Daedra princes in skyrim on the map. All Skyrim Artifacts and Daedric Princes

Black Star

When traveling through Skyrim, ask innkeepers about rumors in city taverns (for example, Hulda in the Prancing Mare, in Whiterun). You will learn that after the flight from Morrowind, the dark elves built the sanctuary of Azura in Skyrim. A marker will appear on the map indicating its location, and the first goal will be to visit this temple.

Atop a snow-covered mountain near Winterhold, you'll find a lone priestess named Arania Ienith, who spends her time praying to Azura. Seeing you, Arania will say that your appearance was destined by fate. Talk to the Dunmer and agree to help her find the elven magician from her visions - the one who "is able to make the brightest star blacker than the night." She will suggest that the mage should be sought in Winterhold.

Call of Boethiah

The first thing to do to get started is to reach level 30. Most likely, after this, a cultist will attack you on the road, who will have the book "Trial of Boethiah" with him. Reading this tome starts the quest by adding a marker to the map that marks the sanctuary of Boethiah. The book can be obtained in several other places: this is the post of Septimius Segonius (location available through the main story and Hermaeus Mora quest), an abandoned house in Markarth (quest Molag Bal), and if you missed the book in an abandoned house, you can also remove it from the corpse of the priest of Boethiah, moving further on the same task. However, the easiest way is not to fool around with the book, but to go straight to the sanctuary of Boethiah in the snow-capped mountains east of Windhelm. However, do not bother to do this until level 30 - there will not be a single living soul in the location.

Walking nightmare

The inhabitants of Dawnstar lost their peace at night - they are overcome by nightmares. And here and there you can hear whispers about an unknown curse that has descended on the city. Both the jarl and the guards are concerned, but no one has any idea what is going on. More precisely, there is one Dunmer, a priest of the good Mara, who knows everything and is looking for a hero who can help him. Head to the Windspike Tavern and look for Erandur. It turns out that the nightmares are nothing but the tricks of Vermina, and all this is connected with what is happening in the temple of the Nightcallers. You have to go there and find out what kind of indecency is going on there.

With obaka - friend of the daedra

It's hard to get past this quest. Already at the entrance to Falkreath, the guard will ask if you have met a dog in the vicinity. Trying to find out the details, it turns out that the blacksmith Lod is engaged in the search, who promised a reward to anyone who brings him some special dog. Lod will repeat to us about the same thing, with the difference that he will also give the approximate location of the dog. The map marker, however, will show it not approximately, but very accurately.

O shards of past glory

Upon reaching level 20, you will receive by courier (in any of the cities of Skyrim) a letter about the opening of a museum in Dawnstar.

Sil Vesul, curator of the museum, is a descendant of members of the Mythic Dawn cult and is amassing a collection of artifacts from this long-defunct organization. He will meet you at the threshold of his house-museum, and for a more detailed conversation, he will offer to go inside.

D believe that whispers

This quest will become available upon reaching level 20 and completing the Dragon in the Sky main storyline quest in Whiterun. Ask Hulda, the innkeeper from the Prancing Mare, about the rumors, and she will tell you that Jarl Balgruuf the Elder is having problems with children. As if "one of them became cruel, and the other two have an evil eye."

Go to Balgruuf in Dragonreach and talk to him about the children. Jarl will say that his youngest son Nelkir has recently become too gloomy, cruel and stopped communicating with his own father. Balgruuf is worried that he could offend his son in some way, and asks you to find out from Nelkir what, in fact, is the matter.

House of Horror

To start the task, it is enough to appear in Markarth for the second time. Rising into the city along the canal, it will be difficult to pass Vigilant Turan - the guardian of Stendarr. The priest will turn to you himself and tell you about an abandoned house where Daedra worshipers supposedly gather. This question can be clarified only by examining the house, so agree to help and go inside with Turan.

Taste of death

This story begins in the city of Markarth, namely, in the Silver Blood tavern. From the innkeeper Klepp, you can learn that by order of the Jarl, access to the Hall of the Dead was closed - the place of communication between the Nords and the deceased ancestors.

Travel to Understone Keep in western Markarth and seek out Brother Verelius, the local priest of Arkay. You can talk to a priest in three ways already familiar to us: persuasion, bribery with gold coins, or intimidation. Brother Verelius, with a shudder in his voice, will tell you that someone got into the habit of coming to the Hall of the Dead and feasting on carrion. If you want to know more - here is the key for you, go and deal with the unknown evil, and the priests of Arkay will be very grateful to you for this.

Note:

You can enter the Hall of the Dead on your own by opening the Adept level lock on the door.

In the tomb, you will hear the voice of Namira, the mistress of decay, almost from the threshold. It's okay to salivate and growl in your stomach at the sight of dead flesh, she says. Do not be shy about your secret desires and eat to your health! After the monologue of the Daedric mistress, a living human woman named Eola will emerge from the greenish fog. She will assure you of her friendly disposition and offer to find a better place to serve Namira. The Cliff Cave, Eola will say, is the best place for this, if not for the draugrs that filled it. You have to go there and deal with them.

Before heading to Cliff Cave, tell Brother Verelius that the Hall of the Dead is all right from now on. The priest will thank you and present Arkay's amulet.

Eola will be waiting for you at the entrance to the cave. You can ask her to stay outside or take her as a partner - decide for yourself. There will be many Draugr, including high ranks, and they will all rise from their graves with the sole purpose of destroying you. After clearing the caves, find the hanging ring on the chain and open the entrance to the sanctuary of Namira. Here you will have to fight the last draugr, who will also be the strongest. Kill them all and talk to Eola.

Namira's fan will be overjoyed and will want to host a Grand Feast to celebrate your joining the cult. As the main dish at the feast, none other than Brother Verelius (a priest with a taste for easy life) will have to be present. The point is small - using the methods known to us, invite the priest Arkay to a feast.

Return to Markarth. Verelius is most easily spotted in the Hall of the Dead near the Sanctuary of Arkay. If it is not there, look under the arches of the Understone Fortress. Now use all your charm to get the priest to follow you to the Cliff Cave. Act in the most convenient way - bribery, persuasion or threat. Once Verelius agrees, hit the road (you can use the fast travel system).

Tamriel - "the beauty of the dawn" in Aldmeris, or "Taazokaan" in the language of dragons - This is the continent on which all the events of The Elder Scrolls games took place, it is the home of many races and many conflicts. Tamriel has seen many travelers. Have you explored it in your own way, but want to know more about its history? Well, to get to its essence, you have to start from the very beginning…

In order to fully understand what is happening in Tamriel, one must study the most important specimens of Tamriel. Those that affect the daily lives of mortals.


As you know, Tamriel was not created by itself, it was created by divine beings. It was the Aedra who sacrificed themselves for the sake of creating both Tamriel and the entire Mundus, gave up part of their power in order to become the bones of Nirn. On the other hand, there are beings who did not desire the creation of mortal life. The elves gave them the name "Daedra", which translates as "not our ancestors."

The affairs of Men and Mers have always been interfered with, and it was precisely the Daedra. Daedra are supernatural beings that live in a plane of existence known as "Oblivion". Daedra often harm the plane of Mundus and cause all sorts of havoc on him.

Daedra can be divided into two types. On one side, there are the Lesser Daedra. These Daedra can be summoned by skilled mages, or sent by the Daedric Princes themselves.

The Daedric Princes, on the other hand, are the most powerful Daedra, and are even revered as gods by some in Tamriel, especially among the Dark Elves, whose society, culture, and even species, were all influenced by these mysterious beings.

