Daedra by pokebrat
- Affiliation: Independent
- Realm: Nirn
- Daedric Morphotype: Custom, Breton seeming.
Affiliation: Many daedric entities pledge their loyalties to one of the many Princes, for protection as well as power. Who shall you side with? Independent: As if you’d ally yourself with any of those so-called Princes, who may as well be children with magnifying glasses, burning away at the mortal ants for no reason other than because they can. No, you are better alone, unburdened with the oversight of those Princes.
Realms: You may roll a 1d20 to figure out where you begin your time here, or you can start off in your chosen Prince’s realm for free.
- Nirn: The realm of Mortals, this is arguably one of the most important realms in the entirety of the Aurbis, the center stage for the innumerable stories and songs that play out. Though the Dragonfires keep the forces of the Daedra from invading en masse, that does not mean that some do not slip in through the cracks.
Daedric Morphotype: All daedric entities fall under specific Morphotypes, forms they return to after resurrecting within Oblivion. There are as many kinds of daedra as there are stars in the sky, and as such all cannot be listed here. Instead, you will choose which level of power you are, and which kinds of daedra you may become. Should none satisfy you, then you may design your own daedric form. Greater Daedra [100]: Daedra of this level of power are daunting foes, able to match and even surpass many mortals at once, their power sought after by many. Xivali, Lurkers, and Storm Atronachs would be good examples for this level of power.
PERKS Vigilant [00]: Many daedric entities simply do not understand the minds of mortals, their thoughts strange and alien, their morality on a scale of blue and orange. With such differences, it’s no wonder that many harass and torment mortals, for they could not do otherwise. Well, not under your watch, as you now deal three times more damage against daedra and similarly demonic entities.
Daedric Tongues [50]: There are an almost infinite amount of Realms drifting along the waters of Oblivion, tiny pockets of alien order amongst a sea of chaos. And while we may know of the common daedric script, who is to say that it’s the only one? You are, as you are a master of most languages and dialects to be found in Oblivion, and can quickly master any new tongues you come across.
Daedric Summon [100]: Many daedra interact with the mortal realm through a type of magic more commonly referred to as Conjuration, the art of summoning and binding entities from the realms of Oblivion. You now have a spell dedicated to summoning you that is known only to your Companions, though they can teach it to others, should they feel the need to. The greater your morphotype, though, the more skill and magicka it requires to summon you.
Nymic [200]: Protonymics and neonymics make up an entity’s incantatory name, or its true name. They are employed as the focus for incantatory magic, allowing the user to gain substantial control over whom the nymic belongs to, typically by summoning or banishment. However, if the entity possesses both a protonymic and a neonymic, speaking only one of them bears little to no effect. Seeing as you possess both of these, not only do you benefit from this, but you are highly resistant to all methods to control you, completely immune to weaker attempts entirely.
Demiprince [200]: Though it may come as a shock to some, even the Daedric Princes may have their hearts swayed, their passion reciprocated and bedchambers filled. Sometimes, these interactions lead to a Demiprince, a child between a Prince and a lesser entity. You are one of these demigod children, child to a Daedric Prince of your choice. Most born from mortals are capable of matching the power of dragons, to say nothing of those from a more powerful parent. You will also possess a connection to your parent’s spheres, granting you unique magics depending on who sired you.
Heart of the World [Tied to Nirn] [300]: His was the heart of the world, unable to be destroyed so long as the world existed, for one was made to satisfy the other. Like the Doom Drum, or at least similarly, you can tie your life force, your very soul, onto something. This could be an object, a person, or even an entire realm. So long as your chosen tether exists, you cannot be killed, returning again and again without end. Should they think to directly attack your soul, they will find that similarly useless, as it would take the full effort of a Prince to even begin altering it in some way, unless you were to give consent.
Liminal Bridges [400]: All know of the Dragonfires, of the barrier against invasion from the Planes of Oblivion that were created from the blood of Akatosh and given to Saint Alessia. Such is their strength and rigidity that even most Princes cannot enter the realm of mortals, though some slip through the cracks, and conjurers defy it. But such things do not matter to you. You can bypass any and all barriers, be they dimensional or magical in nature. Such is your nature that you cannot even be trapped or contained for long, capable of escaping even conceptual prisons with time and effort.
ITEMS
COMPANIONS Holy Executioner [Free Independent]: A Nord who has dedicated his life to hunting down the evils of Oblivion that would threaten all mortals. He utilizes two holy swords with masterful skill, though he has been known to use them as highly effective projectiles. In his downtime, he can be found reading and meditating on the scriptures of the Nine Divines.
DRAWBACKS Creation Club [+0]: This universe can be chaotic and strange at many times, though perhaps this will take it a bit further than was originally thought. This will allow your story to take place within a fanfic of your choosing, or perhaps a number of mods having been installed.
Extended Stay [4 * +100]: Time flows differently in the realms of Oblivion, and you could not accomplish everything you want within a mere ten years, needing instead decades or centuries to get everything you want done. Now, you must stay an additional ten years before being given the choice. This drawback can be taken multiple times, but you will only benefit from nine.
