Post by ThreeDawg on Dec 10, 2012 12:39:37 GMT -5
Children of Oblivion.
Introduction:
In this book, I will describe in as much detail as possible, aided by illustrations, the biology, abilities and creation of the various species of Daedra as well as their masters. I will begin with the Daedric Princes themselves, followed by their various creations separated into weakest and the mightiest champions of Oblivion.
The Daedric Princes:
Nearly every being on Nirn knows in one way of the Daedric Princes. Each Prince has their own sphere, something with which they are particularly related to. Some despise the princes, other idolize them, some remember them as little more than warning tales spoken in hushed tones as a child from their parents to scare them. But I can assure you all that they are indeed real and have many ways of interacting with this world. But do not be alarmed, they rarely meddle with the affairs of mortals and when they do, they prefer to choose influential figures or mighty champions of the races of Man, Mer or Betmeri as the world is saved from anything similar to the Oblivion Crisis ever happening again, even if it is fresh in the minds of our people.
It was at once possible for a Daedric Prince to manifest in this realm, but as the borders between Mundus and Oblivion have been strengthened it is clear now that this is not possible. However, they may still interfere with Mundus through avatars, rituals, mortal servants or summoned Daedra. The Daedric Princes and their titles are as follows:
Azura - The Daedric Prince of Dawn and Dusk
Azura is the Daedric Princess whose sphere is Dawn and Dusk, the magical twilight between Night and Day. She is one of a very few number of Daedric Princes that could be considered 'good' by mortal definitions, although Azura isn't some holy saint as she has been known to be cruel, yet is more concerned with the well-being of us mortal races.
Azura is one of the few Daedric Princes that has always shown herself or been depicted as female, thus this is the form she is most remembered for. The Prince of Dusk and Dawn has meddled in the affairs of the mortal races throughout history, most notable being her involvement with the Chimer as a teacher and the creation of the Dunmer in an act of revenge. The Khajiit also believe that it was Azura (or in their pantheon Azurah) that elevated their people from the 'Forest People', or Bosmer, of Valenwood. In the Dunmer's New Temple movement, she is depicted as one of its Tribunal, alongside Boethiah and Mephala.
Azura is well known for her prophecies and her Daedric artefact, the soul gem Azura's Star. Her realm is known as Moonshadow
Boethiah - The Daedric Prince of Murder and Deceit.
Boethiah is the Daedric Prince whose sphere is Murder and other such Deceitful actions. Another of his names, the Prince of Plots, is clear in his dealings with the mortal races of Nirn. Boethiah has been known, like most Princes, to take both male and female forms making "him" a clear statement as to the fact that Daedra are genderless beings.
Boethiah is well known for his manipulation of the Aldmeri people, or more specifically those that would become the Chimer, when he "devoured" the Aldmer prophet Trinimac and used his form, but not his voice, to lead the Chimer away from the Aldmeri civilization. In this he taught the Chimer many of the ideals of their civilization and many of the advances in the magical arts or other aspects of their culture are attributed to him.
Boethiah is seen as one of the more lesser-evil of the Daedric Princes as he takes pleasure in watching other races battle, which is often of their own volition. The Dunmer's New Temple worships him as one of the new Tribunal, along with Azura and Mephala.
Clavicus Vile - The Daedric Prince of Wishes and Bargains.
Clavicus Vile is the Daedric Prince whose sphere is the granting of powers, wishes and pacts. Clavicus Vile's sphere may sound to be generous or benevolent but Clavicus Vile always comes out of his pacts and bargains in better shape than the mortals who entered them with him. Recently Clavicus Vile has been suffering from a loss of power, the reason of which is unknown but rumours amongst interrogated Daedra hint that a chunk of Clavicus's own realm was torn from him by Mortals or the soul of a Mortal previously captured by Clavicus. This left a hole into which his energy was dissipating, but it has since been rectified and Clavicus has time to regenerate. This could possibly be related to the Umbriel Crisis of the early Mede dynasty.
Clavicus Vile is well known for his love of souls. Most bargains with this Prince come at a cost of souls, be it captured souls or the soul of the bargainers. Clavicus Vile is also known for his companion, the only Daedric Prince to keep one, the shape shifting, talking, "hound" Barbas. Clavicus Vile himself takes the form of a short, jovial looking, man with horns sprouting from his head.
Barbas and Clavicus Vile are rarely considered “good” or "evil" by the people of Tamriel. His only interactions with Tamriel are in the form of deals with those who seek him out. Although with his aid, and his consent, such deals can be used by mortal worshippers to commit terrible atrocities.
Hermaeus Mora - The Daedric Prince of Knowledge, Keeper of Forbidden Secrets.
Hermaeus Mora, known in the ancient Nordic pantheon as "Herma-Mora", is the Daedric Prince whose sphere is fate, knowledge and memory. The "all-knowing" Hermaeus Mora is the only Daedric Prince to never take Humanoid form. Instead he appears to most as a mass of claws, eyes and tentacles, something out of nightmares.
Hermaeus Mora rarely interacts with the world in any way other than to further his collection of knowledge. Almost considered obsessive over his collection, Hermaeus Mora makes deals of power with people whom can obtain something he wants. However these deals often include a trip into his realm of Apocrypha, which are often one-way as people get lost in the realm, endlessly searching for the knowledge they want.
His notable interactions are in the late Merethic Era and the early First, where it is said he attempted to persuade the Nords into becoming a race of Mer over Man, his reasoning is unknown or if indeed he truly did attempt such.
Hircine - The Daedric Prince of The Hunt, Father of Man-beasts.
Hircine, father of Man-beasts, is a Daedric Prince whose sphere is the Hunt and the Wilds. Although on the outset his sphere seems innocent enough it is far from it. Hircine takes pleasure in the hunt of man and beast, being well known for abducting innocents from Tamriel and hunting them around his realm. One such event, that appears to happen once an Era, is the Great Hunt where Hircine pits various preys against each other, the victor being rewarded handsomely.
Those who worship him often are granted powers unique to Hircine, lycanthropy. These Were-beasts are plagued with bloodlust yet booned with the strength of several men and the aspect of their beast-form. I myself have come across several were-beasts in my time, werewolves, werebears, werelions and even a werecrocodile. The encounters are terrifying if you are on the receiving end of hostilities and not only for fear of your life, but fear that being struck by the beast may infect you with the disease also.
Hircine often takes the form of a large man with bronzed skin and the head of a stag yet he has been known to take the forms of wolf, bear and other great predators all with the horns of a stag.
Sheogorath - The Daedric Prince of Madness.
Sheogorath is well known by his mantle, the Mad God. His name can be taken literally as his sphere is indeed that of madness, insanity and other matters of the mind. His interactions with the mortal races of Tamriel can be blamed for many of the afflictions related to his sphere, including notable cases like the supposedly 'Sheogorath blessed' Emperor Pelagius Septim III, 'the Mad'. Sheogorath usually takes the form of a jovial aged man, wearing the finest regalia and wielding a staff which may or may not be his fabled artefacts the Wabbajack or the Staff of Sheogorath.