True to their mystique, Daedric Princes have no gender. Although they are all called "Princes", these creatures can change their form at will, with the help of which they often fool mortals.

What makes Mer and Humans so afraid of the Daedric Princes is their lack of concepts of "good" and "evil". There are 17 Daedric Princes known in Tamriel, and almost all of them seem to find it fun to use mortals as their own playthings. Those who have dealt with the Daedra speak of a feeling of "watching over", as if someone has turned over a rock and is wondering at the life of the bugs living in the mud.

As much as Daedric Princes love to study mortals, they love to study them. Throughout the history of Tamriel, there have been many who have encountered these supernatural beings, and those who have survived have been left with many stories and many artifacts.

Azura- Queen of Dawn and Dusk, Mother of Roses and Queen of the Night Sky. Azura appears as a female. Her sphere is dusk and dawn, magic hidden in the world of twilight.

Azua's Oblivion Plane is Moonshadow, where she lives in a palace of roses. Legend has it that Azura's realm is dazzlingly beautiful and vibrant, with waterfalls, trees, and a city of silver. Azura is often singled out among the Daedra, all because she is one of the few Princes whose deeds are called "good" by mortals. It is said that through her deeds, Azura showed her concern for the welfare of mortals, while most Princes see mortals as pawns.

The Daedric artifact bestowed by Azura on the most loyal is a soul gem that will never run dry. Azura's Star can absorb countless souls, making it a highly coveted relic for various mages and assassins.

Boethiah- Prince of Conspiracies, Deceiver of the Nations, Queen of Shadows and Goddess of Destruction. Boethiah is depicted as both male and female. Her sphere is connected with deceptions, conspiracies, secret murders, assassination attempts, betrayals and overthrow of power.

Boethiah's realm is the world of Oblivion, which she herself rules. This dark world is filled with mountainous skies, volcanic islands and seas of lava.

Among scholars, Boethiah is known as "evil", in a common sense. She often uses her henchmen for all sorts of fun. This Daedric Prince is a master at death and destruction, and so many mortals have suffered because of her antics. The Dark Elves see Boethiah differently, but more will be told. There is not one, but three Daedric artifacts associated with this Daedric Prince of Deception. Ebony Armor, Fear Strike and Gold Mark. Each powerful in its own way, the Artifact of Boethiah falls into the hands of mortals at key moments in history. As their master, they yearn for change.

Clavicus Vile- The Daedric Prince of Power, Sorcery, Wishes and Suggestions. Clavicus Vile is depicted as a small, cheerful guy with horns growing from his forehead, and his companion Barbas is always near him - most often depicted as a dog.

Clavicus' plane, which bears no name, appears as a tranquil countryside inhabited by deadly Daedric yellows. When he, Clavicus Vile, enters the world of Mundus, he searches for those who wish to acquire something, or gives it to those who called him. It can be assumed that he is a "good guy", however, he is known for taking what he gave to the summoner, giving them more than they asked for in advance. The mind of the Daedra is unknowable to mortals, and they can only guess why and for what reason it acts this way and not otherwise. He's just one of those Daedric Princes who sees mortals as fun.

The Mask of Clavicus Vile is a helmet that makes the wearer popular wherever they go. But there is a catch. Like the Other Artifacts, this one is also under the control of the Prince, and he can take it back to Oblivion at any time.

Hermaeus Mora- Keeper of the Secret and Knower of the Unknown. Hermaeus Mora is a Daedric Prince whose realm is the ebb and flow of destiny, past and future. Unlike the Other Princes, Hermaeus Mora does not take on a humanoid form. Instead, he appears as a creature with tentacles, claws, and an all-seeing eye.

An endless library of forbidden knowledge, Apocrypha is Hermaeus Mora's Oblivion plane. The books that are there are bound in black covers with no titles, and the library is filled with ghosts cursed with a thirst for knowledge that cannot be satisfied.

The Black Books are Daedric artifacts created by the Daedric Prince of Fate and Lore. Each book contains a piece of forbidden knowledge. After reading the Black Book of Hermaeus Mora, you will leave your earthly body and move from Mundus to Apocrypha. Most mortals went mad from this process, but those who successfully overcame this path were rewarded with powerful knowledge.

hirsin- Patron of the Hunt and Father of the Monster People. Hircine is a Daedra whose realm is hunting, sport, the Great Game, the chase. He is usually depicted as a man with a spear in one hand and the head of a beast in the other.

He is responsible for creating a disease that turns mortals into monsters. He is the father of all werewolves who hunt at night and hide during the day. Those who have visited Hircine's Oblivion Plane, the Hunting Grounds, describe it as a realm of dense forest and open plains. If you hear the Horn of Hircine there, be careful. This means that Hircine has arrived there with his werewolves.

Hircine has several artifacts, but the most notable is the Skin of the Savior, which he bestows only on the greatest hunters.

Jyggalag- The Daedric Prince of Order. He is rumored to be one of the most powerful Daedric Princes as he knows every detail of the world and every action that has ever taken place or will ever take place. He also sees the concept of "individuality" as an illusion.

And there came a time when Jyggalag became so powerful that other Daedric Princes began to fear him, which is extremely surprising. They poisoned Jyggalag in the most vicious of ways. They made him illogical, insane, and incredibly crazy. Since then, Jyggalag has been known as the Daedric Prince of Madness - Sheogorath.

Sheogorath– his methods are irrelevant, his motives are unknowable. Daedric Prince of Madness. His realm is the Shivering Isles, also known as Madhouse. It is a place of light and darkness, colorful insects and bleak landscapes. Those who, by coincidence, got here sooner or later become the same as Sheogorath - insane.

And only the Champion was able to find out to a friend the side of Sheogorath, which is carefully hidden. At the end of Each Era, Sheogorath transforms back into Jyggalag, and as Jyggalag he restores order to the realm of Madness. But after, he still turns back into Sheogorath, who will again spread his madness. The Champion ended this cycle by defeating Jyggalag in combat, thus separating the Prince of Order from Sheogorath.

The most famous Artifact of Sheogorath that has fallen into the hands of mortals is the Wabbajack. An infamous staff, the Wabbajack can turn a creature into something completely different. He acts like Sheogorath - unpredictable.

Malacath- Keeper of Oaths and Blood Curses. Malacath is a Daedric Prince whose realm is the patronage of the spurned and the exiled. He is almost considered a heretic among the other Daedric Princes. His legendary weapon, the Scourge, is cursed and will transport any Daedra that touches him back to Oblivion. Malacath's history is long, and leaves scholars arguing. It is widely believed that Malacath was created when Boethiah absorbed the spirit of Trinimac, the ancestor of the Altmer. The remnants of Trinimac later evolved into the Daedric Prince Malacath. And this led to the birth of the Orsimer, which is why the orcs worship Malacath to this day. Malacath is credited with being a "good" Daedric Prince, at least among the Orcs, who revere him with honor.

Mehrunes Dagon. His sphere is destruction, change, revolution, energy and ambition. Mehrunes Dagon is the enemy of all mortal races, and he even tried to take over their residence, Nirn, on several occasions. He differs from other Daedric Princes in that he believes that all of Oblivion is his.

His own plane is known as the Deadlands. And as the name says, it's a swampy wasteland, stuffed with islands, as well as seas of lava, like it's Boethiah's plan.

During an event known as the Oblivion Crisis, Dagon's followers, the Mythic Dawn, tried to unite the Deadlands and Tamriel into one world. And they would have gotten away with it if the Hero of Kvatch hadn't gotten in their way. And, as before, Mehrunes Dagon was again banished back to Oblivion, personally by Akatosh.

