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The Daedra
A Daedroth is a divine creature from The Elder Scrolls computer games series by Bethesda Softworks, and is used with similar purpose within the context of Andurin.

The word is of Elvish origin, and it originally means "not our ancestors" as opposed to Aedra-"ancestors". Technically only the plural is written Daedra, but this word is frequently used in singular as well. Among humans in particular, these creatures are often mistakenly referred to as demons. Daedric Princes are, in fact, mostly not demonic in the conventional sense of the word. All Daedra do have a penchant for extremes and are therefore capable of tremendous acts of devastation, but only Boethiah, Molag Bal, Vaernima and Mehrunes Dagon seem to take genuine pleasure in them.

Although the beings are considered evil by most, they are widely worshipped in a few realms on Andurin. Elaborate shrines are created to honor the Daedra as gods. Mainstream religious authorities discourage this, and often mount witch-hunting expeditions to drive out Daedra worshippers from the local area. Daedra come in many forms, but it cannot always be agreed upon what is what. Undoubtedly there are true Daedra, such as the Daedra Princes and highly intelligent Dremora. There are many lesser beings known to be in league with these greater powers, and it is unknowable whether these constitute actual Daedra or if they are simply Daedric (having to do with the Daedra).

A Daedroth's physical form can be destroyed, but they cannot be truly killed; the soul or animus of a slain Daedroth returns to the void of Sularin until it chooses to return to the mortal realm. The Daedra are undoubtedly greater than are any mortal. They seem to view men and even elves as little more than minor amusements, occasionally applauding when a living thing exceeds an expectation. 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 demons (assuming people of demonic disposition enter the infernal realms after death, that is; there are as many afterlife theories as there are religions in the world). For the most part, however, dealing with the Daedra one gets the distinct impression of being mused over as though a man peering under an upturned rock may momentarily wonder at the lives of the bugs living ignorantly there.

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 Andurin, the word ebony is usually used to mean a specific type of durable metal, refined from out of volcanic rock (though the purest form is allegedly infused with the blood of the Missing God, Illaenth), which takes its name due to an intense shade of black similar to the wood of its namesake; the best ebony mines are located in Morrowind, on the extremely unsafe slopes of Red Mountain). The objects get their power from a Daedric soul, forged into the ebony. The abject hatred, terror and torment of the Daedroth can be felt by the wielder of the weapon, making these items suitable only for the bravest and mightiest of warriors, and in their hands, only for extremely limited periods of time. Long term exposure to Daedric weaponry or armor invariably results with a slow descent into madness.

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 mortal races of Andurin; however, there are Daedra in Mel'Cendia, which can be summoned under certain conditions. There is a popular notion that the summoned Deadra will then give the summoner a quest or task to fulfill and that the quest, once completed, will be richly rewarded. Mostly these tasks are merely for the entertainment of the Daedra. This, however, is not always so, and Morian Zenas, a popular Imperial author and seer, claims that he was able to successfully summon and deal with numerous Daedra without ever being asked to complete a task or a quest. However, this is probably not true of most Daedra summons, and the summoner would do well to consider the consequences of his actions in advance.

Lesser Daedra

The Daedric Princes are only the most powerful of the Daedra, and many of them have many servants known as Lesser Daedra.

Atronachs, also known as elemental Daedra are aligned with a particular element and use this element for magical attacks. Atronachs have no strong connection to any Prince, serving one or another at whim.

Clannfear are reptilian Daedra with a large crested head somewhat similar to that of the triceratops, though instead of two forward-pointing horns the Clannfear has several smaller spikes across its face. They are associated with Mehrunes Dagon.

Daedroth (which may also mean any single Daedra) is a crocodile-headed humanoid Daedra, associated with Molag Bal.

Dremora are spirits of war, noble and deadly. Dremora serve the Daedra Prince Mehrunes Dagon, although this was not always so. They are among the most intelligent lesser Daedra. The most powerful wear Daedric armor, the most powerful armor in existence. Lesser Dremoras appear to wear such armor, but only because they may freely choose their appearance.

Golden Saints appear as half-clad human women of golden-hued skin wearing golden armor. Golden Saints serve Sheogorath.

Hungers are powerful and violent warriors with some magic ability, associated with Boethiah.

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. Ogrim are associated with Malacath.

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. They are most commonly associated with Mehrunes Dagon.

Spider Daedra appear as giant spiders with human torsos, and are associated with Mephala. They are so unruly and irrational that not even Mephala's worshippers will often summon them, for fear that they will disobey her orders.

Winged Twilights appear as harpy-like women with bat-like wings. They are associated with Azura.


Azura (Azure-Uh), 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. Though never obviously deceitful, it is disturbing how she always gets what she desires in the end -- N(G) Thaecian Aspect of Llyndeiras and Elantra.

Boethiah (Bow-Eh-Thai-Uh), whose sphere is deceit and conspiracy, and the secret plots of murder, assassination, treason, and unlawful overthrow of authority. -- NE Thaecian Aspect of Llyndeiras and Gorgauth.

Clavicus Vile (Clavi-Coss Vill-Eh), whose sphere is the granting of power and wishes through ritual invocations and pact. In the past, Clavicus Vile has worked through mortal representatives to gain what he desires. -- LN Thaecian Aspect of Llyndeiras and Solnor.

Hermaeus Mora (Hworm-EYE-Oos Moi-Rah), 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. -- N(G) Thaecian Aspect of Oneiros and Tammara.

Hircine {Herse-Eene), whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase, known as the Huntsman and the Father of Manbeasts. Hircine created the various therianthropic diseases which transform mortals into beasts. They reflect his sphere admirably, hunting at night and being hunted by day. Hircine is a sportsman who enjoys giving his prey a chance for victory, however small. -- CN Thaecian Aspect of Martreus and Elantra.

Malacath (Maul-Eh-Koth), whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse. Malacath was created when Boethiah ate the Aedroth Trinimac. -- CN(E) Thaecian Aspect of Martreus and Tevesh.

Mehrunes Dagon (Meh-Rhunes Dagon), whose sphere is Destruction, Change, Revolution, Energy, and Ambition. -- CE Thaecian Aspect of Martreus and Gorgauth.

Mephala (Mei-Fall-Ah), 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. He/She/It is a hermaphrodite, appearing sometimes male and sometimes female depending on whom s/he wants to ensnare. S/he is responsible for the creation of the infamous cult/society of the Morag Tong. His/her sphere seems to indicate a careful plan carried out through executions, each life a portion of a massive web. -- N Mel'Cendian Aspect of Llyndeiras and Oneiros.

Molag Bal (Mole-Agg Ba'al), 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. -- LE Thaecian Aspect of Solnor and Tharnak.

Sanguine (San-Gween-Eh), whose sphere is hedonistic revelry and debauchery, and passionate indulgences of darker natures. He often appears on the seals and signs of brothels and whore-houses. -- CN(E) Thaecian Aspect of Almaril and Gorgauth.

Sheogorath (Shyo-Go-Ra'ath), whose sphere is Madness, and whose motives are unknowable. Oddly enough, he looks like a banker or financier and carries a pocket watch which does not always appear to tell time as one would expect; this is even more unusual considering pocket watches have never been invented. He savors the act of driving mortals insane or making them perform actions obviously insane. -- CN Thaecian Aspect of Llyndeiras and Hurishta.

Vaernima (Var-Eh-Neem-Au), whose sphere is the realm of dreams and nightmares, and from whose realm issues forth evil omens. Some have also claimed his sphere ties somehow to Torture. -- CN(E) Thaecian Aspect of Oneiros and Gorgauth.
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