When the College of Whispers summoned and interrogated Daedra to discover information they knew on the Daedric Princes they discovered some interesting secrets about the Mad God. Sheogorath was once the Daedric Prince Jyggalag, previously forgotten by most Man, Mer or Betmeri. Jyggalag was the Daedric Prince of Order and with a sphere like that in endless realms of pure Chaos, he became quite powerful and threatened to topple the other Princes. These Princes retaliated, cursing Jyggalag to bare the curse of the Mad God. He would remain as such until the end of an Era where he himself would become Jyggalag and tear his creation, the Shivering Isles, down only to rebuild it again as the Mad God.
Upon the turn of the latest Era however it would appear that a mortal Champion of Sheogorath, blessed with the ability to retain his sanity when confronted with the Mad God, has freed Jyggalag from his prison as Sheogorath and instead taken the mantle of the Daedric Prince, the sphere of the Mad God and the realm of the Shivering Isles. The Daedra say he has melded with the Mad God curse and become one with it, enabling Jyggalag to remain free and Sheogorath to exist separately.
But just how much can you trust Daedra, this all sounds too farfetched. All is quite confusing when in terms of the Mad God.
Jyggalag - The Daedric Prince of Order.
Jyggalag is, as previously stated in the Sheogorath entry, the Daedric Prince of Order has been noticeably vacant from Tamrielic affairs since his first mention in Mer-written texts dating back to the Merethic Era. However a recent Cult of Jyggalag has formed and their ability to conjure Daedra unlike those we have seen within recent centuries suggests that Jyggalag has returned. Little is known about his appearance, other than his crystalline suit of armour that contrasts starkly to the black and reds of other Daedric armourments.
In this case perhaps the Daedra interrogated in the Sheogorath entry are correct, or they are covering up something or even do not know themselves and simply go by Daedric rumours. However it would appear Jyggalag has returned with his Daedric servants the Knights of Order to work alongside the Cult of Jyggalag, or the Cult of Order as it is otherwise known, to bring Order to Tamriel and Oblivion. Mortal followers of Jyggalag are known as Priests of Order and wear robes adorned with the crystalline armours of the Knights and the Obelisks used to summon them.
It should be noted that Jyggalag hasn't responded to any summons or invitations to parlay with the Synod. His mortal followers adhere to his Sphere of Order but what this means is not as nice as Order sounds. The Priests of the Cult, following this Daedric vision of Order, destroy and conquer with their Daedric Knights. Thankfully the cult is only Small and constant efforts by Imperial, Aldmeri and other native militias or mercenaries seem to be enough to keep this widely-illegal cult in check. Nobody wants a repeat performance of the Oblivion Crisis.
Malacath - The Daedric Prince of Curses.
Malacath, the Daedric Prince of Curses, the Cursed and the Spurned. His Sphere is based around the patronage of these lower castes or unlucky individuals. His plane of Oblivion is known as the Ashpit where all is ash, vaporous and claustrophobic.
The creation story of Malacath is one of the most interesting aspects of him. Ancient Aldmer tales tell of Trinimac, an Aldmer Warrior God and defender of Mer, attempting to stop the Prophet Veloth from leading the Chimer (the ancestors of the Dunmer) away from Aldmeri lands. Boethiah, who was angered by Trinimac's teachings and saw in the Chimer a way to gain faithful followers, 'devoured' Trinimac and used his body to persuade the Chimer to leave the Aldmeri and travel East. From this encounter Malacath was supposedly born of the 'excrement', the broken, cursed and vengeful Daedric Prince who is scorned as lowly by all others.
Trinimac's original followers who remained faithful became the Orsimer, the Pariah Folk, and were thrown from Aldmeri lands as cursed beasts. They joined with other races blessed by Malacath, the Ogre and the Goblin to create Orsinium under the protection of Malacath. It is the form of a well muscled Orc that Malacath takes.
Mehrunes Dagon - The Daedric Prince of Destruction and Change.
Mehrunes Dagon is the Daedric Prince whose sphere is Destruction and the Changed brought by it. The Ambition and Energy of Revolution is also governed under the Sphere of Mehrunes Dagon. The Daedric Realm of the Deadlands is his plane, and the one most seared into the minds of modern mortals.
Mehrunes Dagon was the mastermind behind the Oblivion Crisis, the Mystic Dawn cult of Mortal worshippers that brought about the death of Septim dynasty, the collapse of the Third Era and the near destruction of Nirn. Mehrunes Dagon had his cult open blazing Oblivion gates into his realm, allowing his forces to stream through and destroys the countryside, towns even grand cities like Ald'ruhn in Vvardenfell, Kvatch in Cyrodiil and even toppled the grand Crystal Tower of Alinor. In the finale of the Crisis, Mehrunes Dagon himself appeared in the center of the Imperial City only to be defeated by the intervention of the last descendant of the murdered Septim Emperor and the intervention of the Divines and the Hero of Kvatch.
Dagon although defeated was not destroyed. He was weakened, causing his Realm to shrink in size and his Mortal followers to become hunted throughout Tamriel. But Mehrunes Dagon is still an ever present threat to Nirn, as are his armies of Dremora and their lesser Daedra affiliates.
Mephala - The Daedric Prince of Spiders, The Spinner.
Mephala is an enigma to most mortals. Her Sphere is obscured to us, perhaps because of the nature of it or due to it being out of mortal understanding. The Dunmer, who worship her in their New Tribunal belief system alongside Azura and Boethiah, claim that Mephala's Sphere includes the fate and life of all Mortals, but mostly interferes in matters of Murder, Secrets and Sex.
Mephala isn't consistent with her appearance as other Daedric Princes are. Instead she chooses a form, both male and female, that suits her purposes of seduction in order to ensnare her victims. She usually takes the form of a woman, however, with multiple arms and webs or wing membranes connecting them together.
Mephala's interference in Tamriel doesn't seem to be destructive in nature, however when she does interfere she does so for her own amusement. She finds deceit, murder and treachery to her enjoyment and has been known to turn families against each other. She was also the founding entity behind the ancient Dunmer group the Morag Tong, an order of assassins.
Meridia - The Daedric Prince of Life, Enemy of the Dead.
Meridia is the Daedric Prince whose intensions for Nirn are as enshrouded as her Sphere. Although her Sphere is not completely obscured Tamrielic scholars can only divine that it is the Sphere of Life as she is a staunch supporter for the continuation of Life and the destruction of Undeath.
Although seemingly 'good' by her definition as the Prince of Life and the Enemy of the Dead, she is far from becoming the next Divine. No, Meridia instead is a cold and calculating Lady. The Lady of Infinite Energies has been known to destroy those who cross her, even in the slightest manner. She shows no mercy to those who dabble in Necromancy or those who get in her Champion's way.