Dagon is credited with two artifacts at Mundus. The first artifact is the most powerful weapon, as it led to the events of the Oblivion Crisis. A book called the Mysterium of Xarks. The second artifact is known as the Razor of Mehrunes, a deadly dagger capable of instantly destroying any creature.

Mephala– Web Weaver, Spider and Vivec Incarnate. Mephala is a Daedric Prince whose realm is unknown to mortals. Based on her nicknames, Mephala appears in both male and female form, depending on who she wants to lure. Mephala sees the affairs of mortals as a web, pull one string and everything will unravel. Like the other Princes, she takes great pleasure in playing with Mundus for her own amusement. Her world is still a mystery.

Mephala's artifact, the Ebony Blade, is a truly dark and deadly weapon, just like its owner. Each time the Ebony Blade hits an enemy, a portion of the damage dealt empowers the wielder.

Mephalu is also believed to be somehow connected to the Dark Brotherhood, but that is a very long and separate story.

Meridia– Prince of Life, and Lady of Infinite Energy. Meridia is a Daedric Prince, of which we only know that she is connected to the energy of living beings. She also hates the undead with all her guts and will reward anyone who will exterminate her. Because of which, most of the inhabitants of Tamriel attribute her to the "good" Daedra. If this, again, can be said about the Daedra at all.

Meridia's artifact, the Ring of Kazhdit, became famous when it fell into the hands of a notorious robber who used its power of invisibility to become the most successful robber in Elsweyr's history. Which among the Kazhdyts sounds very respectful.

Another artifact of Meridia, not just called the Radiance of Dawn, the scourge of the undead. Meridia's power feeds the blade, unleashing blasts of energy that incinerate any undead they hit.
Molag Bal- King of Violence and Harvester of Souls. Molag Bal is a Daedric Prince whose realm is the domination and enslavement of mortals. His main goal is to enslave the souls of mortals, and thus sow discord and enmity in their world. One legend claims that Molag Bal created the first vampire when he raped a Ned virgin, which is how he got the name "Father of the Vampires".

The plane of Molag Bal in Oblivion is Coldharbour. The Oblivion Gates book says that his plan is a copy of Nirn, which even has the Imperial Palace, but everything is destroyed there. The earth is like silt, the sky is on fire, and the air is frosty.

The Mace of Molag Bal is the embodiment of its owner. She sucks magical power from the victim and gives it to her owner. It is also sometimes referred to as the "Mace of the Vampire".

Molag Bal tried to bring his plan to the realm of Mundus in the Second Era. Like Mehrunes Dagon with his Oblivion Gate, Molag Bal used his Dark Anchors to unite Tamriel and Oblivion into one. Luckily for sentient beings, he failed in his endeavor, but somehow he was not destroyed and is still alive.

Namira is a Daedric Spirit and Lady of Ugliness. Namira is a Daedric Prince whose realm is Ancient Darkness. She is associated with disgusting creatures - spiders, slugs, insects and even beggars. It is also worth saying that Namira is credited with the fact that she saves the poor from various diseases and ailments. The Artifact of Namira is the aptly named Ring of Namira, whose wearer feeds on the dead, growing stronger with every corpse eaten.

Nocturnal- Mistress of the Night, Lady of the Shadows. Unknowable, Daughter of Twilight, Mistress of Mystery and Saint of Suspicion. Nocturnal is known by many names, but it has only one realm - night and darkness. The worshipers and servants of Nocturnal are mostly those who operate in the night: thieves and spies. Although Nocturnal has perhaps the largest number of followers among the Daedric Princes, there is still no organized cult. There are a couple of individuals who call themselves priests of Nocturnal, but the Mistress of Shadows simply ignores them. It can be concluded that Nocturnal does not care much about who worships her and how.

Evergloom is the mystical realm of Nocturnal, which is somehow connected to the "luck" that thieves love so much. As little is known about the Evershadow as about its owner.

The Mistress of the Night has two artifacts known to mortals that enhance the wearer's skills. The most infamous artifact is an enchanted hood that completely hides the wearer from mortal eyes. The magic of the Hood is so strong that the wearer becomes invisible. Close friends and even family will eventually not even remember the name of the owner.

The second artifact gives the wearer the power to open any door, both ordinary and magical. The Skeleton Key has been in many hands, and its impact on the history of Tamriel is undeniable.
Peryite– known to many as the Overseer. His sphere is to restore order in the lower layers of Oblivion. It is rather strange that Peryite is depicted as a dragon, since he is considered the weakest of the Daedric Princes. Although calling a Daedric Prince "weak" is also strange. Indirectly, Peryite has influenced the lives of nearly all mortals on Nirn. He is also the lord of the Plague, the cause of many illnesses and diseases. He is listed to such Princes as Mehrunes Dagon and Molag Bal as a truly "evil" Daedra.

Peryite's Artifact is a shield, a Spellbreaker that has the ability to deflect or absorb magical attacks. \
sanguine- Sanguine, Daedric Prince of Depravity. The inhabitants of Tamriel believe that he owns the dark nature of mortals, such as lust, sin, gluttony, greed. A joker by nature, Sanguine prefers to ruin people's lives through temptation and humiliation.

Sanguine's plan is the thousands of Oblivion worlds that he rules as he pleases. These worlds are filled with pleasure, but nothing more is known about them. Usually, after Sanguine completes some strange task, he bestows an artifact on his champion. The Sanguine Rose is the most powerful summoning staff, capable of summoning Dremora to aid the wearer in a fight. But, like fits of passion, Rose is temporary. Each time the Rose is used, it fades and loses its power. And at this time, somewhere in Oblivion, a new rose is growing and waiting for a new owner.

Vermina– Daedric Prince, whose sphere is the realm of dreams and nightmares from which evil entities come to the mortal world. She is often referred to as the "Demonic" Daedra, and for good reason. Vermina's plane in Oblivion is called the Quagmir, and those unfortunate ones who have glimpsed it describe it as a sphere where nightmares are born, reality changes every few minutes, and becomes more and more terrifying.

The Skull of Corruption is an artifact of Vaermina. It is a staff of dark magic that creates a mirror image of whoever it is used on. This "image" then attacks the victim. But that's not the worst thing he can do. Legend has it that the staff has a mind of its own, and feeds on the memories of those around it.

The Daedric Princes have a strong influence on Tamriel, and whether they realize it or not, they have influenced all of life and history, but where there is night, there is day, where there is there, there is light...

The Daedra are a race of powerful supernatural entities that inhabit the planes of Oblivion. They can appear in Mundus, although they are not bound to the physical world. The Daedra are well known to the people of Tamriel, venerated by some and horrified by others.

The Daedra were born before the stars, mortal. Do you think that the appearance of their names preceded, and therefore perhaps contributed to, the appearance of those whom they name?

History

Age of Dawn

According to the theory held by most theologians of Tamriel, the appearance of the Daedra was the result of a confrontation between two primordial entities - Anu and Padomay. From the mixed blood of Padomai and Anu, the Aedra were born, and from the pure blood of Padomai, the Daedra were born. Padomay despised the mortal world, and therefore the Daedra had no connection with Mundus.

Please note that in the book "" there is not a word about, but it is present, which was not mentioned in other sources at that time. Mistake? Opinions were expressed that Jyggalag is Meridia, to which Mark Nelson (BlueDev) objected: “Jyggalag is not Meridia. Meridia is Meridia. Who is Jyggalag we will see. I've been thinking about this a lot lately and I want to develop this theme in the future."

