Do Daedric Princes have children? Daedra quests (final version). Path to Oblivion

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

Story

Age of Dawn

According to the theory followed by most Tamriel theologians, the appearance of the Daedra was the result of a confrontation between two primordial entities - Anu and Padomay. From the mixed blood of Padomay and Anu the Aedra were born, and from the pure blood of Padomay the Daedra were born. Padomay despised the mortal world, and that is why 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. Error? It has been suggested that Jyggalag is Meridia, to which Mark Nelson (BlueDev) countered: “Jyggalag is not Meridia. Meridia is Meridia. We'll see who Jyggalag is later. I've been thinking about this a lot lately and want to expand on this topic in the future."

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

The summoning of the Daedra Princes is a topic in which interest does not dry out. Residents of Tamriel often ask them for help in their troubles. Princes usually agree in exchange for a favor. Morian Zenas, author of the book “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 discriminating, 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 Empire, argued that “attitudes towards Daedra cults in other provinces may differ significantly. Even in Cyrodiil, traditional views on the subject have changed over time, and some communities continue to worship the Daedra. Everyone’s motives are different, some are inclined to worship the Daedra at the call of their souls, some are driven by a thirst for secret knowledge and power. In particular, adventurers of all stripes seek out famous Daedra artifacts for the benefits they bestow upon their owners."
Each of the Daedra Princes has their own summoning day. For example, he responds to any call on the ninth day of the month of the Second Grain, and during a thunderstorm, although he has his own call day. This unpredictable Daedra often appears in place of other Princes if they are summoned during a thunderstorm. always answers the call of the Glenmoril Coven, regardless of the date.

However, recently the traditional days of conscription have lost their importance. By making the necessary offerings and observing certain conditions, the Daedra can be summoned on any day. So, she will answer the call if you bring her holy dust at dawn or sunset.

Winged Dusks are the only Daedra capable of flight.

Lesser Daedra

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

Humanoids

If you believe, many of the most intelligent Daedra have a humanoid appearance. This is usually true of Daedric Princes and their servants. Daedra that usually have a humanoid form include:

  • usually serve Mehrunes Dagon, Molag Bal and Malacath. Dremora are strong, proud, and have a strict system of ranks and castes. They call themselves "Kinaz" or "The People". They are proud and independent, hate anyone's authority over them, and are prone to betrayal and treachery when they feel they are not treated with due respect.
  • They look like elves dressed in golden armor with golden skin and stand guard in Mania, which is in the domain of Sheogorath. They are considered the best warriors of Sheogorath and rival the dark seducers.
  • have purple skin and serve Sheogorath and Molag Bal. They guard a part of the Shivering Isles called Dementia and wage a constant struggle with the golden saints for the favor of Sheogorath.
  • The Knights of Order serve Jyggalag. These sword-wielding crystalline creatures are deadly. Their crystalline hearts, called Hearts of Order, 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, their hearts are the same as those of the Dremora.
  • often take the form of blue-skinned people. They hold high positions in the Dremora legions and serve as guards to Mehrunes Dagon or Molag Bal.
  • - a cross between a Xivilai and a Dremora created by Molag Bal.
  • can be recognized by their yellow skin, red eyes and long black horns. These Daedra serve Clavicus Vile.
  • - tall, beautiful and very scantily clad women who inhabit the plane of Nocturnal.
Reptiles

The Daedra include reptilian creatures, most of whom serve Mehrunes Dagon or Molag Bal.

  • Daedroths resemble large bipedal crocodiles with sharp claws and teeth. These Daedra can breathe fire and are capable of causing great damage in battle.
  • Clanfiers (Clan Horrors) also resemble reptiles in appearance: they are bipedal creatures with a beaked mouth, a bony crest on the head, extremely sharp claws on small forelimbs, scaly skin and small spines on the muzzle. There is also a weaker subspecies of clanfyres - dwarf clanfyres, which are much weaker than their larger counterparts. Although clanfyre are smaller in size than daedroths, they can be more dangerous due to their ability to reflect damage, good defense, and fast attacks.
Atronachs

Atronachs are Daedra associated with a certain element, substance or natural phenomenon. Their appearance, abilities and intelligence are very different, the only thing they have in common is a more or less humanoid appearance.

  • Flame Atronachs resemble almost entirely females and flames (in Morrowind, males). When attacking enemies, they use fire magic and leave a trail of fire behind them as they hover above the ground. Defeated atronachs often explode in a massive fireball.
  • Ice atronachs are more massive in build. In Oblivion, their eight feet tall make people seem dwarfed. Their bodies, roughly hewn from ice, reflect light so strongly that in the daytime they can blind the enemy, making combat very difficult. Ice Atronachs attack only in close combat, striking with their spiked hands.
  • Storm Atronachs are composed of shards of stone held together by magical energy and wrapped in swirling 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 appeared in Tamriel since and until the events of the Shivering Isles, when the Flesh Atronach could be encountered again.

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

Other Daedra
  • Winged Dusks are the only Daedra capable of flight. Outwardly, they resemble harpies, they have blue skin and a long tail. The head is the size of a human, feminine features, hair tied up in a ponytail. These Daedra serve Azura.
  • The spider daedra is something like a centaur with a woman's head and torso on top of a spider's body. They are able to summon smaller copies of themselves and attack the enemy with electricity. These servants of Mephala are so uncontrollable that even her followers rarely summon them for fear that they will disobey orders.
  • Ogrims are huge creatures, endowed with only a grain of intelligence. They usually come to Nirn to entertain their master, Malacath, by frightening mortals.
  • The Hungering are cruel Daedra with powerful magical potential. Their bodies are skinny 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, and quite frivolous ones at that. They are often associated with Molag Bal, Mephala, Boethiah, Peryite, Namira and Mehrunes Dagon.
  • Vermay resemble scamps, but are superior 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. They live in Apocrypha, the plane of Hermaeus Mora, never leaving it.
  • Lurkers are large, amphibian-like Daedra who inhabit Apocrypha and keep 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 constancy, 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 mortal ideas about good and evil; they have both of these qualities at the same time.

Most of the population of Tamriel considers 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 provinces where the population is predominantly human (such as Cyrodiil), the Daedra are considered completely evil, and their worship is illegal. However, this has not stopped Daedric cults from appearing throughout Tamriel, and in some places Daedric worship is viewed favorably or at least neutrally. In particular, the Dunmer of Morrowind have much more reverence for the Daedra, especially Azura, than for any of the Nine Divines.

An interesting fact that may explain Mehrunes Dagon's desire to take over Tamriel is that Daedra never actually die. Simply put, Dagon cannot do what earned his name - the Prince of Destruction. According to the book "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 Daedra Princes consider the mortal races to be nothing more than amusing little animals that can be played with occasionally. Sheogorath and Sanguine, for example, often torment mortals solely for their own amusement, without any intention of causing harm. Azura's interference in the affairs of mortals, especially her "chosen" Chimer and Dunmer, is almost always beneficial to the latter, making her the most "good" of the Daedric Princes. Similarly, Meridia is considered good due to her hatred of the undead, and Nocturnal is considered good for helping thieves. Of course, there are a few Princes, such as Mehrunes Dagon, Molag Bal and Boethiah, who love to harass mortals and therefore fit the definition of "evil". Even those Princes who embody something “good”, like the Prince of Order Jyggalag, can bring harm to the mortal world if this quality is taken to an absolute level.