Meridia has had little interference with Tamriel since the Merethic Era. The last recorded interference by Meridia was found in an Ayleid ruin, Scholars have found that the Ayleids stumbled across an ancient shrine to Meridia and in doing so incurred her wrath. She sunk the entire city built atop the shrine into the ground. She has hunted Necromancers and the Undead throughout the Eras since, appearing to would-be Champions as a vengeful orb of Light or a shapely yet commanding blonde-haired woman clad in a blue split-legged robe.
Molag Bal - The Daedric Prince of Domination, the Corrupter.
Molag Bal, the Daedric Prince of Domination, is one of the Daedric Princes most believe to be purely 'evil'. His form is that of a bipedal hybrid of monkey and snake, and usually appears in a form adorned with horns, claws, and a long tail. Molag Bal is cold and deceptive and was one of the first Daedric Princes to attempt an invasion of Tamriel in recorded history. His Sphere revolves around the Domination of Mortal souls and the Corruption of those within his grasp. To this extent Molag Bal is always searching for more souls to call his own.
In Molag Bal's first invasion of Tamriel, during the year 2E 583, an explosion of magical means crippled the present day Cyrodiilic Empire. Mages across Nirn died on the spot or went mad, few escaped this mysterious explosion of magicks. In the wake of this devastation three unaffiliated armies formed to wrest the Imperial City, the center of the magical eruption, from the hands of a corrupt Empire. Molag Bal was using the Empire as a facade, using the panic from the magical explosion to erect Dark Anchors. These Daedric artefacts were built on Nirn and worked to merge Nirn with the realm of Coldharbour, Molag Bal's own realm of Oblivion.
Molag Bal's invasion was foiled by Mortal forces, but the Prince is eternal and he merely took it as a minor setback. Since that Era, Molag Bal has been collecting Mortal souls with reckless abandon, through his own Daedric forces or through deals with Conjurers or other power-hungry individuals. The King of Rape is also the father of Vampires and 'pure-blooded' Vampire Lords are the descendants of those gifted by Molag Bal or the descendants of female offerings to Molag Bal who become the 'Daughters of Coldharbour'.
Namira - The Daedric Prince of Ancient Darkness.
Namira, the Daedric Prince of Ancient Darkness, is a Prince whose sphere commands the dark places of morality, the shadows of death and the spirit of Mortals. She is the Prince who is known most to deal with the Dead, mainly their corporeal remains. She is the Prince often linked to spiders, slugs and carrion feeders due to her other names: 'The Mistress of Decay' and 'The Devourer of the Dead'. The tales of her appearance lends itself well to these names: a tall lithe almost Nordic woman with pink skin, ebony black hair and a long robe of similar colour.
Namira is seldom seen taking interest in Nirn throughout recorded history. Her main interests are the conservation of her followers whom are known to prefer remaining in their own cloisters rather than mix with non-believers. These followers often attract those with a taste for the flesh of Tamrielic Races. These 'cannibals' prefer to devour the flesh of those recently deceased, yet prefer robbing graves or pilfering tombs for their meals over murdering others.
Namira is well known for this cannibalistic streak, indeed her Daedric Artefact the 'Ring of Namira' is known to infuse a bloodlust into those who hold it, giving them a crave for the flesh of others. This is said to benefit the wearer as the meal is 'simply divine' and the physiological side effects of cannibalism (for example the Shaking Death) are negated.
Nocturnal - The Daedric Prince of Night.
Nocturnal, the Daedric Prince of Night, commands the respect of thieves across Nirn due to her Sphere which oversees the darkness, the night and the shadows of the day. Her powers bring her followers luck in their nocturnal pursuits, especially to thieves whom she has a soft spot for.
This Prince is seldom seen in the History books, but her followers are present even today. Great legends tell of thieves with mystical powers, of guilds formed under their tutelage. Such legends include the great Grey Fox, who was said to be the best thief in Tamrielic history as he was never caught even after such great heists as the stealing the 'Jewels of the Dunmer Princess'. These legends all link back to Nocturnal in one way or another, be it in the form of Nocturnal gifting her followers with the luck of a master thief or the gift of invisibility or anonymity.
Nocturnal herself appears to mortals as a woman of tanned skin colour with a black hooded and intricately detailed robe. The robe seems to be loose fitting and many claim of the revealing nature of it. But what is most notable about her appearance is the coming of black Nightingales, birds who seem to embody all of Nocturnal's finesse and shadowed mystery.
Peryite - The Daedric Prince of Pestilence.
Peryite is the Daedric Prince of Pestilence, a Prince whose sphere is that of disease, illness and the miseries that come from them. Such a Daedric Prince should be monstrous in appearance, due to Princes generally taking the aspect of their Sphere, however Peryite often takes the form of a Dragon. Albeit a thin, pale, mockery of the majestic beasts we see today. Of course like most Princes Peryite does take other forms, including that of a gathering of rodents.
Peryite is considered by most to be the weakest Daedric Prince by Daedra and Mortals alike. However Peryite can have quite damaging effects on the Mortals of Nirn due to his joy of spreading his 'blessings' to others, willing or otherwise. Unknown to most however he is also the Daedric Prince of Lesser Order and is known as the Taskmaster to most Daedra. As his role as the Taskmaster, Peryite maintains a semblance of 'order' amongst the Lesser Daedra and the many lesser Daedric Realms. His followers also insist on imposing this 'natural order' of things by spreading their pestilence and disease to any within reach.
Peryite is often considered one of the most 'evil' Daedric Princes, due to his want to spread chaos and disease amongst Tamriel's races. His appearances are few and far between but he has indirectly influences almost every Mortal life on Nirn due to many diseases, illnesses and pandemics being of his design and creation.
Sanguine - The Daedric Prince of Debauchery.
Sanguine is the Daedric Prince of Debauchery and Sin. A Daedric Prince who is not wholly evil in his aims but no saint either. Sanguine's sphere is the darker side of Man, Mer and Betmeri. Their lusts, sins, gluttony, greed and sloth. His appearance resembles a regular Dremora, however he is often seen with a glass of wine or ale and wielding a long black staff tapering in a black rose.
His followers embrace his sphere completely, performing such pleasurable acts as drinking, partying and having sex with one another on a daily basis. On the outset this does not seem openly Daedric in appearance, merely amoral. However his followers are, like him, tricksters and jokers at heart and will use Sanguine-gifted spells to harass and prank others.
Sanguine's interferences with mortals are usually aimed at bringing them to their 'darker' passions. His offers of power are often intertwined in a quest to embrace or corrupt individuals of a prudish nature. A sign of this particular Princes joy in what he does.
Vaermina - The Daedric Prince of Nightmares.
Vaermina is the Daedric Prince of Nightmares, otherwise known as the Collector of Minds. This name comes about from the unusual aspect of her Sphere and how she gets her enjoyment from it. Her Sphere is that of Nightmares, Dreams and Psychological Torment. She goes about creating her own amusement by creating and enforcing bad omens through nightmares or dreams. Her other method of torture includes stealing the memories, and even the minds, of mortals.