The veil on the mystery has been lifted with the release of the Shivering Isles expansion. It turned out that the Prince of Order Jyggalag was actually the previous incarnation of Sheogorath. Jyggalag was cursed by the rest of the Daedric Princes, who feared his power. It is also believed that Jyggalag is nothing more than one of Sheogorath's incarnations, cleverly used by the Prince as a prank at the end of each age.

The summoning of the Daedra Princes is a topic that continues to thrive. Residents of Tamriel often ask them for help in their troubles. Princes usually give consent in exchange for a favor. Morian Zenas, author of On Oblivion, wrote: “Summoning a Daedra is not difficult, but expensive. Most branches of the Mages Guild have facilities for summoning Daedra, but often only the most senior members of the guild have access to them. Witch covens are not as picky, and necromancers, the Dark Brotherhood, and many secretive kings and queens have their own summoning rooms."

Haderus of Gottlesfont, in his book Modern Heretics: A Study of Daedra Worship in the Imperium, argued that "attitudes towards Daedra cults in other provinces may vary considerably. Even in Cyrodiil, traditional views on the subject have changed over time, and some communities have continued to worship the Daedra. Everyone has different motives, some are inclined to worship the Daedra at the call of the soul, some are attracted by the thirst for secret knowledge and power. In particular, adventurers of all stripes seek out the famous Daedric artifacts for the benefits they bestow on their owners."
Each of the Daedric Princes has their own summoning day. For example, he answers any call on the ninth day of the month of the Second Seed, and - in a thunderstorm, although he has his own day of call. This unpredictable Daedra often appears in place of other Princes when summoned during a thunderstorm. always answers the call of the Glenmoril Coven, regardless of the date.

However, in recent years, the traditional conscription days have lost their importance. By making the necessary offerings and following certain conditions, the Daedra can be summoned any day. So, she will answer the call if you bring luminous dust to her at dawn or dusk.

Winged Twilights are the only Daedra that can fly.

Lesser Daedra

There is a vast variety of lesser Daedra created by Daedric Princes to serve as warriors, servants, playthings, and followers. It should be clarified that the descriptions of appearance given here are not always accurate, because. Many Daedra are capable of shapeshifting at will. However, it is believed that belonging to a particular group leaves an imprint on their body and mind, thus forming some common features.

Humanoids

According to , many of the more intelligent Daedra are humanoid in appearance. This is usually true of Daedric Princes and their servants. Daedra that typically have a humanoid appearance include:

  • usually serve Mehrunes Dagon, Molag Bal, and Malacath. Dremora are strong, proud, have a strict system of ranks and castes. They refer to themselves as "Kinaz" or "The People". They are proud and independent, hate anyone's power over them, and are prone to betrayal and treachery when they feel that they are not treated with due respect.
  • they look like golden-skinned elves dressed in golden armor and guard in Mania, in the realm of Sheogorath. They are considered Sheogorath's finest warriors and rival the dark seducers.
  • have purple skin and serve Sheogorath and Molag Bal. They guard a section of the Shivering Isles called Dementia and wage a relentless battle with the golden saints for the favor of Sheogorath.
  • Order Knights serve Jyggalag. These sword-wielding crystalline creatures are deadly. Their crystalline hearts, called Order Hearts, can be used to activate many Order artifacts.
  • usually serve Azura and Meridia. They look like humanoids clad in Ayleid armor. Unlike the Knights of Order, they have the same hearts as the Dremora.
  • often take the form of blue-skinned people. They hold high positions in the legions of the Dremora and serve as guardians of Mehrunes Dagon or Molag Bal.
  • - Created by Molag Bal, a cross between Xivilai and Dremora.
  • can be recognized by yellow skin, red eyes and long black horns. These Daedra serve Clavicus Vile.
  • are tall, beautiful, and rather scantily clad women who inhabit the plane of Nocturnal.
reptiles

Among the Daedra, there are reptilian creatures, most of which serve Mehrunes Dagon or Molag Bal.

  • Daedroth are like large bipedal crocodiles with sharp claws and teeth. These Daedra can breathe fire and are capable of dealing great damage in combat.
  • Clanfears (Clan Horrors) also resemble reptiles in their appearance: they are bipedal creatures with a mouth extended into a beak, a bone crest on the head, extremely sharp claws on small forelimbs, scaly skin and small spikes on the muzzle. There is also a weaker subspecies of clanfiers - dwarf clanfiers, which are much weaker than their larger counterparts. Though smaller than Daedroth, clanfear can be more dangerous due to their ability to reflect damage, good defense, and fast attacks.
Atronachs

Atronachs are Daedra associated with a particular element, substance, or natural phenomenon. Their appearance, abilities, and intelligence are quite different, with only a more or less humanoid appearance common.

  • Flame atronachs resemble almost entirely women and flames (in Morrowind - men). When attacking enemies, they use fire magic and leave a trail of fire behind them as they hover above the ground. Downed atronachs often explode in a huge fireball.
  • Frost Atronachs are of a more massive build. In Oblivion, compared to their eight feet, people appear to be dwarfed. Their bodies, crudely hewn from the ice, reflect light so strongly that during the daytime they can blind the enemy, making combat very difficult. Frost Atronachs attack only in melee, striking with their spiked arms.
  • Lightning atronachs are made of shards of stone held together by magical energy and enveloped in whirling air and crackling electricity. Their battle tactic is to throw lightning at the enemy and crush them in close combat with the weight of their stone body.
  • Iron and Flesh Atronachs are extremely rare and have not been seen in Tamriel since and until the events of the Shivering Isles, when the Flesh Atronach could be seen again.

Atronachs do not have a strong connection with any of the Daedra Princes, they serve one or the other, based on their desires.

Other Daedra
  • Winged Twilights are the only Daedra that can fly. Outwardly, they resemble harpies, they have blue skin and a long tail. The head is the size of a human, female features, hair is collected in a ponytail. These Daedra serve Azura.
  • A spider daedra is something like a centaur with a female head and torso on the body of a spider. Able to summon their smaller copies and attack the enemy with electricity. These servants of Mephala are so unruly that even her followers rarely call them for fear that they will disobey orders.
  • Ogrims are huge creatures, endowed with only a fraction of the mind. They usually come to Nirn to entertain their master, Malacath, by frightening mortals.
  • Hungerers are cruel Daedra with powerful magical potential. Their bodies are thin and pale, and their mouths are full of sharp teeth. They hide in human settlements, feeding on the hunger and fear of the inhabitants.
  • Scamps are small, goblin-like creatures that are rather frivolous. They are often associated with Molag Bal, Mephala, Boethiah, Peryite, Namira, and Mehrunes Dagon.
  • Vermai resemble scamps, but outnumber them in strength.
  • Herne and morphoid Daedra are also similar to Scamps, only with horns. Subordinate to Mehrunes Dagon and Hircine.
  • The appearance of the seekers is notable for the presence of tentacles. Dwell in Apocrypha, the plane of Hermaeus Mora, never leaving it.
  • Lurkers are large, amphibian-like Daedra that inhabit Apocrypha and hold the secrets of the Black Books. Unlike Seekers, they sometimes appear in Tamriel.

Moral qualities

Scholars point out that calling all Daedra evil is a gross oversimplification. While the Aedra represent permanence, the Daedra are the embodiment of fluidity, change, and chaos, which is why many Daedra are often seen as destructive. Daedra do not fit into the ideas of mortals about good and evil, they have both of these qualities at the same time.

