Lore:Daedra

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Daedra of various shapes and sizes

Daedra (/ˈd.drə/ or/ˈdi:.drə/) are immortal beings that are commonly believed not to have taken part in the creation of theMundus, and thus did not become bound by the limitations imposed by the contract of its creation.[1] They have a very real impact on the mortal realm; in one way or another, Daedric influence touches everyone onTamriel.[2]

They are regarded as counterparts to and, in a manner, opposites of theAedra, though the distinction between the two can be confusing to the layman. The terms "Aedra" and "Daedra" are often used interchangeably with "gods" and "demons". The terms "Aedra" and "Daedra" are not relative; they are exactelvish titles which translate to "ancestors" and "not our ancestors", respectively, representing the mythical genealogy of the elves as they perceive it. The divide between Aedra and Daedra is commonly thought to have originatedafter their birth, during the creation of the Mundus, where most cultures maintain the Aedric beings played a leading role in the creation ofNirn, causing them to commonly be considered the creators of the mortal world, whereas the Daedra refused to participate.[3][1]

Technically, only the plural is written "Daedra", but this word is frequently used in singular as well. The proper singular form is "Daedroth",[4] but that has come to refer to aspecific species of Daedra.[5][6] They are known as the "dark kin" or "darkkin",[7][8][9]:111 but different cultures have their own myths and names for Daedra. The study of Daedra is referred to as Daedrology. Those who study Daedra are called "Daedrologists".[10] The most powerful of the Daedra are known asDaedric Princes, and those of varying power below that of the Princes are sometimes referred to collectively as "Lesser Daedra".[6][11]

Mythic Origins and Cultural Significance[edit]

Altmeri[edit]

According to the creation myth of theAltmer, known asThe Heart of the World, creation begins before the start of theDawn Era and the beginning of time: the primordial force ofAnu the Everything, who encompassed and encompasses all things, createdAnuiel, the soul of all things, so it could know itself. Anuiel in turn createdSithis for the same purpose, as the sum up of all limitations which it would use to differentiate between its attributes and ponder itself. Their interrelation created theAurbis, where the Original Spirits, theet'Ada, emerged as "aspects of Aurbis" before the creation of the Mundus. The Aurbis, at first turbulent and chaotic, was stabilized by the emergence ofAuri-El, the soul of Anuiel, who spread through existence as the force called time, allowing the Original Spirits to take on names and identities.[3][12]

The distinction between Aedra and Daedra started to emerge when one of these spirits, calledLorkhan, a being that was more of a limit than a nature, convinced some of the other spirits to help create a soul for the Aurbis, a place where even the aspects of aspects might self reflect. This proved to be a deception. The new world, Nirn, was a place composed of more limitations than not, and the spirits that participated in its construction began to die. Many vanished completely, prompting the architect,Magnus, to terminate the project and depart. When Magnus departed the Mundus, the et'Ada that took part in its creation broke into groups. Most would follow the flight of the God of Magic to become theMagna Ge, but some of those present chose instead to stay in the new world and keep working on it so it wouldn't die. Of these remaining spirits, some would follow the example ofY'ffre, giving themselves to the Mundus fully to stabilize it and form the foundation of its natural law, and would typically be referred to from that point on as "Earthbones" or "Earth Bones". Others would instead populate Nirn, making children "just to last". From that point, such spirits would typically be referred to as the "Ehlnofey".[UOL 1][13] The offspring of the Aedra would gradually become weaker with each generation. As they diminished, the offspring of the Ehlnofey would differentiate and give way to the mortal races like theAldmer. The "weakest souls" would be formed by Lorkhan into armies he named "Men". Altmeri myth holds that Auri-El and Lorkhan and their respective followers would then war with one another, leading to the shattering ofAltmora andOld Ehlnofey, the defeat of Lorkhan, and the removal of hisHeart. At theAdamantine Tower, aConvention was held to judge Lorkhan and determine the laws and roles of spirits within the Mundus. With the exodus of the Aedra and the departure ofmagic in the mythic sense, the cosmos stabilized and linear history began.[3][14][12][13][UOL 2][15] Not all Altmeri texts agree on the exact point in time when the classification of "et'Ada" emerges, with some dating it to the initial formation of the gods rather than to their creation of the world.[14]

The Altmeri creation myth describes the Daedra as "tainted et'Ada", some of which were responsible for the formation of theChimer, who had been led astray by them.[3] According to some sources, though the Altmer are inclined to claim every spirit as formerly an elven ancestor, there are those spirits who lack elven approval and are therefore excluded from this classification.[UOL 3] These spirits are defined as "Daedra" or "not our ancestors", and are generally viewed as not having a link to the mythical genealogy of the elves as they perceive it.[1] Because of this, reverence or emulation of the Daedra is viewed by the Altmer as betrayal of one's ancestry,[16] and as an instance of heresy which theDivine Prosecution that upholds both secular and religious law is tasked with stamping out.[17]

Aldmeri and Psijic[edit]

According toThe Myth of Aurbis, as explained toUriel V by thePsijic Order, the basics of Aldmeri belief are that the Aurbis existed for time without measure as the Gray Center between the forces of Anu andPadomay. Within this Gray Center emerged the magical beings of mythic Aurbis, bits of the immortal polarity given life. The first of these wasAkatosh, whose existence made it easier for other spirits to structure themselves. For a long time these spirits lived, formed, reformed, and procreated. Eventually, with Lorkhan as the instigator of the decision, the spirits told the story of their own deaths. This process is described in various terms: a transfiguration into the concrete non-magical substance of the world, a war in which all were slain with their bodies becoming the substance of the world, or as a romantic marriage and parenthood where the parent spirits naturally had to die to give way to the succeeding mortal races. Mortals were shaped in the image of the spirits, either through conscious molding or by springing forth from the matter left behind by the dead spirits. Having died, these spirits became the et'Ada, and separated themselves in nature from the rest of the magical beings of Aurbis from that point on.[3][14] The Psijics believe, therefore, that the Aedra and Daedra, the powerful spirits to whom mortals pray, are the spirits of "superior men and women whose power and passion granted them great influence in the afterworld", and were themselves bewildered by their own ancestors, going back to the original progenitors, theAcharyai, while alive.[18]