The behavior of lesser Daedra usually corresponds to the Prince to whom they obey. The Dremora of Mehrunes Dagon deeply hate humans and mer, and are looked down upon by the golden saints of Sheogorath. The Summoner can bend the Daedra to his will, despite their natural inclinations, as clearly demonstrated by the Tribunal, which uses the Dremora as guards 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.

Daedra Worship

Daedric worship is widespread throughout Tamriel, with Daedric shrines found throughout the continent. Cultists revere the Daedra as gods, and their ideas about their deities are very diverse. Official religions, such as the Cult of the Nine Divines, organized real witch hunts, persecuting Daedra worshipers, and were often amazed at their sound judgment (of course, this does not apply to the worshipers of Mehrunes Dagon and Sheogorath), which did not at all correspond to the image of bloodthirsty killers and cannibals .

Daedra worship was historically common among orcs and dark elves, but now the orcs who lived in Orisinium mainly worship Trinimac, an Aedra who later became Malacath, and missionaries of the Cult of the Nine converted some Dunmer to their faith.

By the end, Daedra worship had spread widely across Tamriel. New sanctuaries 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.

Worshipers of the Daedra often claimed that they felt a certain “calling” and came to the worship of the Daedra quite consciously. Typically, cultists worship whichever Daedra most closely reflects their own nature. For example, a follower of Nocturnal, the Princess of the Night, may feel a kinship with darkness, and an admirer of Mehrunes Dagon - 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 world. Daedra races inhabit other planes of existence, collectively called Oblivion, and, with rare exceptions such as the Oblivion Gates, cannot directly interact with the mortal plane. Usually they appear if the spellcaster calls them, and only for such a period during which he can maintain their existence.

There are several ways to summon Daedra: using artifacts such as the Rose of Sanguine, various summoning spells, and also using the Atronach Forge under the College of Winterhold. Of all the Daedra, the most commonly summoned are Dremora and Atronachs. Daedra can be very useful as allies, but 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 concluding a pact with them. As a result of this agreement, Daedra can remain on the mortal plane indefinitely, at least until their physical shell is destroyed, after which their essence is sent back to Oblivion. Daedra found in ruins and tombs usually got to Nirn 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 one who calls them a task, upon completion of which he will receive a rich reward. Often these tasks only serve as entertainment for the Daedra. However, this is not always the case: Morian Zenas, author of the book On Oblivion, claimed that he summoned Daedra and spoke to them without receiving any orders.

Exile

The book “” says that “Aedra is associated with stability. The Daedra represents change. The Aedra created the mortal world and are connected to the Bones of the Earth. 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 does not apply to changeable Daedra, they can only be expelled."

According to what is written, Daedra cannot be killed, they can only be banished back to Oblivion by destroying their mortal shell. Sometimes this is not possible, because... Some Daedra are incredibly powerful in magic and martial arts. Some knowledgeable people manage to find out the true name of the Daedra, with the help of which they can be expelled relatively easily. Speaking their true name drains the Daedra's life force, forcing them to travel to Oblivion and remain there until their strength is restored. This state is in some ways similar to sleep, however, unlike mortals, sleep is not normal for the Daedra. The feelings they experience are as close to despair and horror in the face of nothingness as is generally possible for an immortal entity. The exiled Daedra return to their plane of Oblivion, while they themselves change and their true name changes. 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. After death, the soul of the Daedra wanders through Oblivion and eventually regains its original form, which, however, can take centuries.

It is possible that killing a Daedra on its home plane will ultimately destroy it, but this hypothesis is difficult to test, since it is as difficult for mortals to penetrate Oblivion as it is for a Daedra to reach Nirn. The oral traditions of the elven races describe the Daedric Princes as if they physically walked Nirn and interacted with the ancient mer, although this may only be a loose account of events. In history, there is only one reliable case of the physical presence of the Daedric Prince in Nirn - the invasion of Mehrunes Dagon at the end of the Third Era. The only thing that could defeat him (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.

Nay Tirol-Llar

Among the followers of the Daedra there were attempts to penetrate the planes 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 forever wander in the void, quoting philosophical sayings.

The only safe way to enter Oblivion is to go 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. The size of the Gates varied from small ones, usually appearing somewhere in the wilderness, to huge ones, expelling hordes of Daedra that attacked cities. The portal's existence was maintained by a sigil stone mounted on top of a high tower in Oblivion. When the stone was removed, the connection between the worlds was broken and the portal closed.

There was a barrier between Nirn and Oblivion, maintained in the Imperial City. Each new Emperor, during his coronation, lit the Dragon Fires, 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 lights were extinguished and the Amulet was stolen by Mankar Camoran, thus opening the way to Nirn.

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 the plan of Mehrunes Dagon. According to the Blades, Martin spent many days studying the Mysterium of Xarx, a book written by Dagon himself. From it, Martin learned that to open the portal, extremely rare components would be needed: the great Sigil stone, the great Welkynd stone, Daedra blood and Aedra blood. The champion of Cyrodiil, in his dangerous journeys, obtained everything he needed and Martin opened a portal for him so that he could return the Amulet of Kings.

At the end of the Third Era, a new Gate opened leading to the Shivering Isles - the plane of Sheogorath. These Gates were externally different from those opened by Mehrunes Dagon, and could exist for as long as desired, because... posed no threat to Nirn.

In 583, Molag Bal sent Dark Anchors to Tamriel to pull his Oblivion plane, Coldharbour, towards it.

Another way to enter Oblivion is a portal in the dungeons of Castle Volkihar, 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, purified void salts, soul stone shards 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 such as the Deep Dweller's Bible and the Tome of Unlife. The Dunmer of Morrowind also often use Daedric symbols in writing, such as the names of places on signs.

Contrary to popular belief, the Daedric language does not exist; the letters of English words are replaced with Daedric symbols. Sometimes they talk about “Daedric font”, but this is not entirely correct, because... many characters 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 connection to the Daedra Princes are particularly strong undergo physical changes. This is mentioned after completing the quest “At the Top of Apocrypha” by Neloth, who is looking for “dark spots on the whites of his eyes.”

Some people believe that Molag Bal's invasion of Nirn took place because... there is no mention of him in books.

Translator: Monday

Princes(Lords, Princes) Daedra- powerful creatures, Gods, ruling in the Kingdom of Oblivion. Each Daedric Lord has his own plane (abode) in Oblivion, and smaller planes called “pocket” planes.

Hermaeus Mora

Daedric Prince of Doom. Knower of the unknown. His sphere is Divination of the past and 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 lockinloadedly

The plane of Hermaeus Mora in Oblivion is called "Apocrypha" - it is an endless labyrinth, reminiscent of a library, storing incredible knowledge that is inaccessible to ordinary mortals. Be careful when reading Black Books Without Covers, They Say They Make You Crazy...

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

The treasured 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 Summoning Day is the fifth 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 Chimers into Dunmers: “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 floor-length dress with a moon and a star in her hands. According to legends, Azura is considered the creator of the various forms of the Khajiit.

Azura
~By machiavellical

Azura's plan in Oblivion is Moon Shadow. Described in the book as “a beautiful blooming paradise, shrouded in a light haze.”

An artifact that can be bestowed by the Goddess is Azura's Star. A rare and beautiful-looking reusable soul stone.

Moon-and-Star Ring - A Dwemer creation for Nerevar and blessed by Azura. The ring gives the owner incredible charm and the gift of eloquence.

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

Boeth

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

Boethea's Plan - Share of Retribution. It consists of high towers and labyrinthine gardens, probably where Boetha likes to chase his victims, the plan is constantly changing not only in appearance, but the name also changes, so, in the past, it was called “Snake Saddle”.