Most of the population of Tamriel consider the Daedra to be inherently evil, but the concept of evil is in many cases dictated by the realities of the mortal world: for example, most Daedra cause chaos, which usually does not bring anything good to mortals. In many human-dominated provinces (such as Cyrodiil), the Daedra are considered downright evil and their worship is outlawed. However, this has not stopped Daedric cults from springing up all over Tamriel, and in some places Daedric worship is viewed favorably, or at least neutrally. In particular, the Dunmer of Morrowind revere the Daedra, especially Azura, much more than any of the Nine Divines.

An interesting fact that may explain Mehrunes Dagon's desire to take over Tamriel is that the Daedra never actually die. Simply put, Dagon cannot do what he got his name for - the Prince of Destruction. According to the book The Spirit of the Daedra, Dagon's attempts to destroy Oblivion are futile, because. he always rises again. Tamriel, on the contrary, can be destroyed, because. people are mortal.

Most Daedric Princes regard the mortal races as nothing more than amusing little creatures to play with occasionally. Sheogorath and Sanguine, for example, often torment mortals solely for their own amusement, with no intention of harm. Azura's intervention in the affairs of mortals, especially her "chosen" Chimer and Dunmer, is almost always beneficial to the latter, making her the most "kind" of the Daedric Princes. Similarly, Meridia is seen as good for her hatred of the undead, and Nocturnal for aiding thieves. Of course, there are a few Princes, such as Mehrunes Dagon, Molag Bal and Boethiah, who love to annoy mortals and therefore fit the definition of "evil" quite well. Even those Princes who embody something "good", like the Prince of Order Jyggalag, can bring harm to the mortal world if this quality is elevated to an absolute.

Lesser Daedra usually behave according to the Prince they obey. The Dremora of Mehrunes Dagon have a deep hatred of Men and Mer, and are looked down upon by the Gold Saints of Sheogorath. The Summoner can bend the Daedra to their will, despite their natural inclinations, as the Tribunal amply demonstrates using the Dremora as guardians and protectors. However, it must be borne in mind that the summoned Daedra often turn against the caster, as soon as his will is weakened.

Worship Daedra

Daedric worship is spread throughout Tamriel, and Daedric shrines can be found throughout the continent. Cultists revere the Daedra as gods, and their beliefs about their deities are quite varied. Official religions, such as the cult of the Nine Divines, staged a real witch hunt, persecuting the worshipers of the Daedra, while often being struck by their sound judgment (of course, this does not apply to the worshipers of Mehrunes Dagon and Sheogorath), which completely did not correspond to the image of bloodthirsty murderers and cannibals .

Daedra worship has historically been common among orcs and dark elves, but now the orcs who lived in Orisinium mainly worship Trinimac - the aedra who later became Malacath, and the missionaries of the cult of the Nine converted some Dunmer to their faith.

By the end, Daedric worship had spread widely across Tamriel. New shrines were erected in Cyrodiil and other provinces. All this gave rise to numerous rumors and rumors, sowed fear in some and aroused interest in others.

Daedric worshipers have often claimed to have felt a "calling" and came to Daedric worship quite consciously. Typically, cultists worship the Daedra that best reflects their own nature. For example, a follower of Nocturnal, the Princess of the Night, may feel an affinity for darkness, while a follower of Mehrunes Dagon may feel an unquenchable thirst for power.


Daedric temple ruins

Summon Daedra

The Daedra were not created along with Nirn and are therefore completely alien to the mortal realm. Daedra races inhabit other planes of existence, collectively referred to as Oblivion, and, with rare exceptions such as the Oblivion Gate, cannot interact directly with the mortal plane. They usually appear if the caster calls them, and only for as long as he can keep them alive.

There are several ways to summon Daedra: through artifacts such as Sanguine Rose, various summoning spells, and through the Atronach Forge under the College of Winterhold. Of all the Daedra, Dremora and Atronachs are the most commonly summoned. Daedra can be very useful as allies, and on the contrary, it is not easy for an unprepared hero to fight against them. Cultists can bind the Daedra to Nirn by performing a special ritual and making a pact with them. As a result of this agreement, the Daedra can remain in the mortal plane indefinitely, at least until their physical form is destroyed, after which their essence is sent back to Oblivion. Found in ruins and tombs, the Daedra usually entered Nirn in this way. Daedric artifacts are often nothing more than lesser Daedra bound to Nirn by a similar pact.

It is widely believed that the Daedra give the summoner a task, upon completion of which he will receive a rich reward. Often these quests only serve as entertainment for the Daedra. However, this is not always the case: Morian Zenas, author of On Oblivion, claimed to have summoned Daedra and spoken to them without receiving any orders.

Exile

The book "" says that "Aedra is associated with stability. Daedra represents change. The Aedra created the mortal world and are connected to the Earth Bones. Daedra cannot create, but they have the power to change. The Aedra are mortal and can be killed. Witnesses to this are Lorkhan and the moons. This is not applicable to the volatile Daedra, they can only be banished."

According to the writing, Daedra cannot be killed, they can only be driven back to Oblivion by destroying their mortal shell. Sometimes this is not possible, because. some Daedra are incredibly strong in magic and martial arts. Some knowledgeable people manage to learn the true name of the Daedra, with the help of which they can be exorcised with relative ease. Speaking the true name drains the life force of the Daedra, forcing them to travel to Oblivion and stay there until their powers are restored. This state is in some ways similar to sleep, however, unlike mortals, sleep is not normal for Daedra. The feelings experienced by them are as close to despair and horror in the face of non-existence as it is generally possible for an immortal entity. The exiled Daedra return to their plane of Oblivion, while changing themselves and changing their true name. Thus, a name once used to banish a Daedra will not work a second time.

Although they can be defeated, they are believed to be immortal, as their soul, or animus, returns to Oblivion if the body is destroyed. Upon death, the soul of a Daedra roams Oblivion and eventually returns to its original form, which however can take centuries.

It's entirely possible that killing a Daedra in its home plane would finally destroy it, but this hypothesis is hard to test, as it's just as difficult for mortals to get into Oblivion as it is for a Daedra to reach Nirn. The oral traditions of the elven races describe the Daedric Princes as having physically walked Nirn and interacted with the ancient mer, although this may be only a loose account of events. In history, there is only one reliable case of the physical presence of the Daedra Prince in Nirn - the invasion of Mehrunes Dagon at the end of the Third Era. The only thing that could (and did) defeat him was the incarnation of the Aedra Akatosh. How this defeat affected Dagon is unknown.

Path to Oblivion

When you enter Oblivion, Oblivion enters you.

Nai Tirol-Llar

Among the followers of the Daedra, there were attempts to penetrate the plans of Oblivion. This is an extremely dangerous undertaking, even for very experienced spellcasters. One day, Peryite's followers infiltrated his plan. As a result, their bodies remained in Nirn, and their souls were imprisoned in Oblivion, doomed to wander forever in the void, quoting philosophical sayings.

The only safe way to enter Oblivion is through the Oblivion Gate, which is a stable portal. Such portals appeared en masse in Tamriel at the end of the Third Era during the invasion of the forces of Mehrunes Dagon. Gates ranged in size from small ones that usually spawned somewhere in the wilderness, to huge ones that spewed out hordes of Daedra that attacked cities. The existence of the portal was supported by a sigil stone, mounted on top of a tall tower in Oblivion. When the stone was removed, the connection between the worlds was broken and the portal was closed.

There was a barrier between Nirn and Oblivion maintained in the Imperial City. Each new Emperor, during his coronation, lit the Dragonfires, extinguished after the death of his predecessor. Only the heir to the throne could light them, and only with the help of the Amulet of Kings. After death, the fires were extinguished, and the Amulet was stolen by Mankar Camoran, thus the path to Nirn was opened.

