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A '''Daedra''' is a [[divine]] creature from [[The Elder Scrolls]] computer games series by [[Bethesda Softworks]]. Although the creatures are mostly evil, they are widely worshipped in the realms of [[Tamriel]]. Elaborate shrines are created to honor the Daedra and their gods. The Daedra come in many forms, but all are dangerous foes to the inexperienced adventurer. Although a Daedra's physical form can be destroyed, they cannot be truly killed; the soul of a slain Daedra returns to the flames of Oblivion until it is able to return to the physical plane once more.

The Daedra are the undisputed masters of craftsmanship, creating seemingly indestructible armors and the mightiest of weapons through dark rituals. The Daedric weaponry is forged from the highest quality of raw [[ebony]] (in the world of Tamriel, ebony is a metal as black as coal, refined from volcanic rock). The objects get their power from a Daedric soul, forged into the ebony. The eternal torment of the Daedra can be felt by the wielder of the weapon, making these items suitable only for the bravest and mightiest of warriors.

The Daedra see themselves as a superior form of life to all others and feel generally no need for any alliance or truce with any of the other races of Tamriel; however, there are Daedra in The Elder Scrolls II: [[Daggerfall]], that can be summoned under certain conditions. The summoned Deadra will then give the summoner a quest or task to fulfill. The quest, once completed, will be richly rewarded. Mostly these tasks are merely for the entertainment of the Daedra.

==Daedra Lords==
Daedra Lords (sometimes referred to as "Daedra Princes") are the most powerful of the Daedra, and thus most commonly worshipped as gods. Each has a particular sphere, which it is said to govern. The various Daedra Lords and their spheres are listed below.

Azura, whose sphere is dusk and dawn, the magic in-between realms of twilight, known as Moonshadow, Mother of the Rose, and Queen of the Night Sky.

Boethiah, whose sphere is deceit and conspiracy, and the secret plots of murder, assassination, treason, and unlawful overthrow of authority.

Clavicus Vile, whose sphere is the granting of power and wishes through ritual invocations and pact.

Hermaeus Mora, whose sphere is scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory.

Hircine, whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase, known as the Huntsman and the Father of Manbeasts.

Malacath, whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse.

Mehrunes Dagon, whose sphere is Destruction, Change, Revolution, Energy, and Ambition.

Mephala, whose sphere is obscured to mortals; known by the names Webspinner, Spinner, and Spider; whose only consistent theme seems to be interference in the affairs of mortals for her amusement.

Meridia, whose sphere is obscured to mortals; who is associated with the energies of living things.

Molag Bal, whose sphere is the domination and enslavement of mortals; whose desire is to harvest the souls of mortals and to bring mortals souls within his sway by spreading seeds of strife and discord in the mortal realms.

Namira, whose sphere is the ancient Darkness; known as the Spirit Daedra, ruler of sundry dark and shadowy spirits; associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion.

Nocturnal, whose sphere is the night and darkness; who is known as the Night Mistress.

Peryite, whose sphere is the ordering of the lowest orders of Oblivion, known as the Taskmaster.

Sanguine, whose sphere is hedonistic revelry and debauchery, and passionate indulgences of darker natures.

Sheogorath, whose sphere is Madness, and whose motives are unknowable.

Vaernima, whose sphere is the realm of dreams and nightmares, and from whose realm issues forth evil omens.  

== Other Daedra ==

Daedra come in many different forms, with the Princes representing only the most powerful of Dremora. A few common types are as follows:

* '''Scamps''', are tiny Daedric beings, rather unintelligent, who often enter into the mortal world to cause mischief and carry out errands for their Princes. It is not known whether these beings were ever mortal creatures, or if they are simply created ''as-is'' by the Princes for purposes of servitude.

* '''Atronachs''', otherwise known as Golem, are empty-headed beings, without conscious self-awareness, the sole purpose of which is to obey orders given it by a creator or master.