The hottest Daedric Prince
~By Velena-Gorosama

In the service of the Prince are younger Daedra, Clanfiers and the Hungry. Feuds with the Daedric Prince Molag Bal.

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

According to tradition, on the day of Boethiah's summoning, the second day of the month of Dusk, battles take place between his followers and stop only after nine priests are killed.

Vermina

Daedric Princess of Nightmares and Bad Omens. She is the Spinner of Lush Clothes. This is exactly how she is portrayed: A woman in a luxurious robe with a staff in her hand.

~By Eldanaro

The Queen of Nightmares is known for her sophisticated torture of mortals, primarily in their dreams. Many remain there forever. She deals with necromancy and vampirism.

Unsurprisingly, Vaermina's plane in Oblivion is the Realm of Nightmares, known as "Sleepwalking", "Quagmere" or "The Mire".

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

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

Vaermina's summoning day is the tenth day of the High Sun month. The Merchant's 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 coming into contact with him, who knows what goals he is pursuing.

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

Clavicus Vile
~By RisingMonster

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

Clavicus's plan in Oblivion - the Fields of Regrets - appears to be an ordinary serene village with the Prince's minions, some remain there forever.

In addition to the mask, the artifacts “Bitter Chalice”, “Axe 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, accepts Umbra's name.

The day of summoning Clavicus Vile is considered to be the first day of the month of the Morning Star.

Malacath

According to legend, there was Trinnimak - Et "Ada", absorbed by Boetha 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, Trinnimak remained alive, and Malacath is a separate entity, whose goal was to leave the orcs as outcasts. Hence his nickname among the people - the Prince of Outcasts, the Orc God. The old orcs call the perverted Trinnimac Maloch, but Malacath is considered a different god.

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

~By darthell

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 ash.

Famous artifacts associated with Malacath: Volendrung: a huge war hammer, but created by the Dwemer, not a Daedric Prince.

In addition to the hammer, legends mention the Helm of Oreyn Bearclaw and the Scourge mace, created for ordinary mortals. Is it 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 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 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 the Dawn”; saturated with the light of Meridia - it destroys any undead. Also, the artifact Khajiit Ring is associated with Meridia, although it is unknown how it later got to the Daedric Lord Mephala, perhaps they were in contact.

~By DanaeNZ

Meridia's plan - "Colored rooms". These are small islands in the sky with huge sliding lenses that saturate everything around with Magnus’s light. Once upon a time, the Princess sheltered in her lair Umaril the Unfeathered, the magician king who ruled the center of the Ayleid Empire during its Golden Age.

Meridia is summoned 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. Befitting his nicknames, he has the appearance of a four-armed giant with a huge double-edged ax and a shuko. He invaded Tamriel several times, causing numerous deaths and destruction; because of his actions, one of the small Houses of Morrowind, Sotha, was erased from the face of Nirn. He opened gates to his kingdom throughout Cyrodiil at the time of the Oblivion Crisis (433). The Mythical Dawn cult 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 Mehrun are the younger Daedra: vile scamps, clanfiers, dremora, vermai, zivilai, morphoid daedra and herne.

Prince's Artifacts: The deadly Razor of Mehrunes, capable of killing any living creature with one blow.
Daedric crescent used by Dagon's army to capture the Battlespire.
The book "Mysterium of Xarxes", written by Xarxes.

The Mehrunes Plan - the Dead Lands - are famous for the dangers they conceal within themselves; the name alone already suggests that anyone who has been blessed by the Gods with brains should not go there. Fiery sky, gloomy towers, lava, local “residents” and fauna - everything around is trying to kill you.

The day of summoning of Mehrunes Dagon is the twentieth day of the Month of Dusk. 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 unknown to anyone, is a bisexual Deity and is depicted as a four-armed lady in a long dress and bouffant hairstyle.

She is known as the Spider God, the Night Mother, and the Web Spinner. The forerunner of Vivec, considered one of the founding ancestors of the Dunmer race. Mephala, according to some books, together with Boetha, founded the guild of Assassins - 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, connected by ghostly threads of a magical web.

An artifact created by Mephala is an Ebony Blade that resembles the Akaviri style in appearance.

Conscription 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. Living up to his terrible names, the Prince looks truly terrifying: A huge bull-reptile hybrid, with horns, a tail and long sharp claws. Among the Dunmer, he is considered one of the "Evil" Daedra.

Coldharbour is the plane of Molag Bal in Oblivion, like a copy of Tamriel, but dead. 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-idj Hij describes the abode of the Father of Terror 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 owner. With its help, more than one wizard was killed.

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

Namira

Daedric Goddess of Rot and Deformity, whose sphere is the Ancient Darkness. Mortals associate her image with various vile creatures: spiders, slugs and insects. Her followers can often be seen engaging in cannibalism:3


~By bretwolfe33

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

The Dispersing Void is a Daedric Princess plan that nothing is known about.

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

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

Nocturnal

Nocturnal Incomprehensible, 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 the main refuge of Nocturnal in Oblivion, was destroyed by Mehrunes Dagon, so the current abode is Eternalshadow. It is a night forest inhabited by crows.

Artifacts of the Goddess - The Skeleton Key, known throughout Tamriel as the eternal master key.
Bow of Shadows, giving the owner speed and the ability to become invisible.

A gray hood that completely conceals 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 Daedra Princess is summoned on the third of the Month of Fire.

Peryite

Despite the fact that he is depicted in the guise of a dragon, he is considered the weakest of the Daedra Princes. He is called the Plague Lord and Prince of Plagues, 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 Peryite Pits, about which nothing is also known, since it is closed to mortals.

The Daedric Prince owns an artifact of Dwemer origin - the Spell Breaker, capable of reflecting any magic and silencing the enemy.

Peryite's Summoning Day - the ninth day of the month of Rain

Sanguine

The Daedric prince of drunkenness and debauchery, whose sphere is feasting and joy, as well as the desire for the dark sides of nature. He is depicted as a horned demon with a mug in his hand, which is not surprising.

~By LinaSwalaf

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

Sanguine's plane in Oblivion always changes its place, one of the famous ones is the Misty Grove, a fairy-tale abode, with brightly illuminated trees, a light fog floats in the air and calm music sounds, and you can see a beautiful moon in the sky. They say that right at the edge of the forest there is a table where Sanguine’s minions feast and drink.

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

Hircine

His sphere is the Great Hunt, pursuit, game. Known as the Father of Beastmen, the Hungry Cat and the Patron of the Hunt. Traditionally depicted as a man wearing a deer mask and holding a spear of Bitter Mercy, this is only a generalized image representing 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 it is considered the creator of werewolves.
Luring mortals into his plan - the Hunting Grounds, Hircine makes them the subject of hunting by local inhabitants, and if he survives until night, then the Prince himself appears in the domain with his personal retinue of werewolves. The plane itself is a dense forest with rocky mountains, rivers and plains. In addition to Hircine's servants, 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 "Skin of the Savior", which reflects magic.

Hircine's Summoning Day is the fifth day of Midyear.

Sheogorath and Jyggalag

Prince of Madness, Daedric Prince Sheogorath is a Boor Cat whose motives are never known, most likely just having fun. 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 came 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. Once every thousand years, Sheogorath becomes Jyggalag again and destroys his kingdom (restores order). What do you know about madness?

Sheogorath's plane is 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 personalities, crazy ones, really. As for Dementia, on the contrary, it is unfriendly and gloomy, one gets the feeling that all residents 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 are the Wabbajack staff, popularly known simply as “Wabba,” which can change any creature into another creature..