There was one exception to the rule mentioned above, when he was able to open a portal to Camoran's Paradise - a small island in Mehrunes Dagon's plan. According to the Blades, Martin spent many days studying the Mysterium Xarks, a book written by Dagon himself. From it, Martin learned that extremely rare ingredients were needed to open the portal: a great sigil stone, a great Welkynd stone, Daedra blood, and Aedra blood. The champion of Cyrodiil, in his dangerous wanderings, got everything he needed and Martin opened a portal for him to return the Amulet of Kings.

At the end of the Third Era, a new Gate opened leading to the Shivering Isles - Sheogorath's plan. These Gates outwardly differed from those opened by Mehrunes Dagon, and could exist for an arbitrarily long time, because. did not pose a threat to Nirn.

In EC 583, Molag Bal sent Dark Anchors to Tamriel to pull his Oblivion plan, Coldharbour, to Tamriel.

Another way to get into Oblivion is a portal in the dungeons of Volkihar Castle, leading to the Cairn of Souls. Few knew about the existence of the portal: Valerika, Serana, and the last Dragonborn. To use the portal, it was necessary to prepare a mixture of bone meal, refined void salts, soul stone fragments and the blood of a representative of the ruling family of the Volkihar clan.

The Black Books, which can be found on the island of Solstheim, open the way to Apocrypha, the plane of Hermaeus Mora.


Dark Anchors

Daedric alphabet

The Daedric alphabet is found throughout Nirn, mostly in ancient books like the Bible of the Deep Dwellers and the Tome of Unlife. The Dunmer of Morrowind also often use Daedric symbols in writing, as an example of this is the names of places on signs.

Contrary to popular belief, there is no Daedric language, Daedric symbols are used to replace the letters of English words. Sometimes they talk about the "Daedric font", but this is not entirely correct, because. many symbols are too different from their equivalents.

On the rare occasions when Hermaeus Mora is mortal, he usually takes the form of a shapeless mass of tentacles.

When Mehrunes Dagon came to Tamriel in his true, terrible form, the Oblivion Crisis began.

Mortals whose bond with the Daedric Princes is especially strong undergo physical changes. Neloth mentions this after completing the quest "At the Top of the Apocrypha", looking for "dark spots on the whites of the eyes."

Some people believe that there was an invasion of Nirn by Molag Bal, because. there is no mention of him in the books.

Translator: Monday

In the singular, it is referred to as Daedroth, which are the opposite of other mythical creatures called Aedra. Aedra (progenitor from Elvish) are beings with good will and calm character, Daedra in this sense are the complete opposite. In Oblivion, the Daedra enters Tamriel from the world of Oblivion through multiple portals, posing a danger to all life that it meets. In Morrowind, Daedric forces confront the player on the side of the Sixth House. In a general sense, Daedra are creatures that are demonic creatures that penetrate the world of people from their world.

However, some creatures can still coexist with people. So in the Caldera, during the course of Morrowind, you can talk and even trade with Skamp named Crawler. Many Daedric Princes can also speak to you, but most of the Daedra are creatures with an incomprehensible motivation, seeking to simply kill you.

Daedra can be easily summoned using spell scrolls, for example, using the services of the Mages Guild, you can summon Skamp or Clan Horror for a small price.

Despite all the danger that the Daedra pose to the creatures of the human world, they have respect on this side as well. Many cults and organizations secretly or openly worship the Princes, or whatever they call their deities, in reality often for selfish motives such as harnessing the power of the Daedra or acquiring powerful artifacts.

Daedric Princes

The Daedric Princes are the rulers of the world of Oblivion, each of them commands in his own realm. Some of the princes are mentioned in the Book of Daedra:

These are excerpts from a huge tome describing the character of the Daedric Princes.

  • Azura, whose realm is dawn and dusk, the magic of the interregnum of twilight, called Moon Shadow, Mother of the Rose, and Queen of the Night Sky.
  • Boethiah, whose sphere is deceit and conspiracies, plans for assassinations, assassination attempts, betrayal, and overthrow of power.
  • Clavicus Vile, whose sphere is the granting of powers and the fulfillment of desires through rituals, requests and agreements.
  • Hermaeus Mora, whose sphere is the divination of the flows of Fate, past and future, reading and stars, the lord of the treasures of knowledge and memory.
  • Hircine, whose realm is Hunting, Daedric Sports, Great Game, Racing, known as the Hunter and Father of Weremen
  • Malacath, whose realm is the protection of the outcasts and the despised, the keeper of the True Oaths, and the Blood Curses.
  • Mehrunes Dagon, whose sphere is Destruction, Change, Revolution, Energies, and Ambition.
  • Mephala, whose realm is unknown to mortals; known by the names of the Spinner of Webs, the Spinner, and the Spider; it is only known that she interferes in the affairs of mortals for her own amusement.
  • Meridia, whose realm is unknown to mortals; associated with the energies of living creatures.
  • Molag Bal whose sphere is dominion over mortals and their enslavement; above all, he longs to reap the souls of mortals and lure them into his nets, sowing the seeds of strife and strife in the mortal realms.
  • Namira, whose realm is Ancient Darkness; Spirit Daedra, the ruler of various spirits of darkness and shadows; associated with spiders, insects, larvae, and other repulsive creatures that inspire mortals with an irresistible disgust.
  • Nocturnal whose sphere is night and darkness; known as the Lady of the Night.
  • Peryite, whose sphere is the lower layers of Oblivion, is known as the Overseer.
  • sanguine, whose sphere is the joy of life and revelry, as well as indulgence for dark natures.
  • Sheogorath, whose realm is Madness, and whose motives are unknown.
  • Vermina, whose realm is the realm of dreams and nightmares, and from whose realm evil omens come.
Princes usually have powerful artifacts, according to the game plot of Oblivion in the Blood of the Daedra quest, the hero needs to get one of these artifacts. It can be Azura's Star, Molag Bal's Mace, Daedra's Bane, Khajiit's Ring, McCann's Hammer and other artifacts.

Like other Daedric creatures, Princes can also be summoned. Some accept the challenge on a certain day, some appear subject to certain conditions. For example, Sheogorath can appear at any time when there is a storm.

Dremora

During Oblivion, the Daedric Prince Mehrunes Dagon summons hordes of Daedra to invade Tamriel, these troops are called Dremora. Dremora has its own hierarchy and class distinction, some of them are united in independent groups.

princes(Lords, Princes) Daedra- powerful creatures, Gods, ruling in the Realm of Oblivion. Each Daedric Lord owns his own plane (abode) in Oblivion, and smaller planes, called "pocket".

Hermaeus Mora

Daedric Prince of Doom. Knower of the unknown. His sphere is Divination of the past and the future. Perhaps one of the oldest Gods, and definitely the most hidden. Unlike other Daedra, Hermaeus is depicted as a shapeless creature with tentacles, claws and a large eye surrounded by many eyes.

Hermaeus mora
~By lockinloadeadly

The plane of Hermaeus Mora in Oblivion is called "Apocrypha" - it is an endless labyrinth resembling a library that stores incredible knowledge that is inaccessible to ordinary mortals. Be careful reading uncovered Black Books, they say they drive you crazy...

Apocrypha is inhabited by junior Daedra called Seekers and Lurkers, who are also servants of the Prince of Fate.

The cherished artifact of Hermaeus Mora is the Book "Ogma Infinium", the author of which is Xarxes himself, the God of ancestors and secret Knowledge.

