little defenses for poison and paralysis. The defenses she does have are weak; just simple resistance spells given by the enchanted items. Any opponent with a poisoned dagger or a paralysis spell can hit her.

Bio:
FOR MEHRA: Mehra never knew who her parents were. She was raised in Cyrodill, in their version of foster homes, which were...not good. She turned to the streets to escape and was quickly arrested. For some unusual reason, the Emperor was interested in her! On his orders she was shipped to Morrowind, a very tumulous place. Morrowind was technically part of Tamriel, but the treaty that guaranteed their surrender also gave them the right to govern themselves, under the "Tribunal Temple", the worship of three supposed "living gods": Vivec, the Poet god, half Chimer and Half Dunmer, the best friend of Saint Nerevar, Almalexia, Lady of Mercy, wife of Saint Nerevar, and Sotha Sil, the Clockwork god, patron to Dunmer mages, tinkering away in his Clockwork City. Mehra was raised to worship the Nine Divines, and didn't understand these "living gods".

In Morrowind, Mehra was quickly dubbed an "outlander" by the local Dunmer. They didn't consider her part of their race; since she was raised by Imperials. That racism really pissed her off, especially from the local KKK, the Camonna Tong, who have great control over one of the parts of government, "House Hlaalu." She outright killed a bunch of these gangbangers in a club once. (No arrest, since one of the local guardsmen paid her to do it.) But, Mehra found some friends in the Mages Guild. She flew through the ranks and settled at the rank of "Warlock." It was at that point she remembered what the Emperor told her to do: find some guy named Caius Cosades and give him some piece of paper from the Emperor.

Turns out that was pretty important. Caius was pissed. But, he let her go and gave her some chores to do: learn about Morrowind History from this guy (who gave her more chores: first, get this box from this ancient Dwemer city filled with bandits) get some info from this secret necromancer in the Mages Guild (not a surprise at all, that lady was WAY into skulls) and some more info from people down in the city of Vivec.

And then he spilled the beans: Hey Mehra, we think you're the Nerevarine. She punched that skooma addict in the face for hiding it. Her whole life she felt crazy for switching moods so quickly! At least she didn't have to listen to him anymore; he left for Cyrodiil and told her to meet the Wisewoman of the Urshilaku Camp, one of the few native Dunmeri tribes left. So, then she worked on proving herself Nerevarine: become a member of all three branches of government (Redoran, Hlaalu, and Telvanni. She likes the Telvanni the best: some of those wizard-lords are thousands of years old, held alive just by the magicka in their veins!) and member of the four last tribes. She started waking up with freaky dreams from Dagoth Ur, or with Ash Zombies trying to kill her. Twice people on the street went up to her, stripped naked, ate some corpus flesh (basically zombie-cancer flesh), and declared their allegiance to the secret Sixth House, the House of Dagoth Ur! The guards tackled them and dragged them away for being crazy.

After that ordeal, Mehra met Vivec. That was one of the moments where Nerevar took complete control. S/he and Vivec talked for hours about his/her past, their relationship, what it's like to be a god, and what to do next. Vivec gave her Wraithguard and told her what it meant. Then he said the only way to destroy Dagoth Ur and end his plot to take over Morrowind and drive out the outlanders was to destroy the heart of Lorkhan, which would drain Dagoth Ur, Vivec, Sotha Sil, and Almalexia of their status as gods. So by saving Morrowind, she would be killing the three living links to her past life. But Vivec was okay was it, and so were Sotha Sil and Almalexia.

That was a real eye-opener. But, he told her where to find Keening and Sunder--the two other mystical items needed to destroy the Heart. They were in Dagoth's hands, in various Citadels around Red Mountain, the volcano he controls. So she went on a Dagoth-killing spree; murdering Ash Zombies, Ash Vampires, Dagoths, Ash Ghouls, And Ascended Sleepers. It was a terrifying holy mission, but she did find Keening, Sunder, and the Heart-amulets, which have massive power.

Then she went to Dagoth Ur, the home of...you guessed, it, Dagoth Ur. He spoke to her, trying to convince her that Nerevar and Dagoth Ur were friends, but that was a lie. She found him with the Heart in a gigantic chamber. A half-created ribcage was constructed around it. He was attempting to create a new god! Ignoring him, Mehra used every single Heart-amulet, then put on Wraithguard. Striking the heart once with Sunder, then multiple times with Keening, she killed it. Dagoth Ur screamed in protest, but without a Heart to power him, he was easy to defeat with Keening. Then the room exploded, and Mehra found herself outside with the ghostly visage of Azura.

Azura thanked her for ending the reign of terror. She disappeared, leaving a ring in thin air...And then Mehra found herself flying through a tornado, and dropped Sunder, Keening, and Wraithguard down into the lava pit...