Her appearance is that a female mage, including deep blue robe and staff. However in reality she is a much more vile being of torment and cruelty. Her followers claim that when Mortals sleep, they often visit Vaermina's realm of Oblivion and converse, or are tortured by, her. They say Mortals do not remember this visit because they forget their dreams, however when one wakes up in cold sweats they have visited Vaermina in her realm.
Those who claim to have seen Vaermina and remember, have no fear of the world. They claim that what Nirn contains is nothing compared to the horrors of Vaermina's realm. Vaermina herself rarely interacts with Nirn and is more concerned with producing Nightmares and causing innocent mortals fear and suffering that can never be explained.
Lesser Daedra:
Lesser Daedra are often found as simple servants to the Daedric Princes and their Greater Daedra masters. Although simple and weak to other Daedra, Lesser Daedra are in fact immensely powerful by Tamrielic standards and even the lowliest Scamp is naturally able to kill any Man, Mer or Betmeri who is untrained in combat. The intelligence levels of these Daedra vary between species. Most are more intelligent than, say, a Dog, yet they are often lacking the culture and independant motivations that categorize the Atronachs and Greater Daedra.
Daedrat;
Little more than pests, these Daedra are largely what their name describes. Small and covered in coarse fur, Daedrats skitter in the caverns and dungeons of almost all Daedric Realms. They appear to be completely unaffiliated with any known Prince, and their singular purpose seems to be as a source of entertainment or hunting practice for the other Daedra.
They’re good little cleaners, though, and will eat almost anything. A common first conjuration, and a useful one for a messy mage.
Fiendroth;
Small, beetle-like, Daedra that can be found throughout most of the Daedric realms. Particularly skittish when alone, these Daedra are relatively harmless and little more than a nuisance. However, particularly large examples of Fiendroths have been known to surprise unwary victims with a hoard of their smaller siblings and, like slaughterfish, will quickly consume the unfortunate soul.
Bones and clothing aren’t safe from a Fiendroth’s jaws, and their skittish nature makes them a more difficult summon for the novice conjurer. A sizeable population exist spread throughout Nirn from conjurations that quickly escape before they are bound, or dismissed.
Hell Hound;
A Hell Hound is a form of Daedra that takes a more canine form, hence the term Hound. A powerful jaw is its main weapon, having the ability to bite an Orcs arm off in one. Of course like all Daedra a Hell Hound is more than it seems, more than a mere beast, and utilise a form of fire magicks that cascade from their mouths like a Dragon.
Hell Hounds are found throughout the Oblivion planes of the Deadlands and Boethiah's realm Snakemount, where he hosts his infamous Tournament of Ten Bloods. On Tamriel Hell Hounds are found after being summoned by conjurers and in a combat situation I would advise the usage of flame resistant enchantment and a good strong sword.
Nightmare Courser;[/u]
An form of Daedra resembling that of one of Tamriel’s breeds of horses. It is an inherently unruly beast, with hooves that course with fire and a temperament to match. They can be found ridden by all kinds of Greater Daedra, but most notably the Dremora who seem to have a caste of heavily armoured ‘Knights’ built around their training and use during war.
‘Wild’ specimens can be found throughout the Deadlands, Snakemount and Coldharbour. Domesticated specimens can be found alongside most clans of Dremora or on Nirn, where they are a useful summon for a journeyman conjurer that doesn’t mind making a scene. A word of warning, the fire given off from through hooves is real - expect burnt rugs, stables and the risk of forest fires if you summon them.
Daedroth;
A Daedroth is a large, menacing, reptilian Daedra. A Daedroth looks strikingly similar to a crocodile, raised on its hind legs and given large claws with which it uses to maim and kill. A Daedroth is well known for being one of the most aggressive and bestial of all Daedra, when given a quarry it will not stop until it or they are dead.
Daedroth are found in the Daedric realms of most Princes but appear to be native to Molag Bal's realm of Coldharbour. Daedroth in combat, as mentioned above, prefer to use their claws and powerful jaws to kill their foes. However they are also known to, on rare occasion, possess the ability of breathing fireballs or utilising poisonous magicks alongside the standard shielding spell that gives them a slight resistance to most forms of damage.
Clannfear;
The Clannfear seems to most like a smaller cousin to the Daedroth and indeed they may be. Their reptilian features coupled with the large, seemingly bone, plate on its head serve to cause fear in their foes. The bone-plate itself is the Clannfear's primary tool of attack, which it uses to crush bones with a simple head-butt.
Clannfears are found throughout the Daedric Realms, similar to the Daedroth, and seem to be native to Mehrunes Dagon's Deadlands. The Clannfears primary attack is physical in nature and their plated head provides them with a defence against physical damage, making melee fighters immediately at a disadvantage when fighting Clannfears.
Herne;
These semi-intelligent Daedra are the largest and most intelligent form of the 'Scamp' Daedra. They are related to the more common Scamp and share a similar build only twice the size. This makes Hernes around the size of an Imperial, yet far more muscular. Hernes can be easily characterised by their bronzed skin, goat-like legs and large curved horns.
Herne have very little resistance to most attacks and a noticeable weakness to shock magicks, like all Daedra. But that does not mean Herne aren't dangerous, they utilise weaponry and armour with proficiency that matches most mortal warriors. Herne are found, alongside scamps, in the employ of Mehrunes Dagon and Hircine.
Morphoid Daedra;
Morphoid Daedra bear a striking resemblance to the Scamp and Herne, so for sake of categorisation I will link them under the 'Scamp' group (named after the more common type of Daedra). A Morphoid Daedra is smaller than a Herne yet bigger than a Scamp and share many characteristics, their one difference being spikes erupting from their shoulders.
Morphoid Daedra are less intelligent than Herne and fail to utilise weaponry. This does not mean one should underestimate them in combat as they are proficient in using their natural magical skills, often summoning fire itself as a weapon. Morphoid Daedra are found alongside their Herne and Scamp cousins in the employ of Mehrunes Dagon and Hircine.
Scamp;
Scamps are the smallest race of their group and the least intelligent, least dangerous and most cowardly of the group. Scamps also share a resemblance to Goblins, albeit smaller and even more feral looking. Scamps are generally found in large numbers, the only way they are capable of taking down a well-trained combatant.
On the topic of combat, it would be easy for anyone trained in a combat or magical art to destroy a Scamp. In the various planes of Oblivion Scamps are a common sight, being that they are easily manipulated, inexpensive to acquire and have a knack for travelling to and fro between the realms and Nirn. This ability makes them perfectly suited for being the tools of various Daedric Princes and Conjurers alike.
Banekin;
A winged variant of the Scamp family of Daedra, Banekins are nasty little brutes that think they’re as big as Daedroths when they’re about the size of a Tamrielic Imp. They’re most often employed by Molag Bal’s followers, found in the realm of Coldharbour or rarely the Deadlands and Coloured Rooms.