Cyrodiilic[edit]

TheCyrodiilic creation myth,Shezarr's Song, holds the world was formed whenShezarr convinced a number of the gods, the Aedra, of the beauty of the concept of becoming mothers and fathers. The Aedra, determined to proceed regardless of cost, gave birth to the world and the life within it by sacrificing part of themselves, a painful process after which they were no longer strong and young as they'd been since the beginning. Some of the Aedra, the gods of the elves led by Auri-El, came to regret their choice and sought revenge upon Shezzarr and his allies, resolving to teach their children, the elves, to endure the suffering of the new world with dignity. Others, the gods of Men led byAkatosh, were proud, deeming the new world and the life within it glorious despite their sacrifices, and resolving to teach their children to cherish the concepts of beauty and honor and to love one another. The Daedric Princes mocked this course of action as folly, and chose instead to create their own worlds within themselves and under their complete control for all time. They did, however, envy the creation of the Aedra, for mortals were more "surprising and entertaining" than the lesser Daedra they could create, and thus they would seek to seduce and ensnare the most powerful and passionate among them.[3]

Imperials ascribe religious value to the extent of a spirit's sacrifice for the mortal world and hold greater reverence for those spirits who gave more for it. As such, they generally view the Daedra as unreliable false gods unworthy of worship, exemplars of selfish willfulness who were incapable of making the same sacrifice as the Aedra. They are remembered with scorn for their patronage of the slaverAyleids,[19] and are viewed as a threat which the Aedra defend the world from via theLiminal Barriers.[20][21][22][23][24]

Yokudan[edit]

TheYokudan understanding of creation broadly resembles that of the Altmer, viewing the mortal world in negative terms. According to their legend,Satakal the Worldskin, all things originated from Satak, the First Serpent, on whose scales all worlds to come rested. Compelled by its Hungry Stomach, Akel, Satak started a neverending cycle of devouring itself and shedding its skin to be reborn and begin anew, becomingSatakal. When things from within the devoured worlds realized the truth of the cycle they began to take names, becoming the first spirits. These spirits sought to escape Satakal's neverending hunger and found a way to slide between its Worldskins by moving at strange angles. This was called the Walkabout, and through it was born a sanctuary from the cycle called theFar Shores. One of these spirits,Ruptga, sired many children and was so tall he placed thestars in the sky to help other spirits on the Walkabout. The mortal world was formed when Sep, created by Ruptga out of previous Worldskins to be his helper, convinced some of the other spirits to stop performing the Walkabout, as they could escape the cycle by inhabiting a new world made of balled up Worldskins instead. This, however, was a trick, as having been formed of its skin Sep too carried much of Satakal's hunger, and wished to devour the spirits who followed him. Too far from the Far Shores to jump back to, and too far from the real world of Satakal to survive, the deceived spirits began to die, survived by the children they'd made.[3] Despite this story partly resembling that of the Altmer, the distinction of Aedra and Daedra is not present within Yokudan religious texts.

The Yokudan pantheon includes the figure ofMalooc the Horde King, an enemy god of theRedguards whose army was once routed by theHoonDing. Malooc is speculated by some scholars to be connected to the Daedric Prince Malacath.[12][25]

Khajiiti[edit]

Khajiit creation myth holds the gods, both Aedra and Daedra, were born as siblings to the three litters of Ahnurr and Fadomai. Spirits commonly considered Aedra were generally born to the first litter, and spirits commonly considered Daedra were generally born to the second. The goddess Nirni was born to the third litter, alongside the moons,Azurah and, eventually,Lorkhaj. Nirni wished to give birth to children, but had no place where she could do so, so she went to Lorkhaj for help. Lorkhaj made a new place but, as his heart was filled with theGreat Darkness ofNamiira due to the circumstances of his birth within the Great Darkness, he tricked a number of his siblings into entering this place with Nirni, where many of them had to die to make Nirni's path stable. Furious at the betrayal, the surviving siblings tore out theHeart of Lorkhaj.[26][27] Pre-ri'Datta myths also mention that Nirni eventually died whenY'ffer was also corrupted by the Great Darkness and killed her. Y'ffer himself was later slain by Azurah,Khenarthi andHircine, and his bones were used to construct a cairn for Nirni.[27]

Reachmen[edit]

Diverging from other Tamrielic beliefs, theReachfolk view a number of the Daedric Princes as Great Spirits that are linked to the processes of the mortal world. According to them Nirn was created byLorkh, who desired to create not a vibrant paradise but a teaching tool, a place that taught through suffering. To create this place, Lorkh came toNamira, queen of the infinite realm of spirit, who granted him a place in her endless void to make his new world. As part of his covenant with Namira, Lorkh had to make a greatsacrifice of his own, a sacrifice which is said to be reflected in the creation of theBriarhearts. Thus to the Reachfolk there are but two worlds, the world of flesh, and the infinite world of Spirit from which all dualistic competing forces emerge. They believe thatHircine is the heir of Lorkh as supreme spirit of the world of flesh, contrasted by Namira, who is the queen of the spirit world. They also maintain that the natural order of the world, the eternal balance and rhythm of the world's competing forces, is maintained byPeryite.[28]

Clockwork Apostles[edit]

TheClockwork Apostles believe Nirn was created by the "et'Ada Gears", aspects of Anu as is everything else, who were tricked by Lorkhan into believing the Great Lie, that they were separate from the all-encompassing singularity of Anu, and took names of their own to reinforce this illusion. In this belief, the Daedra andOblivion are nothing more than illusion themselves, a consequence of the flaws of the et'Ada Gears' creation, the result of the Void taking root within the cracks caused by said flaws.[29]

Argonian[edit]