Hermaeus Mora's Summon Day is the fifth day of the Month of the First Seed

Azura

Queen of the Night Sky, Moon Shadow and Mother of Roses. Daedric Princess of Dusk and Dawn. Many Dunmer of Morrowind worship Azura and consider her a "good" Daedra.

It was she who turned the Chimer into the Dunmer: "their eyes turned to fire, and their skin to ashes."
The goddess is the forerunner of Sotha Sil. Her image is a beautiful girl in a dress under the floor - with the moon and a star in her hands. According to legend, Azura is considered the creator of various forms of Khajiit.

Azura
~By machiavellical

Azura's plane in Oblivion is Moonshadow. Described in the book as "a beautiful blooming paradise, shrouded in a light haze."

An artifact that the Goddess can bestow is Azura's Star. The rarest and most beautiful in appearance reusable soul stone.

Ring "Moon and Star" - Artwork of the Dwemer for Nerevar and blessed by Azura. The ring gives the wearer incredible charm and the gift of eloquence.

Azura's Summoning Day is the twenty-first day of the Month of Primrose (Hogitum festival)

Boeth

Precisely Boetha, not Boethiah, for the Prince takes on both the feminine and the masculine. His sphere is Deception, secret intrigues and conspiracies, murders and betrayals. Known as Daedra Avenger, Prince of Fields and Warriors, Queen of Shadows. Most often appears in the guise of a Warrior with a large ax or sword in his hands. It is Boeth that is considered the father of the great hero, king and god, Nerevar.

Boeta's Plan - Share of Retribution. It represents high towers and labyrinth gardens, probably where Boeta likes to drive his victims, the plan is constantly changing not only externally, but the name is also changing, so, in the past, it was called "Serpent's Saddle".

The hottest Daedric Prince
~By Velena-Gorosama

In the service of the Prince are the lesser Daedra, clanfear and the hungry. Feuds with the Daedric Prince Molag Bal.

Two powerful artifacts are associated with Boeta: Ebony chain mail, which protects against magic, and the "Golden Mark" - a legendary blade, they say it is completely made of pure gold and forged by the (crossed out Dwemer) Dragons themselves.

According to tradition, on the day of the call of Boethiah, the second day of the month of Sunset, fights take place between his followers and stop only after nine priests have died.

Vermina

Daedric Princess of Nightmares and Ill Omens. She is the Spinner of magnificent garments. That is how she is portrayed: A woman in a chic robe with a staff in her hand.

~By Eldanaro

The Queen of Nightmares is known for her elaborate torture of mortals, mostly in dreams. Many people stay there forever. She deals with necromancy and vampirism.

Not surprisingly, Vermina's plane in Oblivion is the Realm of Nightmare, known as the Dreamwalker, Quagworld, or the Bog.

Vermina's legendary artifact: the staff "Skull of Corruption", capable of materializing the most vile and terrible nightmares.

In the service of the Daedric Prince are Baynekins, Dremora, Observers, Scamps and unique Daedra - Omens and Nightmares.

Vaermina's Summon Day is the tenth of the month of High Sun. The Traders' Festival is also celebrated on this day.

Clavicus Vile

Daedric Prince of vanity and lucrative offers. Fulfills the wishes of mortals - but what will be the price for this? Be careful when making contact with him, who knows what goals he pursues.

Clavicus appears in the form of a man with horns and a large talking dog - Barbas, who himself is a particle of the Prince, part of his strength is contained in Barbas.

Clavicus Vile
~By RisingMonster

Gives mortals his Daedric artifact - a mask that endows the wearer with incredible charm and charisma, but can just as well take it back if he gets bored.

Clavicus' plan in Oblivion - the Field of Regrets - looks like an ordinary serene village with the Prince's servants, some remain there forever.

In addition to the mask, the artifacts "Bitter Cup", "Ax of Sorrow" and, possibly, the sword "Umbra" are associated with it - a destructive blade that steals the souls of enemies fallen from it, the sword subjugates the will of its owner and soon the warrior, having forgotten his name, takes Umbra's name.

Clavicus Vile is summoned on the first day of the month of the Morning Star.

Malacath

According to legend, there was Trinnimac - Et "Ada, absorbed by Boeta and transformed into the Daedric Lord Malacath, along with him, his people, the orcs, who now patronize Malacath, were transformed. However, according to the shamans of Orsinium, Trinnimac remained alive, and Malacath is a separate entity, whose goal was to leave the orcs outcast.Hence his nickname among the people - the Prince of the Outcasts, the Orc God.The old orcs call the perverted Trinnimac Mauloch, but Malacath is considered a different god.

The sphere of Malacath - the patronage of the rejected and exiled, is depicted as a warrior with an orc or human face and a sword in his hands. In the service of the God of Curses, the lower Daedra are ogrims.

~By darthhell

The plane of the Daedric Prince Malacath is called the "Ashpit" and is described in the books as a world without sky, earth or air - completely filled with dust and ashes.

Famous artifacts associated with Malacath: Volendrang: a huge warhammer, but created by the Dwemer, not the Daedric Prince.

In addition to the hammer, legends mention the Helm of Oreyn Bearclaw and the "Scourge" mace, created for ordinary mortals. Whether it is true that any Daedra who takes this mace will be thrown out of all parts of the world is unknown.

Malacath's summoning day is the eighth of the month of Frost.

Meridia

Originally ~ Merid-Nunda ~ one of the Magne-Ge. According to legend, she was expelled from heaven for her close relationship with Magnus, the God of Light.

Meridia is the Daedric Princess of all things related to life, whose realm is unknown. Appears in the form of a beautiful woman, it is known that she is a clear opponent of necromancy and the undead, as evidenced by the sword created by the Princess - "Radiance of Dawn"; impregnated with the light of Meridia - it destroys any undead. Also, the artifact ring of Khajiit is associated with Meridia, although it is not known how it then got to the Daedric Lord Mephale, perhaps they were in contact.

~By DanaeNZ

Plan of Meridia - "Colored rooms". These are small islands in the sky with huge sliding lenses that soak everything around with the light of Magnus. The Princess once sheltered Umaril the Featherless, the mage-king who ruled the center of the Ayleid Empire during its Golden Age, in her lair.

Meridia is invoked on the thirteenth day of the month of the Morning Star.

Mehrunes Dagon

Prince of destruction, change and revolution. It is accompanied by natural disasters; floods, earthquakes, fires. Matching his nicknames, he has the appearance of a four-armed giant with a huge double-edged ax and shuko. He invaded Tamriel several times, bringing numerous deaths and destruction, due to his actions, one of the small Morrowind Houses - Soth was erased from the face of Nirn. He opened the gates to his kingdom throughout Cyrodiil at the time of the Oblivion Crisis (433). The cult "Mythic Dawn" was dedicated to him. As a result of her feud with Nocturnal, one of her plans in Oblivion was destroyed.

~By Evanyaj6

In the service of Mehrunes are lesser Daedra: vile Scamps, Clanfear, Dremora, Vermai, Xivilai, Morphoid Daedra and Herne.

Artifacts of the Prince: Mehrunes' Deadly Razor, capable of killing any living being with a single hit.
The Daedric crescent moon used by Dagon's army in their capture of Battlespire.
The book "Mysterium Xarxes" written by Xarxes.

Mehrunes' plan - the Dead Lands - is famous for the dangers that are fraught with, one name already says that anyone who the Gods have awarded with brains should not meddle there. Fiery sky, gloomy towers, lava, local "inhabitants" and fauna - everything around strives to kill you.

The day of the summoning of Mehrunes Dagon is the twentieth day of the Month of Sunset. On this day, a holiday is held in his honor, which is called the "Festival of Warriors".