Capable of using magick, Banekins can be quite dangerous to the combatant unused to defending against such creatures. I’d always recommend coming at them with fire resistance, as that seems to be their favoured form. Be prepared for them to fly away!
Daedric Crows;
These Daedra are deceptively intelligent, capable of speech and even maintaining their own clans and castes. I only place them under Lesser Daedra for their relative intrinsic power and their place on Daedric internal hierarchy. They appear much alike regular crows, except their eyes glow a deep purple.
They are children of Nocturnal, and can mostly be found amongst her realm and followers. A common summon for journeyman conjurers, Daedric Crows are excellent messengers and lookouts and can make loyal followers. A favourite of hedge mages, witches and Hagravens. ‘Wild’ clans of Daedric Crows have sprung up across Tamriel, where they take to the deepest perches of dark forests, and often steal treasures most valuable. Typically, they are harmless and docile Daedra.
Wraith-of-Crows;
Daedric Crows aren’t much of a threat by themselves, but when threatened a particularly large flock may become a Wraith-of-Crows. These terrifying macabre beings are huge, malevolent entities capable of cleaving a grown Altmer in two. Fighting them is a challenge, as their scythe-like weapons and claws are combined with devastating magickal attacks.
They are the guardians of Nocturnal and her favoured children. Rarely, one can manifest from the den of a coven of witches or Hagravens. They are near silent, except for the fluttering of feathers and creek of twigs, and tend to kill from the shadows. Hundreds of Vigilants of Stendarr have fallen victim to these beasts during witch hunts.
Hunger;
A Hunger is a sickening example of the creativity of the Daedric Princes. Their body appears malnourished, their limbs long and spindly. Their mouth comes forwards into a funnel that houses its long, barbed and powerful tongue. Their name comes from the way they attack their prey, spewing corrosive acids along armour and weaponry that seems to digest it, which makes them appear ravenous.
Hungers are the servants of the Daedric Prince Boethiah, who uses them to punish wayward followers of his and those who wish to interrupt his plans. The Daedric Prince Sheogorath also keeps a number of these mindless Daedra as pets, as they apparently shine to his demented side. To combat a Hunger I would recommend avoiding melee combat, due to their ability to damage equipment and drain the energy from combatants.
Ogrim;
Ogrim are large, ogre-like, reptilian Daedra of remarkably little intellect. They are often twice the size of a mortal, in width rather than height. These massive beasts have a naturally thick skin and very high pain threshold, making them a nuisance to be rid of when they appear.
They appear nothing more than playthings of the Daedra and Malacath in particular, sent to Nirn to pester mortals. In combat I would suggest utilising magicks as these heavy-hitting Daedra are also immune to non-enchanted melee weaponry and their hide is mostly impervious to ranged weaponry.
Vermai;
Vermai are en eyeless version of Daedra that make up for their missing sense with heightened scent and a dramatically increased strength. They are unintelligent, failing to respond to attempts at communication with anything but hostility.
Vermai are found almost exclusively in the employ of Mehrunes Dagon, who uses them as mindless tools of war against the other Daedric Princes and the mortals of Nirn. Vermai are dangerous in melee combat, due to their natural strength and ferocity.
Lurker;
Lurkers are a Daedric species native to Apocrypha, Hermaeus Mora's realm. The lure of this realm means few make it out at all to tell tales of these beasts, but those that do bring tales of giant-sized Daedra, hulking amphibious behemoths with dangling arms and tentacles sprouting from their mouth.
It appears that these Daedra have a slight resistance to magic and they utilise the natural poisonous magicks of their home realm to erode the will, mind and even body of their targets. The recommended method of combating these giant, hulking behemoths is as part of a cohesive team of spellcasters and melee fighters.
Watchers;[/u]
Unusual Daedric entities with bodies comprised of a mass of writhing tentacles and a singular large eye. These large Daedra are very capable at using their magicks to kill attackers, and otherwise will float away to warn their hosts of impending threat - after all that is their duty, as Watchers.
Watchers are most often found in the realm of Coldharbour and Apocrypha, serving their respective lords. They’re a hard summon, so not often found on Nirn except in the presence of powerful Conjurers or particularly troublesome Daedric Cults.
Atronachs:
Atronachs are a curious example of Daedric creatures. They are not as simple as Lesser Daedra as they appear to have their own cultures and ideals that extend across multiple Daedric Realms. Indeed Atronachs appear to be completely unaffiliated with any Daedric Princes or realms, and are often found as frequently wandering Nirn as they are in planes of Oblivion. Of course sometimes a Daedric Prince will manipulate or coerce a group of Atronachs to their own end, often recruiting them as guardians for a realm or a specifically powerful Greater Daedra.
Ash Guardian;
An Ash Guardian appears to be similar to an Atronach only one consisting purely of ash condensed into stone-like fragments. An Ash Guardian appears as a swirling cloud of ash and stone and are often found defending the point they have been summoned to. Ash Guardians are resistant to fire magicks, so in combat I would recommend against the usage of these. Also their natural composition of ash is rather hard to swing a sword at, so they are innately resistant to melee combat.
Ash Guardians appear to be native to the Daedric Realm of Ashpit, ruled over by the Daedric Prince Malacath. They are very rare to find on Tamriel as to be summoned and controlled by a conjurer an item known as a Heart Stone must be employed otherwise they are wild, untamed and dangerous. This often results in failed summoning, leaving Ash Guardians to wander the ashen wastelands of Morrowind and Solstheim.
Fire (or Flame) Atronach;
Often considered the lesser of the Elemental Daedra a fire Atronach is the weakest yet most numerous of the Daedric Atronachs. A Fire Atronach often takes the shape of a small and nimble woman made purely of fire and encased in a light armouring of ebony. Their agile form often causes their prey to assume them weak when in fact a Fire Atronach contains more than enough power to reduce even a well trained warrior to ash. Fire Atronachs also appear to have a deep hatred and rivalry with Frost Atronachs.
Fire Atronachs are often found wandering Tamriel as they are one of the simplest Atronach to summon and often the first one to go wrong. Fire Atronachs also seem to be able to manifest on Nirn at random, unlike other Daedra. This makes them most likely the first Daedra a combatant will fight, a terrifying first encounter at that. When combating Fire Atronachs it is recommended one uses frost based spells or enchantments and has prepared resistances to fire as they not only burn to the touch but cast powerful fire based magicks.
Stone Atronach;
A rare form of Atronach, Stone Atronachs are capable of maintaining their position undisturbed for centuries. Particularly troublesome is their ability to remain almost imperceptible to the untrained eye. They are capable of folding their four legs into their body in such a fashion that it makes them appear just like any other rock, hiding the glowing eyes beneath.