According to the transcribed creation myth of the Adzi-KostleelArgonian tribe, all spirits were formed from the struggle ofAtak, the Great Root, and Kota, the Serpent, who fought each other for so long that they eventually forgot their fight and became one, forming the entity Atakota. Atakota severed its roots and shed its skin and said the word "Maybe", giving rise to its Shadow, formed of its hunger and shed skin. Atakota continued to roil in a cycle, devouring itself and shedding its skin to be reborn and begin anew, each scale a world that it devoured. From this process the world and spirits arose, and with Atak and Kota not in conflict, things had time to begin and end, and the Shadow too fell asleep. As Atakota slumbered, the spirits started making new things that shared in their aspect and loved them, and they started growing, until they too were as large as Atakota, and forgot it had come before them and had a sleeping Shadow. Soon the worlds and spirits became too big and there was no more room for new things. In desperation, the spirits fell upon the sleeping Atakota and bit into it to drink its blood. Eventually the peace of Atakota broke, Atak remembered growing and Kota remembered being nothing, and existence fell into chaos again. In that time of chaos, some spirits drank deeply of Atakota's blood and sap, and theygrew scales and fangs and wings, forgetting why they'd ever made anything other than to eat it. Kota's blood made new oceans and Atak's sap made new stones. Eventually, the roots woke the shadow and asked for its help, and its intervention put an end to the chaos that was threatening to consume everything.[30]

Argonians of theSul-XanNaga tribe acknowledge at least one Daedric Prince,Mehrunes Dagon, revering him as the True Egg-Child of Sithis.[UOL 4] This title can be understood from a pre-Duskfall perspective, when the oldruling class ofBlack Marsh believed that Sithis was a malevolent destructive force,[31] much like Dagon. The Sul-Xan's worship of the Razor Prince[32] is an anomaly, as Argonian society at large does not partake in the veneration of powers from Oblivion. Indeed, there are no words in their language,Jel, to describe any of the Daedra. As explained by a native speaker during theInterregnum, the Argonians do not "taint their language with words for abominations from Oblivion". Instead, they use the common words from other widely-spoken languages.[33]

Other Beliefs[edit]

Though most creation myths credit the Aedra with contributing to the creation of Mundus in some manner and describe said event as the point of the split from the Daedra, there are exceptions where the formation of the mortal world is described as the work of other forces, and the distinction between Aedra and Daedra originates from their emergence itself.

According to theAnuad, all things began with the brothers Anu and Padomay. Their interplay created Nir, who alongside Anu gave birth to the Twelve Worlds of Creation. Jealous, Padomay attacked, but was cast out of time by Anu. Life emerged on the Twelve Worlds but, eventually, a hateful Padomay returned and shattered the worlds with his blade. After Anu defeated his brother, he attempted to save what he could by combining the shattered fragments of the Twelve Worlds into a new world, Nirn. But after he did so, Padomay rose again and the two brothers finally pulled each other out of time forever. On Nirn life was seeded by the survivors of the Twelve Worlds who'd arrived in the new world alongside fragments of their original worlds, the Ehlnofey and theHist, and during this time the gods and demons of the world, the Aedra, Daedra and Magna Ge also formed out of Anu and Padomay's spilled blood, as distinct groups from the life of Nirn and from each other from the start.[34]

According to theBretonic taleThe Light and the Dark, two immortal entities representing Order and Chaos choseTamriel to be their eternal battleground. This everlasting battle would create energies so powerful it distorted the world and created life, including the "people ofet'Ada", who would in turn give rise to the gods, and their "daedric enemies", by believing in their myths for so long and so strongly that it caused the energies unleashed by the conflict of the Light and the Dark to bring them into being. Thus, all of creation echoes the battle between the Light and the Dark.

TheMythic Dawn cult espoused the belief that the mortal world was actually theOblivionplane of the Daedric Prince Lorkhan. Per this belief, the Aedra, the gods mortals generally worship, had stolen the realm from its true deity and intentionally split Lorkhan's progeny from their divine sparks, so that they themselves would be viewed as the sole exit from the current world.[35][36]

According to theCult of the Ancestor Moth, the Daedra can't read theElder Scrolls, as theAncestor Moths which represent a connection to the "endless Aedric coil of mortal souls", and thus to the Aedra themselves, refuse to communicate with Daedra.[37]

Behavior and Culture[edit]

Daedra are sometimes referred to as demons, which may be misleading. All Daedra have a penchant for extremes and are therefore capable of tremendous acts of devastation, but their different spheres make them apply their power in different ways, and their infinite diversity makes speaking in generalities about them difficult.[4][5] Thus, it is often impossible to accurately label them as "good" or "evil"; the one thing that can be stated with certainty is the Daedra are beyond mortal comprehension (as mortals seem to be beyond Daedric comprehension).[5][38]Lyranth the Foolkiller once noted that even "the lowestBanekin has a more developed sense of the Aurbis's scale and nature than your most eminent scholars".[39]

Daedra are great imitators, and their creations are described as mimicking things found on Nirn in an outlandish or even corrupted way.[40] They are capable of creating seemingly indestructible and mightyDaedric armor and weaponry through dark rituals.[41][6] The Princes have seemingly created several types of Daedra that resemble beings of the mortal realm. TheBeetles,Scorpions,Wasps, andSpiders of Mephala'sSpiral Skein, theCrows of Nocturnal'sEvergloam, and theNightmare animals of Mehrunes Dagon'sDeadlands are some of the more obvious examples of Daedric parallels with the creatures of Nirn.

Many species of Daedra speak a language known as Daedric, the language of Oblivion.[42][43] It is not to be confused with theDaedric alphabet. The tongue is incredibly old and bears some resemblance to the ancientlanguage of Ebon Stadmont, which perhaps even predates Daedric.[42]

Daedra such as Dremora are said to know little of fear and therefore have little use for concepts such as comfort, which are meant to shield one from frights or cares. A Daedra belonging to a clan is said to be bound and shaped by its clan bond, becoming linked to other members of that same clan in purpose and attuned to them. Where others would sense nothing, clan members might perceive each other's secret signs and intentions. It is described as a connection which can never be broken, not even by death, defining a Daedra's essential nature to the extent it should be thought of not as an allegiance but as their very identity. Thus, Daedra will often refer to each other by their clan title, such as "Bladebearer" or "Foolkiller", as one would use a name.[44] The bond a clan has with their sovereign is suspected to sometimes imperil them, it is thought that when a clan's sovereign punishes them severely for failure or the sovereign themself suffers a great defeat, it may impact the clan itself, rendering it "Vanquished". Such Vanquished Daedra are scorned as exiles and outcasts and treated contemptuously.[45] According to Daedric sources, the manner in which the Daedra perceive each other's essence can differ from how mortals view them; sources from Dremora describe them as viewing others of their kind as a "belligerent collision of acute hyper-angles".[46]