The 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 Scamps will appear before the owner, always chasing him. Getting rid of the Scamps, like the staff itself, is simply not possible. 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 more artifacts associated with the Prince are very rare: Tickler's Fork - a useless dagger; and Gumballpuddy's enchanted gloves.

Sheogorath is summoned on the second day of the month of Rising, or any day during a thunderstorm. If there is no thunderstorm on the day of conscription, he should under no circumstances be conscripted.


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The game Skyrim had the same effect as all the games in The Elder Scrolls series - it fired the majority of the world's population from their jobs and drove them out of their families. We will not write about walkthroughs, cheats, codes and other handkerchiefs for wiping the snot of Skyrim players. Today we will reveal to you in detail and beautifully the topic - the Daedra princes. Who they are, what they do, a description and of course all the artifacts of Skyrim, all the Daedra princes.

Daedra Princes are sometimes referred to as demons in Skyrim, but it is infinitely disrespectful to refer to them in such a manner. For they are revered by the characters of The Elder Scrolls games and the players themselves as deities. The total number of elder Daedra is 16, sometimes 17. Do not confuse them with Aedra, since Daedra princes are immortal and cannot be killed. Although sometimes I really want to.

Who are the Daedra princes - demon-like entities living in Oblivion (Oblivion). A parallel is often drawn between them with Jewish demons. Mostly evil and insidious, but often also beneficent. The Daedra Princes created the Daedra, lesser demons.


Book of Daedra

It is worth noting that each Daedra prince has his own part of Oblivion, as well as his own habitat, each one is unique. All Daedra Princes play an important role in all The Elder Scrolls games. But the most important thing is that each prince is associated with one or another artifact, unique in its capabilities.

Description of the Daedric Princes:

1. Boethiah(Boethiah). We will describe this Daedra prince first. Boethiah is a master of war, prince of the fields and prince of intrigue. If you like to deceive, take revenge, betray and make plans to kill, Boethiah is your option. There is a legend that Boethiah is neither a man nor a woman, but whatever he wants.


Boethiah and the Khajiit (Boethiah).


Champion of Boethiah

In Skyrim, Boethiah's artifact is the Ebony Mail. A class of heavy armor, but when wearing it you move much more quietly than in ordinary heavy armor, also any enemy who thinks of coming too close to you is poisoned and suffers damage every second. Boethiah's quest is filled with senseless murder, massacre and betrayal.


Boethiah Statue Skyrim


Artifact of Boethiah

2. Azura(Azura). Two-Faced Azura is the Prince of Dusk and Dawn, Queen of the Dawn, Mother of the Rose and Queen of the Night Sky. If a mortal somehow finds his way into her realm, Azura welcomes him warmly. Azura's main enemy is Sheograt. The mysterious and damn smart Dwemer were afraid of this Daedric prince. When one Dwemer proved that Azura was not omniscient, the curse was terrible. Conclusion? You need to show off less in front of a woman with power!


Statue of Azura.

But Azura is revered as well as the creator of the Dunmer and is worshiped by the Khajiit/Khajiit. The cunning race of Khajiit consider Azura to be the kitten of Fadomai's third litter. They are sure that Azura received from her mother the greatest gift possible - three secrets.

The Khajiit do not doubt for a second that it was this Daedric prince who created their race. Instilling intelligence and wisdom into the minds of the Khajiit, as well as stuffing their mouths with moon sugar (a drug).


Azura Skyrim

Azura's quest in Skyrim is very unusual. The reward for completing it can be an Azura Star or a Black Star, to choose from. Of course, the Star of Azura is more profitable, because it absorbs the souls of everyone indiscriminately, and the Black Star of Azura only NPCs (friendly characters), of course I would like to take the second reward, but I have few friends, and I want to kill as many as possible. In general, it’s not profitable to be bad - there’s not enough meat... sad thing.


Azura Artifact

3. Jyggalag(Jyggalag). He is rightfully considered the 17th Daedric Prince. Prince of Order who fought with Sheograt. Jyggalag furiously wants to seize and appropriate the kingdom of Sheograt for itself. Probably not everything is in order in the kingdom of Sheograt, although logically for Jyggalag everything is not in order everywhere. This is probably the reason for his patronage of the princes of Order.


Jyggalag

But for ardent fans of The Elder Scrolls game series, it has long been no secret that Sheograt and Jyggalag are one and the same Daedric prince with two entities that oppose each other from time to time. Jyggalag himself claims that the culprit is the curse of the Daedric princes, who gave the form of its opposite, calling it Sheograt. Double-mindedness is common to all of us, so this Daedric prince is close to mere mortals who, with their blind desire to correct “something because”, do not restore order, but the devil. Jyggalag ranks 9th on the list of all Daedric princes.


The game Skyrim put a little bit of an orcish bolt on Jyggalag. Probably the reason for the absence of this Daedric prince in Skyrim is the fact that Jyggalag appeared relatively recently and Tamriel has not yet learned about him. There is no Jyggalag in Skyrim. And in general, it should be noted that the Daedric princes in Skyrim are pushed into the background by dragons, and this is another reason to polish their faces... beaks... what do dragons have?


Dragon Hunt Skyrim

4. Vaermina(Vaermina) second version of Vernima (Vaernima). The Daedra princes do not like Vernima because she has nightmares and torture. It's disgusting, but damn interesting! Vernima is the Prince of Signs and of course Dreams. Vaermina rules the kingdom of nightmares called "The Mire". The kingdom of this Daedric Prince does not have a constant form, it changes. But the main essence of any illusion of this world, where Vaermina rules, is nightmares.


Vermina

It seems like vampirism and necromancy are the work of Vaermina. To receive the blessing of this Daedra prince, you need to imprison the innocent soul of a sentient being in a black soul stone. Necromancers adore Vaermina, depicted as a woman in a luxurious dress.


Vaermina.

Vaermina in Skyrim appears during the quest "The Walking Nightmare", it is given by Erandur in the Peak of the Winds tavern. Vaermina has cursed the whole city and you need to save people from their eternal nightmare. But not everything is so simple in that quest. If you are loyal to the Daedric Prince, you will receive the “Skull of Night”; if not, you will also receive...


Vermina Slyrim


Artifact of Vaermina

5. Hircine(Hircine). Daedric prince identified with the hunt. The Chief Hunter of the Daedra Princes and is rightfully considered the father of the beastmen. Lives in the Hunting Grounds, has absolute power over werewolves. The Khajiit (Khajiit) revere him as the kitten of Fadomai's second litter and describe Hircine as an eternally hungry kitten.


Hircine. Daedra Prince.

In Skyrim, Hiercyn rewards the player with the Skin of the Savior or the Ring of Hiercyn. But first you will need to complete the quest “Call of the Moon”. The ring gives you the unique ability to transform into a werewolf once a day.


Skin of the Savior and ring "Call of the Moon", artifacts of Hircine Skyrim.

6. Clavicus Vile(Clavicus Vile). There is a clue in the name itself; vile translated from English means “wicked”, “mean”. Clavicus Vile - creates contracts, bestows powers, fulfills your wishes. But the trick is that Clavicus Vile loves to deceive and patronizes perjurers. The kingdom of this Daedra prince resembles an ideal village, filled with serenity and tranquility and, of course, the village is full of Westerners.


Clavicus Vile

The asshole Clavicus Vile distinguished himself by helping vampires adapt to human society. Clavicus is depicted as a horned dwarf with Barbas (a demonic beast) walking next to him. One can easily draw a parallel between the gift of this Daedric prince “Mask of Clavicus Vile” and the work “Little Tsakhes”, because the Mask of Clavius ​​bestowed “beauty” on the wearer. That is, in the eyes of beholders the person was unrealistically beautiful. But it was just an illusion.