* '''Ogrim''' are enormous Daedra with very little intellect, but which are chiefly sent into the mortal world to menace living things for the amusement of Daedra Princes.

* '''Dremora''': Lesser Dremora are highly intelligent Daedra who were likely ignoble mortals during life, as as such, not worthy of any sort of the station or recognition accorded to greater Dremora such as the Princes, who are sometimes thought to have been greatly evil men and women in life.

From the book '''Darkest Darkness''' we read of these lesser beings that mortals can summon and control some of them, although it seems more likely that the higher Daedra such as Dremora are simply "lending out" their servants to worshippers and followers:

''"Most Daedric servants can be summoned by sorcerers only for very brief periods, within the most fragile and tenuous frameworks of command and binding. This fortunately limits their capacity for mischief, though in only a few minutes, most of these servants can do terrible harm to their summoners as well as their enemies. 

Worshippers may bind other Daedric servants to this plane through rituals and pacts. Such arrangements result in the Daedric servant remaining on this plane indefinitely -- or at least until their bodily manifestations on this plane are destroyed, precipitating their supernatural essences back to Oblivion. Whenever Daedra are encountered at Daedric ruins or in tombs, they are almost invariably long-term visitors to our plane. 

Likewise, lesser entities bound by their Daedra Lords into weapons and armor may be summoned for brief periods, or may persist indefinitely, so long as they are not destroyed and banished. The class of bound weapons and bound armors summoned by Temple followers and conjurors are examples of short-term bindings; Daedric artifacts like Mehrunes Razor and the Mask of Clavicus Vile are examples of long-term bindings."''

== A Dremora's Letter ==

A rather rare and somewhat apocryphal finding; a document has surfaced which claims to be the attempt of a Daedric being to communicate frankly with mortals, and while it is not known whether it is genuine, it does seem likely along the lines of what Daedra might actually think, based on mortal knowledge of them and their history of behavior towards mortals:

''"Dremora's Letter

How you should know us. 

'''DEATH, DEFEAT AND FEAR''' 

We do not die. We do not fear death. 

Destroy the Body, and the Animus is cast into the Darkness. But the Animus returns. 

But we are not all brave. 

We feel pain, and fear it. We feel shame, and fear it. We feel loss, and fear it. We hate the Darkness, and fear it. 

The Scamps have small thoughts, and cannot fear greatly. 

The Vermai have no thoughts, and cannot fear. 

The Dremora have deep thoughts, and must master fear to overcome it. 

'''THE CLAN BOND''' 

We are not born, we have not fathers and mothers, yet we have kin and clans. 

The clan-form is strong. It shapes body and thought. 

In the clan-form is strength and purpose. 

'''THE OATH BOND''' 

We serve by choice. We serve the strong, so that their strength might shield us. 

Clans serve by long practice, but practice may change. 

Dremora have long served Dagon, but not always so. 

Practice is secure when the oath-bonds are secure, and trust is shared. 

When oath-bonds are weak, there is pain, and shame, and loss, and Darkness, and great fear. 

'''HOW WE THINK ABOUT MAN''' 

Perhaps you find Scamps comic, and Vermai brutish. 

How then do you imagine we view you humans? 

You are the Prey, we are the Huntsmen. 

The Scamps are the Hounds, the Vermai the Beaters. 

Your flesh is sweet, and the chase is diverting. 

As you may sometimes praise the fox or hare, admiring its cunning and speed, and lamenting as the hounds tear its flesh, so do we sometimes admire our prey, and secretly applaud when it cheats our snares or eludes pursuit. 

But, like all worldly thing, you will in time wear, and be used up. You age, grow ugly, weak and foolish. You are always lost, late or soon. 

Sometimes, the prey turns upon us and bites. It is a small thing. when wounded or weary, we fly away to restore. Sometimes a precious thing is lost, but that risk makes the chase all the sweeter. 

'''MAN'S MYSTERY''' 

Man is mortal, and doomed to death and failure and loss. 

This lies beyond our comprehension - why do you not despair?"''

[[Category:The Elder Scrolls series]]