Daedra have expressed a diversity of opinions about the existence and nature of the Aedra. TheDremora Lyranth described the Mundus as the "cemetery" of the Aedra, claiming that their original hopes for their progeny were ultimately not achieved due to the foolishness of mortals. Nonetheless, though the creators of Mundus are said to have "died in pursuit of an impossible goal", they are sometimes praised for their immense conviction and admired for having wrought order out of chaos, a "brutal coercion" which even Daedra must deem impressive. By contrast, Magnus and the Magna-Ge are viewed as lowly cowards who fled when things turned dire, and thus made it impossible to ever know what could've been achieved had they chosen to stay and keep helping.[47] Contrasting Lyranth's view, theMazken information broker Madam Whim claimed that no living being existed which could explain the true relationship between the Aedra and the Daedric Princes, and that no information she'd ever come across in her long life indicated the Aedra were anything more than a story mortals told themselves to feel safer in their beds at night.[48]

Though Daedra are usually dismissive of mortals, and interest in them is generally viewed as an oddity, there have been cases of Daedra expressing respect or even love for mortals, to the extent of provoking the ire of their clan for doing so.[44][49][50]

Characteristics[edit]

Vestiges[edit]

The Soul of Dusk, a Daedric animus

Daedra lack an Anuic Animus, also known as a mortalsoul,[51] each one instead possessing a Daedric soul known as aVestige (sometimes also called an Animus).[52] When a Daedra is destroyed, either in Mundus or in Oblivion, its Vestige is banished to the "Waters of Oblivion" and then attracted back to the plane of Oblivion from which it originated.[53][52][54][55] To reflect this, a slain Daedra is often said to have been "banished" or "purged" instead of "killed".[53] A Daedra reforms (or "reconstitutes") according to the pattern within its Morphotype (a concept which seems to be interchangeable with the Vestige, though it more closely relates to the form of a Daedra). They do so usingChaotic Creatia (e.g., theAzure Plasm ofColdharbour).[51] The reconstitution process has been described by at least one type of Daedra as being both irritating and unpleasant. It involves effort on the part of the discorporate Daedra, and can result in minor variations in the final reconstituted form, such as a body part that seems "shorter than it used to be".[56] A Daedric Prince can create a new Daedra by replacing an entity's original Animus with a Vestige, a process which was used to give rise to the originalDaedric Titans.[57]

Vestiges are described as largely immutable and static, incapable of experiencing change in spiritual nature or in certain aspects of character. It is said that they never grow or change, a reflection of their nature as beings who are "immortal" and "forever".[citation needed] This unchanging nature is described as applying even more so to Daedric Princes; the Princes themselves express inability to truly destroy or permanently remove the power of another Prince, even if the targeted Prince desires it to be so. Such was the case with the Daedric Prince Ithelia, who was stripped of her power and rendered "as powerless as a mortal" when first imprisoned, but couldn't be destroyed and gradually regained her power upon being released. Later, when Ithelia willingly relinquished her power to rid herself of her destructive rage, it was determined that her nature as a Prince would always restore her to power and freedom, sooner or later, whether she desired it or not -- also causing the rage to return. This, the true nature of a greater Daedra's "princely disposition", made it necessary for Ithelia to be exiled to adifferent reality due to the existential threat she posed.[58][59][56][60][61]

A Daedra's form and nature are said to be defined by theirNymic, or "incantatory true name" in its one changeless form.[62] According toHermaeus Mora, immortals such as the Daedra do not share the mortal quality of always having a chance to succeed and reach a desired outcome, even when it would otherwise be impossible, and instead would inevitably fail in the same circumstances.[60] This limitation is affirmed by the Daedric Prince Ithelia, according to whom the natural ability of mortals to choose who they are and alter their ownfates—naturally and without the need of magic or divine power—is something of which beings such as herself or her servants are incapable.[59] The Vestiges of Daedra are unlike the souls of mortals, in that they are fettered to existence. Where a mortal might change their spirit's vessel through some basic magic (a change a number of mages have undergone, taking on forms such as that of avoriplasm, a tree, atomeshell, agiant, or even adragon skeleton),[63][64][65][66][67] a Daedra's form cannot defy their Nymic.[62][68] Because of this difference in mutability, even a mortal who's received power from a Daedric Prince to achieve transformation into a "mock-Daedra" remains fundamentally mortal.[58].

Though normally unchanging, a Daedra's Vestige—and therefore its Morphotype—can be altered and given new qualities through vestigial hybridization, a process through which a Vestige is given traits originating from a different Vestige, thus allowing a new type of Daedra to be created. Examples of this process include the creation of theXivkyn byMolag Bal through the combination of elements from both Dremora andXivilai within theVile Laboratory, and the transformation ofValkyn Skoria, who became a being of elemental fire through the addition of elements fromFlame Atronachs to his Vestige by Mehrunes Dagon.[69]

It is possible to trap the animus of a Daedra by magically infusing it into an item.[70] It is not known what happens to a Daedra killed in Aetherius,[71] though it has been suggested that this may be one way to permanently kill a Daedra.[72] While normally considered immortal (even by their own reckoning), a lesser Daedra can experience a form of death through the rare method of its Vestige being changed by aCataclyst, a device designed by theMoth Priest Elegian that permanently merges multiple Daedric Vestiges to create anIncarnate, a more powerful Daedra which is said to be the incarnation of a natural disaster. This effectively eliminates the original identities of the combined Daedra, even though their essence persists.[73][74] There is one known way for a lesser Daedra to be rendered incapable of ever returning, and that is for their own progenitor Prince to consign their essence to nothingness. The DremoraTorvesard met his final end at the hands of his Prince, Ithelia, in this manner.[59]