Clavicus Vile Statue Skyrim

In Skyrim, Clavicus is no longer a dwarf and gives you a quest to return his dog Barbas. The Daedra Prince calls his partner nothing more than “mongrel.” By the way, the dog can talk. The psychedelic mind of this Daedric prince offers you the following: take away the valuable weapon by killing the dog or return it to the owner.


Artifacts Skyrim Mask Clavicus Vile

7. Meridia(Meridia). What is known is that she hates the undead and necromancy. Her kingdom is Colored Rooms. For some time, everyone was sure that it was Jyggal, until the chief designer of a group of perverts called Bethesda denied these rumors.


Meridia statue in Skyrim.

All artifacts in Skyrim of the Daedric princes are varied and unique. In Skyrim, Meridia gives those who complete her quest a sword that kills the undead like chickens. And the additional damage to the undead will be very useful in one of the final quests, the storyline.


"Radiance of Dawn" artifact of Meridia

8. Malacath(Malacath). The dearest of the Daedric princes. Malacath God of Orcs - God of Curses! All who are expelled and despised find shelter with Malacath. Also, of all the Daedric princes, Malacath is an ardent keeper of oaths and terrible curses. The kingdom of Malacath is filled with smoke and dust, corrosive smoke replaces the air and it is impossible to breathe there without the help of magic. Rumor has it that Boethiah herself turned Malacath into a Daedric prince.


Malacath God of the Orcs. Skyrim statues.

The Dunmer consider Malacath to be a "bad Daedra". Actually, orcs are “bad” for everyone, but it’s not clear why cutting down enemies left and right is bad. The orcs fall into an all-consuming rage. And no one likes the fact that huge, merciless creatures have their own faith, their own principles, for which they are ready to lay down their heads. In any case, the worship of Malacath is prohibited.

Malacath in Skyrim gives an artifact to those who complete his quest - Volendrung. An excellent two-handed weapon that destroys 50 units with one hit. the enemy's reserves of strength. The quest is given in the village inhabited by orcs "Largashbur". We need to kill giants, and we are always ready to kill.


Volendrung Skyrim artifacts.

9. Mephala(Mephala). Nasty Spider God. Spinner of Nets. Mephala - Black Hands. Hermaphrodite, Spider. In general, it’s still a blessing for the faint of heart. But there are also positive aspects - Mephala is a bisexual deity who is in charge of all secrets, secret murders, art and most importantly - sex! So if no one gives, pray to Mephala.


Mephala.

The most ancient and one of the most influential assassin guilds, the Morag Tong, worshiped Mephala. Oddly enough, this Daedric prince is considered good. Based on the story, she took Vivec out of his mother’s womb, reunited with him and taught the baby all the secrets, then, like a decent Daedra, she returned him back to his mother’s womb.

Mephala created the Morag Tong. Guild members killing for the glory of Mephala make her stronger. To glorify Mephala, one must kill NOT because of profit, but because of hatred. The mercenaries from the Morag Tong guild have a lot to offer, because they are all “offended by society.” You should also kill only famous personalities, because there are few unknown characters in Mephale.

In Skyrim, Mephala gives the Ebony Blade artifact, tempered in the blood of betrayal.


Ebony Blade of Mephala. Skyrim Artifacts.

10. Mehrun Dagon(Mehrunes Dagon). Dagon is the Daedric prince responsible for destruction. Players often call him Lord Dagon. Cruel and merciless pepper! Dagon enjoys: destruction, revolution, change, ambition and power. A kind of Zhirinovsky in the Elder Scrolls universe.


Mehrunes Dagon Prince of the Daedra.

Dagon lives in the Dead Lands. Seas of red-hot lava with few islands on which black citadels grew, piercing the sky. The sky in the Dead Lands is crimson, spewing thunder and lightning. Vegetation includes bloody grass and predatory flowers that produce toxic fumes. Dagon ranks 10th on the list of Daedric princes. Epic and harsh guy.


Dagon, Skyrim statues

All forest fires, floods, earthquakes and Timati's concerts are Dagon's fault. A vile four-armed fighter destroying everything in his path with a double-bladed axe.

In Skyrim, Dagon gives the dagger "Mehrunes' Razor" for fulfilling his will. A terrible weapon in capable hands. The main property of this artifact is one-hit kill. This horrific murder weapon once belonged to the Dark Brotherhood, but has caused many deaths among guild members.


Artifact of Dagon. Skyrim artifacts.

11. Namira(Namira). All spirits of shadows and darkness are subject to the Daedric Prince Namira. Also, all creatures that disgust mortals belong to Namira. The Daedric Prince lives in the Abyss of Namir. This is a woman with a faithful demon at her feet. She enjoys all possible ugliness.


Namira. Skyrim statues.


The Khajiit revere her as a descendant of Anur and Fadomai, and according to Khajiit legend, the Great Darkness acquired the name Namira. In short, scary and mysterious.

All artifacts in Skyrim are subservient to the capabilities of Namira's ring, because it allows the player to eat the corpses of killed enemies. You can get Namira's ring near Markath, right before the entrance to the mysterious Hall of the Dead!


Ring of Namira. All Skyrim Artifacts.

12. Molag Bal(Molag Bal). Father of Monsters, Prince of Wrath and also the current King of Violence and Intrigue. Molag Bal is rightfully considered the Lord of Troubles. That is, in general, everything bad happened one way or another because of Molag. The place where this Daedric prince lives is ominous. The sky there is constantly on fire, but the air is so cold that even experienced Nords find it difficult to breathe. The name of this place is "Cold Harbor" and it is covered in blood, dirt and sewage. There are also many slave pens and crypts. The beauty is, in general, indescribable. Bal's main enemy is Boethiah!


Molag Bal. The worst Daedric prince.

Some also claim that Molag Bal personally created vampires. In one of the episodes of The Elder Scrolls game "Morrowind" it is said that Bal created the very first vampire from the corpse of his enemy or Lord Deirdre. Although, the most evil fans of the game series are vying with each other to shout that Bal created the first vampire from... animal.

It should be noted that one of the books that we could read while playing the fourth part of “Oblivion” says that the first vampire was a girl named Lami Beolfeg, who was brutally and pervertedly raped by Molag Bal himself. Two weeks later, Lamy died, but was resurrected after her death in the guise of a vampire.

But that's not all. Molag Bal is considered Vivec's lover and from their perverted relationship a race of monsters appeared that lived in Vvardenfell. This pervert also watched the conception of Boethiah, whose mother had intercourse with 99 lovers.


Molag Bal and Vivec.

All Skyrim artifacts have one drawback: they are not as practical as Molag Bal’s gift. For completing a cruel quest, this Daedric prince gives you the Mace of Molag Bal. Which sucks not only strength, but also manna, which means it will be useful in the fight against any enemy. By the way, the prince himself does not care who will own it. The main thing is that every soul she kills goes to Molag Bal!


Mace of Molag Bal. Skyrim Artifacts.

13. Nocturnal(Nocturnal) or Nocturnal. Absolute Mistress of the Night. She has darkness and night in her power. Nocturnal-Incomprehensible is one of the most important aspects of the primordial Void. She lives in the Dangerous Citadel and is served by lower Daedra, called seducers.


Nocturnal statue. Lady of the Night.