Stone Atronachs are rarely found in the wilds of Nirn. They’re one of the more difficult summons, and the knowledge of the summons isn’t widely known across Conjuring circles. They can most commonly be found while excavating near ancient ruins known to have been host to Conjurers, particularly Ayleid, Chimer or ancient Dunmer ruins, making them a bane to Archaeologists and Scholars.
Iron Atronach;
An unusual Atronach-form, Iron Atronachs seem to be a mixed manifestation of Fire and Earth atronachs. Their hardened body consists of various metals formed around a molten, ever-burning, core. Fighting them is near impossible by non-magickal means, making enchantments or spellwork a must, which is a problem for they are quick to anger..
Extremely rare, these Atronachs are only ever found in the company of master Conjurer's or roaming the deepest depths of ancient halls. I always feel sorry for these manifestations. Their shuddery movements and nature as combined entities implies they suffer from their existence. An unusual emotion to feel for Daedra, I know.
Frost Atronach;
A Frost Atronach is often considered stronger than Fire Atronachs but are less populated and when encountered they are usually alone (or as guards for their conjurer). Frost Atronachs are huge, hulking, Daedra that are almost purely made of ice. This creature makes use of its body as a weapon, having arms shaped like clubs or spears that they use to deadly affect. Rare does a Frost Atronach use magicks but their body often exhumes an icy touch, one that lingers and kills the flesh.
Frost Atronachs, like Fire Atronachs, are found wandering Tamriel due to their own ability to manifest on Nirn or as the mistakes of more powerful conjurers. They are hard to fight and completely resistant to frost based magicks and physical damage but have a noticeable weakness to fire based magicks.
Storm Atronach;
The rarest and strongest of true Atronachs is a Storm Atronach. These Atronachs seem to be the least numbered of all Atronachs and the hardest to summon to Nirn. Of course this doesn't stop Storm Atronachs from manifesting on Nirn themselves. They seem to be feared by most Daedra, which are often weak to shock based spells, something the Storm Atronach does best. The Storm Atronach appears as a collection of rocks and pebbles suspended in the air by bolts of crackling lightning.
Storm Atronachs, being the hardest to summon, are the less seen form of Atronach. If fought they are dangerous to both melee and ranges combatants in that they can deliver a powerful punch (alongside a nasty shock) as well as cast dangerous shock based magicks, the bane of spell users everywhere. I would recommend the usage of any types of magicks other than shock based ones and, if in a melee situation, enchantments of shock resistance.
Shadow Atronach;
I profess, I know little about these unusual forms of Daedra. All I know is that they regularly the realm of Nocturnal, and are often seen by her side. They take many forms, almost seemingly at will, and act as a mirror to the world of Nirn. Their manifestations are all too solid, until they become threatened then as their name suggests they dissipate quickly into shadow. I theorise the only way of killing such a being is through magick.
I’ve no idea how many of these Atronachs exist upon Nirn, nor could I hazard a guess. I’ve seen shadows move freely upon walls only to coalesce as skeevers and run off to deeper darkness. I’ve seen men scared half to death by Senche-like manifestations that roar to life before a torch-bearer only to disperse back into the darkness once the light source is diminished.
Greater Daedra:
Greater Daedra are the more intelligent and stronger beings that inhabit the realms of Oblivion. Often forming clans that hold allegiance to Daedric Lords, these races form complex societies that revolve around particular spheres - most often domination and destruction. Some are more cunning beings, and have even been known to betray one Lord for another. They are difficult summons, and make untrustworthy companions. I advise extreme caution if faced by one of these beings.
Dremora;
Dremora are quite possibly the most intelligent race of Daedra in existence. Dremora have developed their own language, culture and have an extensive history serving the Daedric Princes. Most knowledge of Daedra other than field research often comes from interrogating conjured Dremora. Dremora are more than merely intelligent, they are strong and craft some of the strongest materials in existence through dark magicks and forbidden smithing. They resemble red-skinned, ebony haired men that are well muscled.
Dremora, both male and female, are found in the service of almost all Daedric Princes, even powerful conjurers. They are most remembered for their participation in the Oblivion Crisis on behalf of Mehrunes Dagon, where they were infamous for their strength, cunning and ferocity in combat against Tamriel's denizens. Fighting a Dremora is like fighting any Man, Mer or Betmeri on Tamriel, they are dangerous and clever so aim to cut them down as quickly as possible.
Seducers;
Another race of Sentient Daedra, the ashen-skinned Seducers call themselves Mazken and are most commonly seen in the service several Daedric Princes. Seducers are very similar to Dremora in that they have their own unique language and culture. Seducers, to many, seem an all-female species but males of their species do exist, but are noticeably weaker and thus seen as inferior by the females. Seducers have been recorded with the ability to produce wings from their back, wings which gift them a short hovering distance.
The Daedric Princes that the Seducers serve include: Azura, Meridia, Nocturnal, Sanguine, Sheogorath, and even Mehrunes Dagon although it appears Sheogorath is their original creator and thus they owe him the most loyalty. Loyalty is rare among Seducers, though, as they are well known for betraying even Daedric Princes themselves. When combating a Dark Seducer I would recommend you follow the same guidelines used for fighting mortal combatants.
Golden Saint;
Hardly the saints their name suggests, this sentient Daedric race of golden-skinned warriors are well known for their beauty and combat prowess. Golden Saints are a direct opposition to the Seducers, themselves having a culture and history on par with Seducers and Dremora. Like Seducers, Golden Saints also have male members to their female-dominant society, which are weaker and inferior to the female members.
Golden Saints and Seducers have a long history of warfare and hatred for each other, instigated by their creator Sheogorath whom both believe favour themselves. Golden Saints are highly loyal to Sheogorath, serving him and no other Daedric Prince (bar a few exceptions).
Spider Daedra;
The Spider Daedra is a type of Daedra of the higher order serving under the Daedric Prince Mephala, the Spinner. They are a highly agile species of Daedra that combine the manoeuvrability of their arachnid lower body with the intelligence and spell-weaving power of a humanoid Daedra. At a distance their upper body is scarily beautiful but as the Daedra moves closer a strikingly disgusting female form can be seen atop their spider-like lower torso.
Spider Daedra are adept at combat, their ability to manipulate magicks is mostly shown in their various uses of shock magicks to achieve their goals. Mostly malicious in their intentions I would recommend avoiding this species whenever possible as, even when summoned by mortal spellcasters, they are irrational in their actions. So irrational are the Spider Daedra that even Mephala prefers to use other, more controllable, Daedra for important tasks.
Spiderkith;
A humanoid form of Daedra found almost exclusively in the employ of the Daedric Lord Mephala. These Daedra are cunning and cruel, for they feed upon the denizens of Tamriel while they are alive much akin to Vampires. Entire villages have been known to disappear, only to turn up as exsanguinated corpses around an altar to Mephala.
Often in the company of Spider Daedra and Spiderlings, Spiderkith are powerful mages and adept swordsmen. They are Mephala’s chosen and her most important followers are the only ones capable of summoning these servants.