Mephala

The Daedric Princess of Murder and Secrets, her realm is unknown to anyone, is an androgynous Deity and is depicted as a four-armed lady in a long dress and bouffant hair.

She is known as the Spider God, the Night Mother, and the Webspinner. Forerunner of Vivec, considered one of the founding ancestors of the Dunmer race. Mephala, according to some books - together with Boeta, founded the Assassins' guild - the Morag Tong, they also participated in the creation of the Great Houses of Morrowind and opened the path of Psijic (magic) to the dark elves.

~By mbrisa

The plane of the Daedric Princess Mephala is the Spiral Skein, which is several areas in Oblivion, interconnected by the ghostly threads of a magical web.

An artifact crafted by Mephala is an Ebony Blade that looks like the Akaviri style.

Call Day is the twelfth day of the month of Frost.

Molag Bal

Prince of Wrath and Father of Monsters - Molag Bal, Daedric Prince of Domination and enslavement of mortals. Considered the Father of vampires, their creator and patron. True to his dreadful names, the Prince looks truly intimidating: A huge hybrid of bull and reptile, with horns, tail and long, sharp claws. Considered by the Dunmer to be one of the "Evil" Daedra.

Coldharbour - the plan of Molag Bal in Oblivion, like a copy of Tamriel, but the deceased. The earth is covered with a thick layer of dirt, the sky is on fire, but the monstrous cold penetrates to the bones - this is how Seif-ij Hij describes the abode of the Father of Horror in his books.

The Mace of Molag Bal, known as the Mace of the Vampire created by the Prince, is capable of draining magic from an opponent and transferring energy to the wielder. With her help, more than one wizard was killed.

Molag Bal is summoned on the twentieth day of the Evening Star if there was no thunderstorm that night. If the ceremony is skipped, he may appear to the followers on another day, in the form of a mortal.

Namira

Daedric Goddess of Rot and Deformity, whose realm is Ancient Darkness. For mortals, her image is associated with various vile creatures: spiders, slugs and insects. Her followers can often be seen cannibalizing :3


~By bretwolfe33

Appears in the form of a woman with some kind of abomination at her feet, whether it be Demons or Imps.

The Scattering Void is the Daedric Princess's plan, of which nothing is known.

The goddess can reward the lucky one with her artifact - the Ring of Namira. The wearer can devour corpses and restore their health.

The day of Namira's summoning is the ninth day of the month of Seva.

Nocturnal

Nocturnal Inscrutable, Mistress of the Night, Daughter of Twilight. Her sphere is Night and Darkness. The Empress of Shadows is depicted as a beautiful woman in a dark robe with ravens sitting on her outstretched arms. Nocturnal is especially revered in the Thieves Guild.


~By Erika-Xero

Dangerous Shadow - once Nocturnal's main home in Oblivion, was destroyed by Mehrunes Dagon, so the current abode is Evergloom. It is a night forest in which crows live.

Artifacts of the Goddess - The Skeleton Key, known throughout Tamriel as the Eternal Lockpick.
A Bow of Shadows that grants the wearer speed and the ability to turn invisible.

A gray hood that completely hides the wearer. The magic of the hood is so dangerous that it can make you completely invisible, after which even close relatives and friends will forget about your existence.

The Daedric Princess is summoned on the third of the Month of Fire.

Peryite

Despite being depicted as a dragon, he is considered the weakest of the Daedric Princes. He is called the Plague Lord and the Prince of Pestilence, the Overseer. It is the cause of many illnesses and diseases in the mortal world.

TES: Daedric Prince Peryite
~By CircuitDruid

Peryite guards the lower layers of Oblivion, and his plane is called the Pits of Peryite, which is also unknown, since it is closed to mortals.

The Daedric Prince wields an artifact of Dwemer origin, the Spell Breaker, capable of repelling any magic and silencing the enemy.

Peryite's Summon Day is the ninth day of the month of Rain

sanguine

The Daedric Prince of drunkenness and depravity, whose sphere is revelry and joy, as well as the desire for the dark sides of nature. Depicted as a horned demon with a mug in his hand, which is not surprising.

~By LinaSwalaf

An artifact is associated with the Prince - the Rose of Sanguine, a staff that calls for the help of a younger Daedra.

Sanguine's plan in Oblivion always changes its place, one of the famous ones is the Misty Grove, a fabulous abode, with brightly illuminated trees, a light fog floats in the air and calm music sounds, and a beautiful moon can be seen in the sky. They say that right on the edge there is a table where the minions of Sanguine feast and drink.

The day of the summoning of this Prince is the sixteenth day of the month of Sunrise.

hirsin

His realm is the Great Hunt, the chase, the game. Known as Father of Beastmen, Hungry Cat, and Patron of the Hunt. Traditionally depicted as a man wearing a deer mask and holding a spear of Bitter Grace in his hands, but this is only a generalized image that embodies the five aspects (totems) of Hircine: Bear, werewolf, wolf, deer and fox.

Hircine's Call
~By Isriana

Hircine brought animal diseases to the mortal world, which is why he is considered the creator of werewolves.
Enticing mortals into his plan - the Hunting Grounds, Hircine makes them a subject of hunting for local inhabitants, and if he survives until night, then the Prince himself comes into possession with a personal retinue of werewolves. The plan itself is a dense forest with rocky mountains, rivers and plains. In addition to servants of Hircine, the Hunting Grounds are home to lycanthropes of all kinds, from herds of bulls and giant snakes, to tigers and mammoths.

Artifacts of Hircine: Spear of Bitter Mercy - used in the Daedric rite "Wild Hunt", and Breastplate "Savior's Hide", reflecting magic.

The day of Hircine's summoning is the fifth day of the month of Midyear.

Sheogorath and Jyggalag

The Prince of Madness, Daedric Prince Sheogorath is a Sneaky Cat whose motives are never known, most likely just having fun. The people believe that when a madman speaks, he turns to this prince, and he tells him what he cannot know. Appears in the form of a bearded man with a cane in his left hand and expensive silks.

Sheogorath was descended from the most powerful Daedra - Jyggalag. According to legend, other Daedra, fearing the power of Jyggalag, cursed him with madness, and he became Sheogorath, but not completely. Sheogorath once every thousand years becomes Jyggalag again and destroys his kingdom (puts things in order). What do you know about insanity?

Sheogorath's plane - the Shivering Isles, divided into "Mania" and "Dementia". Mania appears as a colorful part of the Islands, picturesque and with vibrant vegetation.

Arrogant people who love luxury found shelter there. You can often meet musicians, artists and other creative people, crazy, really. As for Dementia, on the contrary, unfriendly and gloomy, one gets the feeling that all the inhabitants of Dementia suffer from a severe form of paranoia.

Sheogorath The Madgod & Jyggalag- Prince of Order
~By The-Mattness & Rono22

The most famous artifacts of the Prince of Madness - the staff of Wabbajack, popularly simply "Wabba", is able to change any creature into another creature ..

Staff of the Eternal Scamp - is more of a curse, a malicious joke. As soon as the victim reads the runes on the hilt of the staff, four Skamps will appear before the owner, forever chasing him. Getting rid of the Scamps, as well as the staff itself, is not so easy. You will have to find someone who will accept this gift voluntarily, or take the artifact to the Sanctuary of Sheogorath in the Black Phantom cave.

Two other artifacts associated with the Prince are very rare: the Itchy Fork, a useless dagger; and Gumballpaddy's enchanted gloves.

Sheogorath is called on the second of the month of Dawn, or on any day during a thunderstorm. If there is no thunderstorm on the day of the call, in no case should he be called.


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