In Skyrim, the patroness of the Thieves Guild, Nocturnal, generously gifts her followers. What is the price of an eternal master key that never breaks? So don’t rush to invest skill points in the “hacking” skill. This Skyrim artifact has a mystical description that says “this key opens not only doors, but also the barriers of your consciousness.” What does this mean - who knows! But it sounds nice.


Skeleton Key

14. Sanguine(Sanguine). A very Orthodox Daedric Prince who leads all the drinking and fun. But he also pushes everyone living towards the dark sides of his nature. The Khajiit call him the Cat of Blood, confident that it is he who controls the call of blood.


Sanguine Prince of Razgul.

Sanguine has an interesting connection to the bloody and dark organization Morag Tong. This became clear when the players learned that the guild’s artifacts were called “Threads of Sanguine” (20 items).

In Skyrim, you can complete his quest and receive the “Rose of Sanguine” artifact as a reward, with its help you can summon some very good things.


Rose Sanguina. Skyrim Artifacts

15. Peryite(Peryite). A kind of taskmaster, he loves to restore order in the lower strata of Oblivion, little dad. However, Peryite is considered a destructive Daedra. His favorite and main element is epidemic. Players will not meet him, but knowledge about him came from other Daedric princes.


Peryite.

Externally, Peryite is similar to Akatosh. Absolutely all Skyrim artifacts are varied, but the “Spell Breaker” shield, which provides protection from magic up to 50 units, will be very useful to you. and since most of the most powerful enemies in Skyrim wield magic, the Spell Breaker shield is very important. The quest to obtain it can be discovered after level 10; the refugee will show you a place called the “sanctuary of Peryite” (northeast of Markath).


Best Shield in Skyrim.

16. Sheogorath(sheogorat). Beautiful God of Madness! The logic in Sheogorath's madness is so subtle and beautiful that any philosopher nervously smokes into the bamboo on the sidelines. The Mad Lord's motives are unknown, but always lead to deeper meaning. Many consider the appearance of Sheogorath to be a hole in the shape of the universe. If you worship this Daedric prince, there is neither good nor evil for you; neither real nor unreal; no lies, no truth. Doesn't matter! At the same time, complete chaos leads to purity of mind. A subtle hint at the Joker? Maybe.


Sheogorath.

Residents of Skyrim and the entire Elder Scrolls universe are sure that when a madman says something, he turns to the Daedric prince Sheogorath, and he gladly tells the unfortunate man about what he cannot know.

Cutie Sheogorath's favorite pastime is testing the Dunmer for weakness of spirit. There are many legends where the Dunmer call on Sheogorath to help them fight other Dunmer. Half of the legends assure that Sheogorath did not betray those who summoned him...


Sheograt Skyrim

Sheogorath hates Azura, constantly fighting with her. He lives in the Shivering Isles. The Khajiit perceive him as a Cat in Heat, from Fadomaya's second litter.

The asshole Sheogorath deceived the moon from its charted path through all of Oblivion, and it foolishly crashed onto the city of Vivec. Moreover, it was installed personally by Vivec, the god-poet. No big deal here!

If Skyrim artifacts have clear characteristics, then the staff that Sheogorath gives is one of the most “unstable”. Because using it, you don’t know what will happen. This gift from the Daedric Prince is called Wabbajack! Wabbajack can easily transform any kind of living creature into any other creature. The trick is that no one knows which time!


Wabbajack. Artifacts of Scarim.

All Daedra princes cannot boast of the same popularity as Sheogorath, for he is mentioned more often than others in books. Sheogorath is served by golden saints and dark seducers

Finding Sheogorath in Skyrim is quite easy if you like to talk to everyone. In Solitude, talk to the beggar (approximately near the Bards' College). He will complain about his master. It should be noted that Sheogorath's quest is very interesting. As a reward you will receive Wabbajack. You can play with them to the point of indecency!


Video of Wabbajack in action!

17. Hermaeus Mora(hermaeus mora). Formless but revered Daedric Prince. Lord of Knowledge. Some call Hermaeus Mora - the Man of the Forest. He knows how to predict fate, reads the sky, master of the treasures of knowledge and master of memory. Are there any sclerotic readers? You should go to him!


Hermaeus Mora. Daedric Princes of Skyrim.

Hermaeus Mora lives in a place called Apocrypha, which contains Forbidden Knowledge. This is a kind of library full of volumes covered with black covers and without any titles. And only ghosts can read these volumes, which is what these wise souls do. Forbidden Knowledge, which is kept in a monastery called Apocrypha, is deadly for ordinary beings.


Hermaeus Mora

Related to the Morag Tong and revered by the Khajiit as the Tide. There is a phrase "Who can predict whether the moon foretells the high tide or the low tide foretells the moon?" In general, everything is complex and at the same time very beautiful. Those who seek knowledge revere Hermaeus More.

In Skyrim, you will receive the coolest artifact after completing the quest of this Daedric prince. This little thing is called the book “Oghma Infinium”. Which will give you such an increase in skills that you will pump up! You can get it by completing the quest of the mad scientist Septimius Segonius, who lives in the ice in the Black Reach region.


"Oghma Infinium" The best Skyrim artifact.

That's all the Daedric princes. We also described all the Daedric artifacts of Skyrim, we hope without destroying the fun in playing through this epic toy. We only tried to further warm up your interest in the game, and for those who have already completed it, think about it and again dive into the vast world of Skyrim, in search of this or that artifact. And remember, reality is much more interesting and complex than any computer game! All the artifacts of Skyrim and all the Daedric princes are not worth a walk in the park with your loved one.

God, what am I saying...


Daedric princes, women. Salty Humor Skyrim.

0 Character Level

Azura: Black Star
Aranya will meet us there and bring us up to date: she had a vision, and we need to look for the elven magician. She will send him to Winterhold to look for him, where she can ask, for example, the owner of the tavern. They will point us to Nelasar, who needs to be talked into in any convenient way, and he will talk about his teacher, Meylin Varen, and about his experiments with Azura’s star. Melin must now be found in the destroyed fort of Ilinalta Depths. There are a lot of necromancers and skeletons there, but Meiling himself is already dead, but he was able to use the star (broken, it is lying on the floor next to his skeleton), and now he needs to decide what to do.
If you take the star to Aranya, then the star will become, as usual, an endless great stone of souls, in which only white souls can be caught (that is, everyone except NPCs), if it is taken to Nelasar, it will become a black stone (only NPC souls can be caught). Whoever we choose, we’ll have to go inside the star to smoke Meylin out of there: be careful, there are narrow bridges and Dremora dancers. After defeating Meylin (you can ignore the dremora), the star will be given to us.

Sheogorath: The Mad Mind
The lost Dervenin is wandering near the College of Bards in Solitude (two hundred years ago we met him in New Sheot), he will ask us to find his owner, who went to the Blue Palace, to the Pelagius wing. They won’t just let you in there, but you can contact one of the maids (for example, Una), they will give you the key. Having made our way through the web into the corridor in the wing, we will be transported into the mind of Pelagius the Mad.
Inventory and a map don't work here, and they won't be needed. Pelagius is somehow not in the mood, and Sheogorath will give us Wabbajak so that we can get out of here. In the battle between Anger and Confidence, you need to use Wabbajak to reduce Anger and increase Confidence. In a nightmare, you need to use the staff on the sleeping Pelagia and immediately on the emerging creature, and repeat this until they run out. In Pelagius' paranoia, you can not waste time transforming atronachs, but can immediately get from the staff to the guard on the other side of the arena. We return to Sheogorath, he leaves Wabbajak to us and returns to the Islands, and we return to the palace.