Nocturnal Shrike;
These tall and pale-skinned Daedra are the favoured companions of Nocturnal and native denizens of her realm, Evergloam. Shrikes are rarely seen outside of Evergloam, except for in the direct service of Nocturnal on Nirn. They manifest as scantily clad and extremely beautiful females, typically wearing only skirts with their upper halves covered by their long hair. Powerful mages, Shrikes are often accompanied by Grevious Twilights and shadowy ghostly entities made from the souls of captured mortals that fell victim to their feminine wiles.
They are caste based, with the more powerful Greater Shrikes forming covens of their own fanatically loyal Lesser Shrikes. Unusually for Daedra, Shrikes are prone to bouts of debilitating melancholy, suggesting that perhaps they all don’t like their lot in life.
Auroran;
An Auroran is a large golden-armoured Daedric creature, or possibly a construct as I have never heard of any evidence suggesting that the armour can be removed from an Auroran. For purposes of categorizing them, and due to the fact that they act more similar to a sentient Daedra than a construct, I shall claim them a Greater Daedra. Aurorans are exceptionally rare Daedra, only occurring in small numbers in certain Ayleid ruins and as larger populations in the Plane of the Daedric Prince Meridia their creator.
In combat I would suggest group combat, as Aurorans often attack in large groups. They rarely use spellwork, a rare trait for a Daedra, instead preferring their Ayleid-style axes and medium-armour to engage in physical combat. They have a noticeable weakness to ranged combat and as such a skilled archer can easily beat these creatures back.
Winged Twilight;
The Winged Twilight is a species of feminine Daedra that serve as the primary forces of the Daedric Prince Azura. Each Winged Twilight is a capable fighter, utilising their natural talents of flight and their highly dangerous claws and scorpion-esque tail. Physical assaults aren't their only offensive means as, like most Daedra, a Winged Twilight has a vast repertoire of spellwork. The Winged Twilights are often seen as the messengers of Azura, carrying out her various plans or bringing messages to her servants.
To this end they are mostly neutral if discovered in Tamriel, too busy carrying out their own tasks to bother with attacking strangers unless provoked. I would suggest that you don't assault a Winged Twilight unless they attack you first, as they are quite a dangerous creature. But if combat is begun I would suggest utilising either magical resistance or heavy armour. A broad sword can always put a Winged Twilight down, as can an arrow to the head.
Grievous Twilight;
A corrupted form of Winged Twilight, these gruesome gargoyle-like creations were initially attributed to Molag Bal, although have found use in the armies of Mehrunes Dagon and Nocturnal. Somewhat dimwitted and very brutal compared to their uncorrupted cousins, these Daedra lack the primary ability for spellwork that Winged Twilights so favour and instead prefer to rip their victims limb from limb.
Grievous Twilights are hard to fight back at range, due to their ability to quickly teleport short distances. They use this ability to flank their victims, making large numbers, shields and heavy armour the better way to face these Daedra.
Skaafin;
Skaafin are the yellow skinned denizens of Clavicus Vile’s realm. They bare a striking resemblance to Altmer, although their heads are adorned with great curving horns. The most ‘civilised’ of Daedra, Skaafin form feudalistic societies in their home realm that are based around the great crystalline cities and pleasing the lords and ladies of the higher levels.
Like the mortal races of Nirn, Skaafin are capable of putting their hands and minds to many professions. Some are warriors, archers, mages while others are cooks, cleaners or procurers of the exotic and mundane ingredients (sometimes even people) that fuel their masters’ whims and desires.
Seeker;
A Seeker is one of the strangest examples of Daedric creation and the most unique Greater Daedra I have noticed in existence. A Seeker has no lower body, instead its torso tapers off into a series of octopus-like tentacles that float aimlessly above the ground. Seekers have multiple arms sprouting from their torso, all of which are fully mobile and serve as much a purpose as mine or yours. Their head is a mass of tentacles which hide its mouth with two small, sharp, eyes perched atop it. The rest of their form, most of which is hard carapace or yet more tentacles, is covered by a series of ragged looking pieces of cloth similar to a number of cloaks.
In combat a Seeker utilises a spell notorious for draining its prey of all will to fight as well as the very health of an individual. A fit man is reduced to a crippled wreck after an encounter with a Seeker and the stress of this spellwork often simply kills the recipient and prolonged exposure to the spell will kill any mortal, serving to only strengthen the Seeker. For this purpose I would suggest magical resistance or shielding when combating a Seeker and long-ranged combatants beware as Seekers are capable of reducing themselves to a mass of dark mist which can travel vast distances within a very short amount of time.
Harvesters;
A Daedric race similar in outwards appearance to a Medusa, the Harvesters are a vicious and dominating race created by Molag Bal. Large and intimidating, these Daedra are usually the commanders of Molag Bal’s Daedric legions. They have been known to infiltrate covens of Daedric worshippers and turn them towards the Prince of Domination. Often where a Harvester goes, plagues of undeath and vampirism follow. They have a penchant for dragging their victims back to Coldharbour, to be tortured and turned into Vestiges.
Harvesters are incredibly cunning beings, using feints and illusion magic to lure combatants into a false sense of security. A strong will and even stronger constitution are required to tackle these fearsome Daedra. Harvesters can be incredibly independently minded, however, and throughout history a number of Harvesters have betrayed their master for other Lords, or even mortals.
Xivilai;
Xivilai are powerful, intelligent Daedra that bare a striking resemblance to unarmoured Dremora. Compared to Dremora a Xivilai is remarkably uncivilised, hardly working alongside each other let alone under the command of another. They are known for their hatred of subordination and their ease of betrayal, traits barely overlooked due to their strength and magical prowess.
Few Daedric Princes seek the service of Xivilai, due to their tendency of betrayal. The one Daedric Prince who seems to have any control over them in Mehrunes Dagon, who utilised them as warriors during the Oblivion Crisis and may well be their original creator.
Xivkyn;
Molag Bal saw first hand the power of the Xivilai clans ruled by Dagon, yet was worried most about their rebellious streak. In an attempt to temper this unruliness, he experimented with merging the vestiges of Xivilai with those of Dremora, the Kyn. These Xivkyn had all the strength of their Xivilai forbears and the obedience and magical aptitude of the Dremora.
Xivkyn make excellent soldiers during wartime, but the Dremora look down upon them as lesser mongrels. Many fall prey to assassinations or murder at the hands of the Dremora, those that do survive go on to be ruthless and powerful champions for Molag Bal or any other Daedric Prince that can win their favour.
Knight of Order;
A rare type of humanoid Daedra that only appears to have come into noticeable light during the last couple of centuries alongside the resurgence of their master, the Daedric Prince Jyggalag. The appearance of a Knight of Order underneath their crystalline armour is unknown, due to the enchantments binding their armour to their bodies.
Knights of Order are found under the direct order of Jyggalag or his mortal followers. Their power and loyalty to Order causes fear in even the more powerful Dremora, who claim that they are so single minded in their goals that they have no capability of individual thought.