Some sources claim that Daedra do not inhabit their bodies in the same manner mortals do, but rather their consciousness floats adjacent to their physical form, allowing them to influence it, or even another object, to move as they desire from the outside by exerting their will.[75] Daedra have been known to sometimes possess other beings such as mortals, requiring that they be exorcized. In such cases, the possessing Daedra can be forced out of the body it is occupying and into a physical form through the use of certain holy items.[76] Daedra affiliated withVaermina have been known to infiltrate the minds of their target through their dreams, warping their mindscape to influence them or even seize full control, abilities also exhibited by mortals blessed by that Prince.[77][78][79][80] It has been said that the minds of mortals possessed by a Daedra in this manner will never again be fully their own.[81] In some instances, Daedric beings have possessed and animated inanimate objects in addition to living forms.[82] Having a Daedric spirit take over a body is one of the ways in whichnecromancers reanimate bodies.[83] Daedric Vestiges are also one of the means used to animateGolems such asFlesh Atronachs.[84][85] Daedric Princes will occasionally possess a mortal body in a similar manner.[86][87][88][89]

Emergence and Variation[edit]

An Aureal and Mazken (Skyrim)
A Daedra Lord (Battlespire)

Daedra come in many forms. Undoubtedly there aretrue Daedra (called Greater Daedra),[90] such as the Daedra Princes,Daedric Lords, andDemiprinces.[91] There are manylesser beings known to be in league with these greater powers, such as the highly intelligent Dremora.[38] but whether each type constitutes actual Daedra is unknown.[4] It is known, however, that Daedra such as Dremora see other lesser Daedra like Banekin andClannfear as pests, similar to how mortals viewrats onNirn.[39] In addition to this, the Daedra operate in different ways. Some Daedra are shaped by their Prince's will, such asAurorans orCrow Daedra, while others such asAtronachs may eschew all formal ties with the Princes. Most Daedra lie in between, such as declaring allegiances based on whoever has the greatest will.[39]

Daedra can arise through a variety of processes. According to the Mazken Madam Whim, a renowned information broker operating out ofFargrave, the original formation of theVestiges of lesser Daedra is generally the work of a progenitor Daedric Prince, who forms them out of the Creatia of their realm and sets their nature and path at the time of their making.[48] There have been cases of lesser Daedra that were created by their progenitor Prince to accomplish a specific purpose or task, such as the scions of Ithelia, who were created by their Prince to help avert her foreseen imprisonment after a conflict with the other Daedric Princes.[59]

There have been cases of Crow Daedra being formed out of the feathers of aDaedra Lord.[92]Mind Terrors are said to be the dreams of a Daedric Prince made manifest as Daedric beings.[93] Some sources claim that theMagrus formed his children, theMagna Ge, by himself out of "pure aether", with at least one of two of those aether formed beings going on to become Daedra, the Daedric PrincesMeridia andIthelia.[27][94] Other accounts describe how the interplay of the spirits itself can increase their numbers.[3]

Powerful Daedra can use their Nymics to create beings that serve as their extensions, or even to replicate themselves. Following thePlanemeld in2E 582,Tho'at Replicanum, aDaedra Lord who had taken on the form of "vivified ink", invaded theInfinite Archive in search of something. Tho'at splintered her Nymic and imbued it into the tomes of the Archive, allowing her to create a potentially infinite number ofMaligraphies, Daedric fascimiles of vivified ink that replicated the creatures and objects described in the texts that spawned them, extensions of Tho'at herself. In addition to creating Maligraphic copies of the creatures in the tomes, by the time action was taken to banish her, Tho'at had already replicated herself hundreds of times across the Archive. Though replicas, each Tho'at Replicanum copy had a slightly different Nymic, so they were all separate beings to one another, and different Nymics had to be gathered to banish each.[95][96][97]

The souls of Khajiit are described as having unique qualities, an innate duality or choice to be made not found in other souls, which is what allows for their transformation intoDro-m'Athra, dark spirits who have been described by the Daedra themselves as "bizzare mutants" of a Daedric nature. It is said by master necromancers that to view Dro-m'Athra as either just a form of Daedra or as just corrupted mortal souls is not quite accurate.[98][39]

Just like with other beings, each reality along theMany Paths contains its own version of each entity, be they mortal or Daedric. Even deities such as the Daedric Princes have their own alternate versions within the realities. These alternate versions are said to be "reflections" of one another, different in some ways, like images in a cracked mirror, but originating from the same seed. There is at least one reality where concepts such as magic or Daedra do not exist at all.[59]

Procreation[edit]

Lurker Spawn, an example of daedric young

Unlike mortals, Daedra do not typically reproduce or endure the process of giving birth, and consider the mortal way crude, messy, or boring.[99][100][101] Dremora are said to have no parents.[102] The mortal words for parents, such as "father", instead have a meaning more akin to "creator" or "master" inOblivion.[101] Despite this, some Daedric beings, usually those that resemble Nirn's creatures, do reproduce in more conventional manners, such asNocturnal'sCrow Daedra, who lay eggs to hatch more of their kind.[103][104] Similarly,Skein invertebrates also produce their own young.[105][106] Clannfear andnightmare animals exist in juvenile forms and do grow up to adulthood, but whether they reproduce normally or are created young is unknown.[107][108]Lurkers are an example of a truly unique Daedra known to have aquatic spawn.[109][110]

Demiprinces are described as the Daedric offspring of a Daedric Prince orDaedra Lord and a lesser entity such as a mortal. They are said to emerge from a unique conjoining of purestcreatia from the realm of a Daedric Prince or Daedra Lord and "something more", including either the essence of asoul in case the other party is a mortal, or an influence more esoteric and hard to put in mortal terms. The formation of a Demiprince is always an intentional act on the part of their Princely parent, and can not occur by accident.[48] Though their origins lie with one of the Daedric Princes or Daedra Lords, some Demiprinces likeFa-Nuit-Hen are also described as having existed since before time began, as is by and large the case with greater Daedra. In addition, a Demiprince that is considered scion of a Daedric Prince doesn't always arise from the creatia of that Prince's realm originally, as Daedric Princes have been known to adopt other spirits as scions. Some sources claim Fa-Nuit-Hen is one such Demiprince, adopted byBoethiah, as no spirit could continue claiming to be a Prince's scion for so long without that Prince's approval.[91][48]

Nymics[edit]