Namira: Taste of Death
Brother Verelius stands in the palace in Markarth, informing that you cannot enter the Halls of the Dead. We persuade him to let us in there (if we just get in by breaking the lock, the halls will be empty). Eola will meet us inside and ask us to destroy the draugr in the Cliff Cave. She will be waiting at the entrance to the cave, and you can take her or not take her with you (in the second case, you will have to fight more carefully so as not to accidentally hit her with a spell or arrow - if she dies through our fault, the quest will fail).
After the cave is cleared, Eola will ask you to bring Brother Verelius. Somehow we persuade him to follow us, and Eola will manage on her own. We kill Verelius lying on the altar and eat - Namira will speak to us and hand over the ring. Although, of course, you may not agree to kill your brother and instead kill the entire company of cannibals.

Hircine: Call of the Moon
In Falkreath, in prison (entrance through the barracks) sits a certain Sinding, a werewolf who killed a girl. He will give Hircine's cursed ring (cannot be removed, it will accidentally turn you into a werewolf) and tell you about the animal that must be killed in order to talk with Hircine. We kill the animal, and Hircine actually makes contact, ordering Sinding to be killed. We go there, Sinding is hiding, and, having met him again, we choose who to kill - him or the hunters. In the first case, we will receive the Skin of the Savior, in the second, the curse will be removed from the ring (gives an additional transformation for the werewolf).

Vaermina: The Walking Nightmare
In Dawnstar, everyone suffers from nightmares. We are looking for the priest of Mara Erandur in the tavern, who will say that the cause of the nightmares is the temple of Vaermina, located not far from the city in a destroyed tower. Let's go after him. The temple is literally preserved by a gas called Miasma, which the priests used when they were attacked by orcs. When Erandur opens the temple, the orcs and priests of Vaermina will begin to wake up and attack us. We follow Erandur, he will show you where the Skull of Corruption staff is located and tell you what happened here. It turns out that he himself was a priest of Vaermina, so he has the key to the library, where he will lead us.
In the library you will need to find the book “Sleepwalking” (which the marker helpfully points to), then Erandur will take us to the laboratory to find the potion “Apathy” (which the marker also points to). Now you will need to drink the potion and see what happened there through the eyes of a participant in the events. We will be sent to release the Miasma. Neither the map nor the inventory work here, but they are not needed - the attackers do not pay attention to us, so we just go to the marker. We complete the task and return to the real world - and take the soul stone from the stand to remove the barrier. We return to Erandur, follow him to the Skull, casually defeating two priests of Vaermina. Now Erandur begins a ritual that will destroy the Skull of Corruption - and the voice of Vaermina will order him to be killed. We kill - we get the staff, let us complete the ritual - Erandur will be available as a companion.

9 Character Level

Malacath: The Cursed Tribe

At the entrance, orcs fight with a giant (although you can get into a head-to-head analysis). You need to talk to Atub, she will ask you to bring the heart of a Daedra (you can steal from your Companions) and troll fat (if you are too lazy to look for trolls, you can run to the alchemist) to contact Malacath. Malacath will answer, and orders Yamarz, the leader of the orcs, to recapture the sanctuary from the giants and bring the giant's hammer to the altar in the camp. Yamarz, in turn, will demand that we accompany him. We run with him to the cave, pass through it (here Yamarz is quite capable of standing up for himself) and find ourselves in the valley. Yamarz will offer to kill the giant for him, promising gold in exchange for silence, although then he will simply attack. If you send him to the giant yourself, he will die immediately, so you will have to fight the giant in any case. We take the hammer and return to Largashbur. After Malacath’s speech, we place the hammer on the altar in the camp - and take the Volendrung hammer that appears there.

10 Character Level

Molag Bal: House of Horrors
On the street of Markarth, Stendarr's watchman Turan will ask you to go with him to investigate a suspicious house. A closed door is found in the house, which he asks to open, and then Molag Bal speaks to us, commanding us to kill Turan. We do this and go down to the opened basement, where it seems like you can pick up the reward. Instead of a reward, the prince gives us another assignment: to find and bring the priest of Boethiah Logrolf (he was caught by outcasts). We free him, and he will come to the abandoned house himself. Let's go back there. Logrolf will fall into the same trap at the altar, and by order of Molag Bal we beat him to death with a rusty mace, and again to death. And only now we receive the promised reward - the mace of Molag Bal.

Meridia: Dawn.

At the sanctuary, Meridia will contact us personally and ask us to find and bring her guiding star. We bring it and return it to its place at the feet of the statue of Meridia. Now she will send us to her temple, where we need to activate the pedestals that conduct Meridia’s light through the temple (and open doors to the next parts of the location). From the temple of Kilkreath we go to the ruins of Kilkreath, at the end of which we find the necromancer Malkoran, for killing whom (like a real necromancer, he won’t be killed the first time) Meridia will reward us with the sword Radiance of the Dawn.

12 Character Level

Peryite: The Only Cure

The Khajiit Kesh is hanging out at the sanctuary; he will help you contact Peryite. To do this you need: a poison bell, a silver bar, vampire ashes and a flawless ruby. If any of this is missing, you should wander around the corresponding shops. Kesh will prepare a dubious-looking brew, the vapors of which must be inhaled, after which Peryite will speak to us. He will instruct us to kill Orkendor, the leader of his possessed followers. They are located in the Dwemer ruins of Btardamz. The ruins are large and multi-level, but it is difficult to get lost there, and there are enough dark corners for the possessed to slip past unnoticed. You can, of course, run head-on, but the green shit they spit can cause trouble. Orkendor himself has some resistance to elemental spells, so this should also be taken care of in advance. We return to Peryite for a gift - the Spell Breaker shield.

13 Character Level

Clavicus Vile: The Dog is the Daedra's Friend
In Falkreath, the guards will ask us about the dog and send us to the blacksmith Lod, who will tell us about the dog that he saw and would like to catch. We go towards the shelter of the Dark Brotherhood, where the dog himself will speak to us. He will tell you that his name is Barbas, he quarreled with his master Clavicus Vile and would like our help. We follow him to the sanctuary (be careful, there will be a crowd of vampires in the cave, so don’t forget to check for diseases later), where Clavicus Vile will ask you to bring him the Ax of Sorrow (in the cave, in addition to the mage who owns the ax, there will also be Daedra). We return to the sanctuary, where we will need to choose what we like best: this ax (we will have to kill the dog) or the mask of Clavicus Vile (we will have to wait for the end of his monologue).

14 Character Level

Sanguine: An Unforgettable Night
In any tavern you can meet a certain Sam, who will offer to have a drink with him, which will be followed by the traditional awakening in some unknown place and in some unknown place after what. Actually, this will be the temple of Dibella, whose priestess will scold us and force us to clean up. We need to persuade her to tell us what happened, and from her words it will turn out that we need to go to Rorikstead. We go there and stumble upon an angry man and a problem with his goat, which we solve in any convenient way, after which we will need to go to Whiterun, to Isolde. After her dose of persuasion or money, she will send us to Morvunskar, a fort chock full of magicians. Having cut through them, we find ourselves in the portal, we find Sam, who turns out to be Sanguine himself, we receive Rose as a gift (apparently, we had a really good walk) and return home.