Daedric Titan;
Sometime during the late First Era, a dragon fled persecution at the hands of the Akaviri Dragonguard. In an attempt to flee beyond Mundus, the dragon Boziikkodstrun passed into the realm of Coldharbour. Impressed with the display of near-divine power, Molag offered the dragon a place at his side and considerable power over Coldharbour. As dovah often do, the lure of power and domination proved too much for the Dragon and he accepted the deal.
Boziikkodstrun was quickly betrayed, tortured and interrogated in an attempt to break the Dragon. It did not, would not, break and in a fit of rage so characteristic of the Corrupter he was flayed alive. Molag cast the skeleton into the chaotic energy that permeates his realm and reconfigured the bones into something far closer to his image. The first Daedric Titan was born of this, and Molag would go on to create many more from the bones of other Dragons. Like Dragons, Titans are capable of impressive feats of flight and magic, are incredibly hardy and are one of the most powerful forms of Daedra in existence. You have been warned.
Corrupted Beings:
Not all in service of the Daedric Princes are born of the Chaotic Creatia that permeates Oblivion. Some were once mortals, or beasts, born on Nirn and dragged into the slavery of the Daedric Lords.
Dro-m'Athra;
Dro-m'Athra, a Khajiiti name with many translations: Ghost Cats, Dark Spirits, Moon-haters, Namiira's Dark Litter. Their creation is a myth to me, and their presence upon Tamriel is rare and sporadic. So rare, that to many Khajiit they are merely a horror story to scare young kittens into behaving. It is said that when a good Khajiit dies, their souls are taken by Khenarthi to the 'Sands Behind The Stars' but when a corrupt Khajiit, a 'bent cat', dies their souls are taken by Namiira to the Dark Behind The World. These Khajiit souls are corrupted, twisted, as their lives once were, forever cursed to never bask in the moonlight of Jode and Jone. It is said that these Dro-m'Athra exist in this Dark Moon, forever dancing to the silent beat of the Heart of Lorkhaj.
What is known to me, however, is that some ancient Khajiit ruins dotted around Elsweyr are left untouched. They contain the darkness, the corruption, of the Dro-m'Athra and serve as their tombs and prisons. I once saw a possession by one of these dark spirits, or at least a Denmother blamed it on the Dro-m'Athra. The Khajiit's fur grew black and course, his markings grew a dark purple tine and his eyes became soul-less pits. The Denmother blamed the Khajiit for delving too deeply into an old tomb on a moonless night, coming out hearing voices and feeling pain until the change came about him. For fear of the corruption spreading to the rest of the village, the Denmother cleansed the Khajiit's body with song, dance and fire. The Khajiit did not survive, but by the end of it his fur had lost the darkness and she claimed his soul for Khenarthi once more. I was warned that night, that the Dro-m'Athra do not only affect the various breeds of Khajiit, but even Mer and Men have fallen prey to Namiira's whispers.
"For a dro-m'Athra can twist out a bent cat's soul, and send it through the cracks to the Darks. Once it hears the beating of the Heart it, too, will dance bent."
Vestiges;
As you likely know, the inhabitants of Nirn have souls. These souls are capable of becoming trapped in soul gems, so when the body of a mortal or beast is struck down their souls can be taken. Typically this requires the death of the body, for what is a body without a soul but a corpse?
Daedra have no souls, instead they have something called a vestige. It is hard to describe, but think of it similar to an architects blueprint - or a recipe. When a Daedra dies, its vestige travels back to the plane of its creation and undergoes a (horrifyingly painful) process of rebirth where the Chaotic Creatia of the realm forms into a new body based on the recipe of the vestige.
The Daedric Princes have learned a process where they can take the soul from a mortal body and replace it with the vestige of a Greater Daedra. The vestige then reforms to the ‘blueprint’ of the mortal body, making the mortal functionally immortal as the Daedra are. The Vestige, as they are now known, retain the memories and personalities of their previous lives but now only live on in complete and unbreakable servitude. It is said that the Vestiges maintain a link to their souls, and can feel the agony that they go through under Daedric use and torture.
I profess, I do not know if Vestiges can be reunited with their souls for most never have the chance. Typically a Vestige, while immortal, will decay over centuries without proper care. A process made quicker with each death and reformation.
Soul-Shriven;
Soul-Shriven are the name given to the Vestiges that have decayed beyond the point of being recognisable as the individual they once were. These emaciated, blue-skinned humanoids often lack hair and defining features completely. The most functioning Soul-Shriven remain somewhat cognitive and have some of their memories of the past.
As the decay progressive, their cognition falters and their usefulness as slaves for the Daedra ends. Unable to be killed, they are cast out into the dark pits and wildlands of the Daedric realms. Their ability to recognise others disappears, and their bodies enter into a feral state of pure survival. They are easily dealt with for a prepared combatant, owing to their weakened state, but are dangerous in numbers - which is almost always the case.
Hoarvor Daedra;
It is unknown how Hoarvor managed to make it into the service of Mephala, but the Lord of Spiders somehow managed to create a species of Daedra out of the poor beasts. These Daedra are monstrous, half-humanoid, centaur like beasts out of some Daedra’s nightmare.
Hoarvor Daedra are deadly combatants. Their carapace is tough, their spikes deadly and poison-tipped, their claws and mandibles capable of cutting through steel armour. Magick, particularly shock magick, is the best way to tackle a one of these beasts.
Huntsmen;
When a cultist dedicated to the Daedric Prince Hircine signs their soul over to the Prince of Beasts, they enter into a binding contract of eternal servitude in the Hunting Grounds. Tasked with entertaining the Lord of Hunts by engaging the deadliest beasts from across Nirn, the Huntsmen are some of the deadliest fighters that exist in the realms of Oblivion. More than mere mortals, the Huntsmen are truly corrupted. Many bare the marks and appearances of beasts, with antlers, hooves, fangs or snouts. Not quite werekin, but not mortals.
When Hircine’s Wild Hunt takes place, the Huntsmen are tasked with tracking down and killing the Hare, or Hares - unfortunate mortal champions dragged into the Hunting Grounds and forced to fight tooth and nail for their survival. Huntsmen often work alongside werekin, particularly packs of werewolves, and rarely leave Hircine’s realm.
Flesh Atronach;
Some particularly disturbing reports have appeared throughout history of Daedra made from the flesh and skin of dozens of mortals. While similar to Flesh Golems made manifest through necromancy, Flesh Atronachs are true Daedra. They are created through a process similar to Vestiges, making them functionally immortal. Particularly large Atronachs go by the distinction of Colossi.
It troubles me greatly knowing that the bodies of entire villages remain trapped in these manifestations of pure hatred, unable to be freed and forever cursed to return to Oblivion to be reborn anew. Weapons are grafted into their flesh, protective runes emblazoned into their skin and they are forced to watch as their Daedric overlords direct them into battle.