ANymic, or "incantatory true name", is described as a "pattern or formula that defines the being created when it manifests itself from the eternal chaos of Oblivion". It is said to define both the form and the overall nature and role of a Daedra, shaping it perpetually into one changeless form for all time. Thus, the Daedric Prince Mehrunes Dagon is defined as a god of destruction by his own Nymic and can't simply choose to be something else; if he is banished, he is reconstituted exactly as he was before because he is bound to his portfolio eternally.[62]

A Daedra's overall true name can be comprised of multiple types of Nymics. A "protonymic" is the description of a kindred of species for creatures that lack self-awareness. A "neonymic" is an additional Nymic that more "sophisticated" Daedra, such as Dremora,Skaafin, orWatchers, have in addition to their protonymic. A "tribunymic" indicates clan affiliation and a "hieronymic" a Daedra's rank within it. Greater Daedra, such as the Daedric Princes, possess additional layers to their Nymics, such as the potent "egonymic", which lesser Daedra lack and of which they are largely unaware. The more complex and greater a spirit, the more Nymics it has—and the more difficult it becomes to interact with its true name via magic.[111][112]

Other Characteristics[edit]

Some sources describe Daedra as not requiring sustenance in the form of food or drink, and as being unchanging beings that require no sleep.[113][75] Despite this, many Daedra have been observed eating. Accounts from the Daedra themselves also describe how they do not normally dream, and that for them to experience a dream is something that can only occur when some external influence is at work.[114] Some sources theorize that Daedra feed off mortal emotions such as fear, hatred, or desire.[115]. This phenomenon has been linked to Daedra Lords such asHollowjack, who is said to derive metaphysical power from feeding on the fear of all mortals praying for divine intervention,[116] and as a result grows stronger with time.[117]

According to Hermaeus Mora, the imprisonment of the Daedric Prince Ithelia was achieved by her being entirely forgotten.[60]. Her servantTorvesard theorized that it was the memory of her existence being restored, even to a few, that allowed Ithelia to start regaining her strength and escape.[114]

Daedric Princes[edit]

Molag Bal (ESO)

Daedric Princes (also known asDaedric Regents,Daedra Lords,Demon Lords of Misrule,Lords and Ladies of Oblivion,Dark Princes,gods of torment, orThe Greater Princes) are the most powerful of theDaedra, and thus most commonly worshipped asgods. Each has a particular sphere, which it is said to govern. In all, there are seventeen powerful Princes known to mortals:Azura,Boethiah,Clavicus Vile,Hermaeus Mora,Hircine,Jyggalag,Malacath,Mehrunes Dagon,Mephala,Meridia,Molag Bal,Namira,Nocturnal,Peryite,Sanguine,Sheogorath, andVaermina. Another Prince,Ithelia has been forgotten by all but Hermaeus Mora and theVestige.

Each Daedric Prince, with the exception of Jyggalag, is said to have their ownplane ofOblivion, formed out ofChaotic Creatia, over which they have control, with the realms themselves being extensions of their masters. It is said that Oblivion realms can be infinite in size and shape, and that all proper Oblivion realms, such as the main realms of each Prince, are infinite in scale. The realm of each Prince is said to be fundamentally shaped and curated by their will and change to accommodate their slightest whim, to the extent that it has been said by some that the Prince is the realm and the realm is the Prince. Though for most Daedric beings creating a realm is an enormous undertaking as it requires enormous will and power, the Daedric Princes are said to possess such might that in ages past they formed vast and practically limitless domains around the initial seed of their realm. As such some of them are known to also have sway over Adjunct Realms or border realms, such as theInfinite Archive of Apocrypha, which lie within their plane's "greater fabric".Some of these border realms have been described as having extensive or even infinite scale, and not lying within the same time and space as their Prince's main plane.. Indeed, according to Sotha Sil, were a Prince to simultaneously invade the realms of the other Princes to seize the power within through the use of something like theCrystal Tower, they'd gain infinite power through the infinite connections made. The limits on their planes, powers, and influence are not readily understood, as there are over 37,000 other planes (such as theSoul Cairn and theChimera of Desolation, as well as chaos realms and pocket realms) over which they are not known to exert control, and indeed there exists far more than that, with accounts from the Daedra describing the minor realms in Oblivion as overall being infinite in both number and complexity.. The planes of Oblivion are said to exhibit infinite variation, much like the Daedra that inhabit them, thus it is said they share little in common, being "the very definition of change and variation, manifesting all possibilities, and validating all understanding and misunderstanding". Indeed, it is said that what the mortal senses perceive while in an Oblivion realm is crafted from illusion and metaphor, the result of their mind attempting to make sense of the surrounding chaos. Because of this phenomenon things like the "grass" one might perceive while in an Oblivion realm are actually just the memory of that thing as interpreted by the mortal mind. The smaller planes are said to often "twist into hyperogonal paradoxes" in an attempt to resist any sort of order being imposed on them, or wink in and out of existence, making it difficult for Daedra to gain a foothold there. The term "pocket realm" is said to refer to any minor plane of Oblivion, whether it is autonomous from the rule of a Daedric Prince, semi-autonomously under the rule of a Prince-appointed "functionary", or fully incorporated by a Prince. The realms comprising Oblivion are described as being part of a different universe or a different dimension in relation to Mundus.

Daedric Princes are bound by thePact Primordial, an ancient treaty which prevents interdimensional incursions from one Prince into the realm of another. Certain rites such as those that exist within the Tormenting EyeBlack Book can open specialportals that allow for the Pact to be circumvented so a Prince can enter another's realm uninvited, when combined with methods such as possessing a dead mortal body. The ten Princes that are signatories of theColdharbour Compact with Sotha Sil have also had restrictions placed upon their ability to directly interact with Nirn, being able to manifest directly only when called by certain intermediaries such aswitches or sorcerers. As the Compact binds both ways, with the other party being all mortals, this has also placed restrictions on mortal travel to the realms of those Princes.

The Daedric Princes seem to view Men and Mer as little more than minor amusements, occasionally applauding the actions of mortals when they exceed their expectations. They do not know the mortal sense of "good" and "evil", and usually have extremist tendencies, which is why Men and Mer fear them greatly. However, several princes do seem to take genuine pleasure in tremendous acts of devastation, in particular Boethiah, Molag Bal, Vaermina, Mehrunes Dagon, and Peryite.