FOR NEREVAR:
Nerevar was born Indoril Nerevar, he king of Resdayn, modern-day Morrowind. As the Hortator, or war-general of the united Chimer people, he fought the Dwemer, or dwarves, and founded the First Council, making him the uniter of the Chimer in 1E 416. Nerevar was blessed with the ring Moon-and-Star, which Azura blessed, as some say She saw him as a special worshipper, since he consulted Her at any chance. He met Almalexia during her reign and they married. He was taught by Sotha Sil and Vivec, and his most loyal servant was Dagoth Ur.

Eventually the First Council broke into war against the Dwemer. Through means lost to history, Dagoth learned that the great Dwemer smith Kagrenac had found the fabled Heart of Lorkhan and was building tools to use it. This was considered blasphemous, so he told Nerevar, who was shocked. King Dumac of the Dwemer was his friend, and would never do something so evil! He confronted Dumac, and their peace quickly broke. The war raged on hard, until they reached a cinematic climax at Red Mountain in a battle that history does not quite understand. Somehow every single Dwemer on this plane disappeared at once. The Tribunal Temple claims Nerevar asked for Azura's help in using the Heart to dispel them. The Ashlander's say that was Kagrenac's punishment for attempting to defile the body of a god. The last remaining Dwemer, Yagrum Bagarn, has no idea what happened, other than it didn't happen to him, who was currently "outside of the planes".

Somehow, Nerevar died in the battle. The Nords say he feigned death. Vivec insinuates King Dumac and Dagoth Ur killed him. The Ashlanders claim that the Tribunal--Vivec, Sotha Sil, and Almalexia--poisoned a wounded Nerevar to get the power of the Heart. But what is sure is that Nerevar made his friends swear to not use the tools to gain power. A few years after the battle, the Tribunal used the tools and Azura appeared. She cursed them, turned their skin grey as the ash of the mountain, and said that Her champion Nerevar would return and make them pay for such profane knowledge, and that all Dunmer would share the fate of the Tribunal for the end of time.

After that, Almalexia, Nerevar's widow, became Vivec's Consort. The Heirographa--the orthodox teaching of the Tribunal--claim that Nerevar lived long enough to bless the Tribunal as the official protectors of the Dunmer people.
bump
Edited! Might make a good guy character later.
I've been watching the show a lot recently. And honestly, I agree that he's too powerful. But, I'd rather get rid of shapeshifting and self-replicating. Is that okay?
I'll make the first character!

Name: Benedict Wigglestein Uno Jr. Goes by "Father".

Race: Former human, now some sort of demonic silhouette creature.

Age: Physically middle-aged, unknown real age.

Appearance: Link Father is of average adult male height and weight. He wears a silhouette "suit" that gives the appearance of black skin, yellow eyes, and a red "outline". Underneath that he wears square eyeglasses, suspenders, black pants, a white button-up shirt, and dress shoes. He never takes off his silhouette suit. Father is always smoking his pipe, which is also silhouetted.

Personality: Father is downright evil. He hates children to the point of "ageism". (like racism, but for age.) The KND consider him their worst enemy, even though he rarely fights himself, instead choosing to send his "adopted children"--the kidnapped and brainwashed Delightful Children From Down the Lane--to do all the work. He is very impatient, irritable, and sarcastic, as seen from many talks with the DCFDTL. When angered he burst into flames and his offensive powers seem to increase.
When he's happy he can be humorous, but this is rare, since he is almost never happy.

Alignment: Evil, specifically on the adults side of the war of adults against children.

Universe: Codename: Kids Next Door.

Powers: Father is most known for being able to burst into flame and shoot fireballs. He can also levitate (usually used instead of walking) and use telekinesis.

Magic: None, he's already pretty powerful.

Specialties: Fire-based attacks.

Special weapons?: In his universe Father is capable of making some pretty powerful technology, but he won't be using any of that here.

Strengths: Very powerful, especially when angry.

Weaknesses: Water and cold objects, such as ice cream. It extinguishes him and renders him powerless.

Bio: Father is the son of Benedict Wigglestein Sr--also known as "Grandfather"--who is another evil demonic being with anger managment issues. Grandfather abused his two sons--Father and Monty Uno, who would become the 7th founder of the Kids Next Door--and Father soon become totally obedient in all ways and thoughts. He inherited Grandfather's hatred of children and the position as the sole oppressor of children. At some point he moved from Britan to the Unites States, created the Delightfulization Chamber--which branwashed Sector Z of the KND and turned them into the Delightful Children From Down the Lane--either bought or built his mansion--the Delightful Mansion From Down the Lane--and started fighting the Kids Next Door. He gathered more minions, such as the Ice Cream Men and local teenagers. He frequently works with the other evil adults, like Mr. Boss.
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