Character Level 15

Hermaeus Mora: Beyond the Ordinary
The first part of the quest will have to be completed according to the plot. Some time after we gave the dictionary to Septimius, we will receive a note by courier saying that he needs our help. After talking with him at the exit from the cave, Hermaeus Mora himself will speak to us. We need to collect the blood of all measures (when you press the “use” button on a suitable corpse, you will be given a choice - collect blood or collect loot). If you don’t want to kill townspeople, you can look for wild ones - Altmer are found among necromancers, orcs, Bosmer and Dunmer among bandits, Falmer in Dwemer ruins (you can return to Alftang, where we were in the first part of the quest). We return to Septimius, he will open the box, after which Hermaeus Mora will kill him. Inside the box is not the heart of Lorkhan (as Septimius expected), but the book Ogma Infinium. Reading the book will add three points to each skill of the selected group: Magic: enchantment, restoration, destruction, illusion, alteration, witchcraft
Strength: Heavy Armor, Marksmanship, One-Handed, Two-Handed, Block, Smithing.
Stealth: Alchemy, Stealth, Pickpocketing, Lockpicking, Light Armor, Speech.

Character Level 20

Mephala: The Door That Whispers
In the Whiterun tavern, you can find out from the hostess that something is wrong with the jarl’s son. It's okay if Whiterun has already been captured by the Stormcloaks and Jarl Balgruuf is in Sulitude, he will still say everything that needs to be said. After talking with the jarl, you will need to talk with his son, Nelkir (who in any case remains in Dragonsreach in Whiterun), and he will tell you about the door in the basement that whispers and tells all sorts of things. We listen to what the door will tell us, and go to the jarl’s son to find out how to open this door, and either the jarl himself or the court magician can open it - it doesn’t matter who steals the key from his pocket. Open and take the Ebony Blade. After killing some NPC who considers us a friend, Mephala will praise us.

Mehrunes Dagon: Shards of Glory
In the city, the courier will deliver an invitation to the museum in Dawnstar. This museum is dedicated to the activities of the Mythical Dawn. The owner of the museum, Sil, will give you a short tour and then offer you a task: collect the parts of Mehrunes' razor. The hilt is located with Jorgen in Morthal, it can be obtained in any convenient way - either by somehow persuading Jorgen, or simply by stealing it from a chest in his house. Fragments of the blade - in the fortress of Cracked Tusk, inhabited by orc bandits, the key to the grate covering the button that opens the vault can be removed from their leader. Finally, the pommel will be found in the Old Woman's Rock, a settlement of outcasts. We return to Sil and together with him we go to the sanctuary of Mehrunes. The prince will refuse to talk to him, but he will promise us to restore the Razor if we kill Sil (there is no use in refusing). We kill Strength, we get Razor and two Dremoras who will attack us. It is from them that you can remove the key to the sanctuary - a small room with several chests and all sorts of nice things in bulk.

Character Level 30

Boethiah: Call of Boethiah

You can approach the sanctuary on foot, or the quest will begin after reading the book “The Trial of Boethiah.” At the sanctuary, the cultists will clearly explain that Boethiah will not talk to anyone, and that a person must be sacrificed to her. We take some companion with us, command (option in the dialogue “I need something from you”) to use a sacrificial column, kill him with a sacrificial blade. After Boethiah's short speech, the cultists will attack in droves. After the death of all of them, Boethiah will speak again: he will order to kill everyone in the Knife's Edge Ridge location. Now everything is simple - go, clean up, put on ebony chain mail (this is the reward for the quest), listen to Boethiah’s congratulations.

Black Star

When traveling around Skyrim, ask innkeepers about rumors in city taverns (for example, Hulda in the Prancing Mare, in Whiterun). You will learn that after fleeing Morrowind, the dark elves built a 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.

At the top of a snowy mountain near Winterhold, you will find a lonely priestess named Aranea Ienith, spending her time praying to Azura. Seeing you, Aranya will say that your appearance was destined by fate. Talk to the Dunmer woman 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 magician should be looked for in Winterhold.

Call of Boethiah

The first thing you have to do to start is to reach level 30. Most likely, after this, on the road you will be attacked by a cultist who will have the book “The Test of Boethiah” with him. Reading this volume begins the quest by adding a marker to the map marking the Shrine of Boethiah. The book can be obtained in several other places: this is the post of Septimius Segonius (location accessible through the main plot and the Hermaeus Mora quest), an abandoned house in Markarth (Molag Bal's quest), and if you missed the book in the abandoned house, you can also pick it up from the corpse of the priest Boethiah, having advanced further on the same task. However, the easiest thing would be 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, don’t bother doing this until level 30 - there won’t be a single living soul in the location.

walking nightmare

The inhabitants of Dawnstar have lost peace at night - they are overcome by nightmares. Both here and there you can hear whispers about an unknown curse that has fallen on the city. Both the jarl and the guards are worried, but no one has any idea what is happening. 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. Travel to Windpeak Inn and find Erandur. It turns out that the nightmares are nothing more than the tricks of Vaermina, and all this is connected with what is happening in the Night Callers temple. You have to go there and find out what kind of obscenity is going on there.

WITH obaka - friend of the Daedra

It's hard to pass up this task. Already at the entrance to Falkreath, the guard will ask if you have met a dog in the area. Having tried 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. Laud will repeat approximately the same thing to us, with the difference that he will also give the approximate location of the dog. The map marker, however, will point to it not approximately, but very accurately.

ABOUT pieces of former glory

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

Syl Vesul, the museum's curator, is a descendant of members of the Mythic Dawn cult and is amassing a collection of artifacts from that long-defunct organization. He will meet you on the threshold of his house-museum, and for a more detailed conversation he will invite you to go inside.

D believe that whispers

This quest will become available upon reaching level 20 and completing the main storyline quest “Dragon in the Sky” 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 his children. As if “one of them became cruel, and the other two had the evil eye.”

Go to Balgruuf in Dragonsreach and talk to him about children. The jarl will say that his youngest son Nelkir has recently become too gloomy, cruel and has stopped communicating with his own father. Balgruuf is worried that he might have offended his son in some way, and asks you to find out from Nelkir what exactly the matter is.

House of Horror

To start the task, you just need to appear in Markarth for the second time. As you ascend into the city along the canal, it will be difficult to pass by Turan the Watcher, the guardian of Stendarr. The priest will contact you himself and tell you about an abandoned house in which Daedra worshipers supposedly gather. This issue can only be clarified 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, the place where the Nords communicated with their departed ancestors, was closed.

Travel to the Understone Fortress in the western part of Markarth and find Brother Verelius, the local priest of Arkay. You can talk to a priest in three ways that are 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’s the key, 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 yourself by opening the “Adept” level lock on the door.

In the tomb, almost from the threshold you will hear the voice of Namira, the lady of decay. There's nothing wrong with the sight of dead flesh making your mouth water and your stomach growl, she'll say. Don't 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 suggest that you find a better place to serve Namira. The cliff cave, Eola will say, is perfectly suitable for this, if not for the draugr that filled it. You have to go there and deal with them.

Before heading to the Cliff Cave, tell Brother Verelius that the Hall of the Dead is now in order. The priest will thank you and give you 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 your partner - decide for yourself. There will be many Draugr, including high-ranking ones, 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 Namira's sanctuary. Here you will have to fight the last draugr, who will also be the strongest. Kill them all and talk to Eola.

Namira's admirer will be very happy and will want to throw a Great Feast in honor of your joining the cult. The main course at the feast will be none other than Brother Verelius (a priest with a taste for the easy life). All that’s left to do is to use the methods known to us and invite the priest Arkay to a feast.

Return to Markarth. Verelius is easiest to find in the Hall of the Dead near the Shrine of Arkay. If he is not there, look under the arches of the Podkamennaya Fortress. Now use all your charm to force the priest to follow you to the Cliff Cave. Act in the most convenient way - bribery, persuasion or threat. As soon as Verelius agrees, hit the road (you can use the fast travel system).