Although the beings are considered evil by most, they are widely worshipped in the realms ofTamriel. Elaborate shrines are created to honor the Daedra as gods. They often take a keen interest in their worshippers, and it is speculated that this is either because of the obvious ego-gratification of being somebody's god, or because the Daedra like to keep an eye on potential future subjects (assuming people of demonic disposition enter Oblivion after death, that is; there are as many afterlife theories as there are religions in the world). Mainstream religious authorities discourage Daedra worship, and often mount witch-hunting expeditions to drive out Daedra worshippers from the local area. During these encounters, they are often surprised at the marginal sanity that comes of worshipping the Daedric Princes. For the most part, however, dealing with the Daedra, one gets the distinct impression of being mused over as a person peering under an upturned rock may momentarily wonder at the lives of the bugs living ignorantly there. For more information, seemain lore article.

Lesser Daedra[edit]

The Daedric Princes are only the most powerful of the Daedra, and many of them have many servants known generally as lesser Daedra (not to be confused with Daedroths, a specific type sometimes referred to as simply "Lesser Daedra"). Much like theplanes ofOblivion which they inhabit, the Daedra are described as being overall infinite in their variation.[118] Even though many lesser Daedra are associated with a Daedric Prince in particular, in reality, any individual Daedroth can serve any Daedric Prince by taking part in an "Oath Bond", while others stay unaligned, though the specifics are characteristically unknown.[5][6][38] Some are in service to mortals.[6] For example, theDunmer have been known to use Daedra as servants and instruments,[6][119] as have many other cultures,[120][121] and the Ayleids employed entire armies of Daedra in their wars against men.[122] Daedra are often summoned and used in the study of magic; of course, the school ofConjuration deals specifically with connecting one's mind with a Daedroth and compelling its appearance in the mortal plane.[4][123] For information on mortals summoning such Daedra, see the bookDarkest Darkness.

Bestiary[edit]

A Lurker (Dragonborn)

Gallery[edit]

Notes[edit]

  • According toLyranth, theFoolkillers Clan once warred with a minor realm consisting of "laughing mirrors", and noted a realm of "talking daggers" could theoretically exist. This goes to show how many more Daedra may exist than mortals are aware of, as they are said to be "as numerous and distinct as the grains of sand in yourAlik'r desert".[39] The realm ofAttribution's Share is said to be inhabited by "nightmarish creatures" large enough to swallow travelers whole.[124]
  • According to Julian LeFay, the word "daedra" originated from a combination of the word "daemon" as used in computing and Greek mythology, and "Phaedrus" and "Phaedo", two terms associated with Plato.[UOL 5]

See Also[edit]

Books[edit]

References[edit]

