• Overview
  • Map
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Quests
  • One-Shots
  • Game Master
  1. Vvardenfell - 2E 583
  2. Lore

Daedra

The Daedra


Daedra as “Demons” in Tamriel

To most mortals, Daedra are synonymous with demons — terrifying, alien beings from realms beyond Mundus. Unlike Aedra, who gave of themselves to create the mortal world, the Daedra kept their essence and remain outside creation, making them immortal, mutable, and fundamentally inhuman. Mortals interpret them as cruel or destructive, but their true nature is alien rather than evil: they embody their Prince’s sphere absolutely, without morality. In culture, Daedra are invoked as bogeymen in children’s tales, condemned from pulpits, or courted by cults for power. For storytellers, Daedra are a flexible archetype: sometimes mindless monsters, sometimes cunning manipulators, but always unsettling forces that break the boundaries of the mortal world.


Portals to Oblivion

Portals to Oblivion are unstable rifts between Mundus and the Daedric realms, often appearing as fiery gates, swirling voids, or tears in reality. Their appearance can be natural, summoned by reckless magic, or deliberately opened by Daedric cults and artifacts. Passing through is always dangerous: mortals risk not only physical harm but also mental and spiritual corruption. In stories, portals provide a dramatic device — a flood of Daedra spilling into the world, or a desperate expedition into Oblivion itself. Storytellers can vary them in scale, from hidden doorways in caves to world-shaking invasions, but they should always feel perilous, unnatural, and awe-inspiring.


Common Daedra

Scamps

Scamps are small, mischievous Daedra resembling twisted imps, often summoned as messengers or expendable troops. They chatter in guttural voices, mocking mortals even as they attack with fire and claws. While weak individually, they swarm in numbers and delight in cruelty, making them dangerous pests in battle. Cultists use them as servants or distractions, while Princes treat them as expendable pawns. In storytelling, scamps are perfect as early encounters — dangerous enough to cause trouble, but also comic in their cowardice and chatter.

Clannfear

Clannfear are reptilian Daedra with bony crests and hooked beaks, moving like hunting lizards. They are brutal shock troops, prized for their speed, resilience, and savage charges. Unlike scamps, they lack guile — they are driven by instinct to hunt, maul, and crush. Summoners use them as war-beasts, but once unleashed they are difficult to control. In stories, clannfear embody primal aggression, serving as terrifying hunters in dungeons or battlefield beasts.

Daedroth

Daedroth are hulking reptilian Daedra resembling crocodiles or scaled ogres, standing on two legs with snapping jaws and claws. They are strong, brutish, and often breathe fire, making them devastating opponents. Worshippers of Molag Bal and Mehrunes Dagon favor them as symbols of raw, destructive power. Despite their monstrous appearance, Daedroth are not mindless: they can obey commands and even taunt mortals in guttural voices. In storytelling, Daedroth embody overwhelming physical danger, the monstrous “demon” archetype that makes mortals quake.

Atronachs

Atronachs are elemental Daedra, summoned embodiments of flame, frost, storm, or earth. They lack true personality and exist only to manifest destructive energy, but they are reliable and predictable compared to other Daedra. Mages often summon them as expendable servants or guardians, and cults use them to display their Prince’s power. Their presence is a reminder of Oblivion’s raw elemental chaos seeping into Mundus. For storytellers, atronachs are versatile: a flaming sentinel in a shrine, a storm-wreathed guardian of a portal, or simply a visual marker of Daedric corruption.


The Higher Daedra Civilizations

Beyond the common Daedra are more organized and intelligent races that serve directly under Princes, forming hierarchies and armies.

  • Golden Saints (Aureals): Proud, militant Daedra who embody rigid order, loyalty, and martial discipline. They serve as guardians and commanders, often cruel but unwavering in their devotion to their Prince.

  • Dark Seducers (Mazken): Equally disciplined but more subtle, Seducers embody temptation, deception, and shadow. They act as spies, manipulators, and sometimes commanders, delighting in mortal weakness.

  • Dremora: The most iconic Daedric warriors, bound to Mehrunes Dagon, known for their hierarchy, martial culture, and ruthless efficiency. They are intelligent, disciplined, and often act as generals or officers in Daedric invasions.

  • Xivilai: Hulking, intelligent Daedra who combine physical power with cunning, often commanding lesser Daedra. They are mercenaries within Oblivion, serving multiple Princes when it benefits them.

These “civilized” Daedra provide storytellers with more than monsters: they are villains, generals, negotiators, or rivals. Their strength lies not just in combat but in their ability to command, corrupt, and mirror mortal hierarchies in twisted, alien ways.


Storyteller’s Note:
Daedra are endlessly adaptable to narrative needs: they can be swarms of mindless foes, cunning lieutenants of a Prince, or unsettling allies whose help comes at a price. Their role in Tamrielic stories is to break normality — whenever Daedra appear, reality itself feels thinner, stranger, and more dangerous.