  1. ^abcAedra and Daedra
  2. ^Pocket Guide to the Empire, 3rd Edition: Arena Supermundus: The Tapestry of HeavenImperial Geographical Society,3E 432
  3. ^abcdefghThe Monomyth
  4. ^abcdOn OblivionMorian Zenas
  5. ^abcdVarieties of DaedraAranea Drethan
  6. ^abcdefDarkest Darkness
  7. ^The Requisite Book of Daedra
  8. ^The Waters of Oblivion
  9. ^Battlespire Athenaeum — Ronald Wartow
  10. ^On the XivkynPelagius Habor, Council Daedrologist-in-Residence
  11. ^Denizens of ApocryphaCipher Plautis
  12. ^abcVarieties of Faith in the EmpireBrother Mikhael Karkuxor of the Imperial College
  13. ^abThe Mystery of ArtaeumPenewen, Advisor to the Court
  14. ^abcBefore the Ages of ManAicantar ofShimerene
  15. ^Aurbic Enigma 4: The Elden TreeBeredalmo the Signifier
  16. ^Regarding the Ebonheart PactAicantar of Shimmerene, Sapiarch of Indoctrination
  17. ^Discover the Organizations You'll Encounter in Summerset on the officialESO website
  18. ^The Old WaysCelarus the Loremaster
  19. ^Artorius Ponticus Answers Your QuestionsBishop Artorius Ponticus
  20. ^Events ofLight the Dragonfires inOblivion
  21. ^Dialogue from theDrake of Blades inESO
  22. ^Trials of St. Alessia
  23. ^The Sublime BrazierAugusta Purusius, Associate Historian, Imperial Academy of Records and Histories
  24. ^Martin Septim's dialogue inOblivion
  25. ^The Improved Emperor's Guide to Tamriel: ElsweyrFlaccus Terentius,2E 581
  26. ^Words of Clan Mother AhnissiClan Mother Ahnissi
  27. ^abcSpirits of Amun-droAmun-dro, the Silent Priest
  28. ^Great Spirits of the ReachVashu gra-Morga, Chief Daedrotheologist at theUniversity of Gwylim
  29. ^The Truth in SequenceDeldrise Morvayn, Fourth Tourbillon to theMainspring Ever-Wound
  30. ^Children of the RootSolis Aduro
  31. ^Nisswo Xode's dialogue inESO:Murkmire
  32. ^Sul-Xan Fleshripper mount description inESO:Blackwood
  33. ^Kyne's Challenge: A Hunter's Companion: Black Marsh, Daedroth
  34. ^The Annotated Anuad
  35. ^Mankar Camoran's dialogue inOblivion
  36. ^Mythic Dawn CommentariesMankar Camoran
  37. ^Loremaster's Archive - Elder Scrolls & Moth PriestsSister Chana Nirine
  38. ^abcSpirit of the Daedra
  39. ^abcdeLoremaster's Archive - Mehrunes Dagon & Daedra in the Second EraLyranth
  40. ^Wulf Wild-Blood's dialogue inSkyrim:Dragonborn
  41. ^Crafting Motif 14: Daedric StyleSeif-ij Hidja
  42. ^abGrand Maestro Forte's ResearchGrand Maestro Forte
  43. ^Daedric skill inDaggerfall
  44. ^abRynkyus's dialogue inESO
  45. ^On Dremora ClansDivayth Fyr
  46. ^Crafting Motif 63: Dremora StyleLyranth the Foolkiller
  47. ^Loremaster's Archive - Mehrunes Dagon & Daedra in the Second EraLyranth
  48. ^abcdLoremaster's Archive - Malacath and MaelstromMadam Whim
  49. ^Xocin's dialogue inESO
  50. ^Xyria's dialogue inESO
  51. ^abChaotic Creatia: The Azure PlasmDoctor Rhythandius
  52. ^abDylora's dialogue inShivering Isles
  53. ^abThe Book of Daedra
  54. ^The Prophet's dialogue inOblivion
  55. ^Staada's dialogue inOblivion
  56. ^abScruut's dialogue inESO
  57. ^Daedra Dossier: The TitansDenogorath the Dread Archivist, Paragraph 10
  58. ^abLoremaster's Archive - Tamriel's DungeonsDhulef
  59. ^abcdeIthelia's dialogue inESO
  60. ^abcHermaeus Mora's dialogue inESO
  61. ^Leramil's dialogue inESO
  62. ^abcOn the Nature of NymicsDivayth Fyr
  63. ^Sorcerer Rectavius inESO
  64. ^Vorm inESO
  65. ^Orryn the Black inESO
  66. ^Thallik Wormfather inESO
  67. ^Strange Sapling inESO
  68. ^Uldazaan the Heresy-Keeper's dialogue inESO
  69. ^Lyranth the Foolkiller Answers Your QuestionsLyranth theFoolkiller
  70. ^Lyranth's dialogue inSummary Execution
  71. ^Journey to Aetherius quest
  72. ^"Death" of Morphotypical EntitiesDoctor Rhythandius
  73. ^Dothaz's dialogue inESO
  74. ^Lyranth's dialogue inThe Celestial Palanquin inESO
  75. ^abOn the True Nature of DaedraCananmildil, Leading Scholar of Daedrology
  76. ^Events ofThe Obsessed Child inDaggerfall
  77. ^Omen of Betrayal duringGodrun's DreamESO
  78. ^Galthis' dialogue duringVaermina's Gambit inESO
  79. ^Omen of Fear's dialogue duringSir Hughes' Fate inESO
  80. ^Ansuul the Tormentor's dialogue duringWar Within inESO
  81. ^Bogdan the Nightflame's dialogue while possessingKargand inESO
  82. ^Ukaezai's dialogue inESO
  83. ^On Summoning Skeletons
  84. ^Kyne's Challenge: A Hunter's Companion: High Rock, Flesh Atronach
  85. ^Relmyna Verenim's dialogue inOblivion:Shivering Isles
  86. ^Sheogorath duringThe Grip of Madness inESO
  87. ^Azura duringDivine Conundrum andDivine Restoration inESO
  88. ^Vaermina possessing the body ofShelreni Baro inESO
  89. ^Clavicus Vile during the events ofLord of Souls
  90. ^The Origins of Conjuration
  91. ^abTutor Riparius' dialogue inESO
  92. ^Crow Mother's dialogue inESO
  93. ^Ordinator Nelyn's dialogue duringTracking Nightmares quest inESO
  94. ^The Nine CoruscationsStar-Queen Varalias
  95. ^Master Malkhest's dialogue during the questThe Margins of Ire inESO
  96. ^Loremaster's Archive - Infinite ArchiveMaster Malkhest
  97. ^Master Malkhest's dialogue during the questReplication Elimination inESO
  98. ^Vastarie's dialogue inESO
  99. ^Flora and Fauna of the SeverAnthropus Galia, Mages Guild Researcher
  100. ^Spider Daedra dialogue inBattlespire
  101. ^abESO Twitter Lyranth Roleplay
  102. ^Spirit of the Daedra
  103. ^Allereth's dialogue inESO
  104. ^Rugrol's dialogue inESO
  105. ^Skein Wasp andYoung Skein Wasp appearances inESO
  106. ^Skein Spider Hatchling appearance inESO
  107. ^OverheardDremora dialogue inESO:Imperial City
  108. ^Nightmare Wolf Pup pet description inESO
  109. ^Fishing inESO
  110. ^Pulled from the Depths inESO
  111. ^A Summoner's Guide to NymicsCipher Sethali
  112. ^Lyranth's dialogue inESO
  113. ^Dremora Never Die
  114. ^abTorvesard's dialogue inESO
  115. ^Martus Tullius' dialogue inESO
  116. ^Lord Hollowjack's Dread RealmCuilean Darnizhaan
  117. ^Loremaster's Archive - Tamriel's HolidaysThe Impresario
  118. ^Jackdaw Daedrat's description inESO
  119. ^The Anticipations — Anonymous
  120. ^Modern HereticsHaderus of Gottlesfont
  121. ^FeyfolkenWaughin Jarth
  122. ^The Amulet of KingsWenengrus Monhona
  123. ^The Doors of OblivionSeif-ij Hidja
  124. ^Skyrim - The Adventure Game

Note: The following references are considered to beunofficial sources. They are included to round off this article and may not be authoritative or conclusive.

Man
Breton • Giant (Sea Giant) • Horwalli • Imperial • Kothringi • Nord • Orma • Reachmen • Redguard • Yespest
Nedes
Mer
Aldmer • Altmer • Ayleid • Bosmer • Chimer • Dunmer • Dwemer • Lefthanded Elf • Maormer • Orsimer • Snow Elf (Falmer)
Beastfolk
Argonian • Birdfolk • Centaur • Dragonling • Dreugh • Faun • Frost Giant • Grummite • Hadolid • Harpy • Hob • Imga • Khajiit • Lamia • Lilmothiit • Lizard Bull • Mantikora • Minotaur • Sload (Sea Sload) • Yaghra
Goblin-ken
Goblin (RieklingRiekr) • Gremlin • Ogre • Orc
Akaviri
Gods and et'Ada
Ada • Aedra • Celestial • Daedra • Dragon • Ehlnofey • Magna Ge
Spirit
Faerie • Hist • Luminary • Nymph
Nature Spirit
Other

Playable races are marked inbold

Information on these races largely comes from mythical or unreliable accounts, meaning their existence is unconfirmed
Bestial
Elemental
Humanoid
Vermin
Amorphous
Greater Daedra
DaedricConstructs
Unclear / Disputed
Related
Princes
See Also
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