Daedric princes. Daedra Quests (Final) Path to Oblivion

In the singular, it is referred to as Daedroth, which is the opposite of other mythical creatures called Aedra. Aedra (progenitor from Elvish) are considered creatures with good will and a calm character, Daedra in this sense are the complete opposite. In Oblivion, the Daedra enters Tamriel from the world of Oblivion through multiple portals, presenting a danger to all living things that it encounters. In Morrowind, Daedric forces oppose 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 Caldera, during the action of Morrowind, you can talk and even trade with Scamp named Crawler. Many Daedric Princes can also speak to you, but for the most part, Daedra are creatures with unclear motivations that simply want to kill you.

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

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

Daedric Princes

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

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

  • Azura, whose sphere is dawn and sunset, the magic of the interregnum of twilight, called Moon Shadow, Mother of the Rose, and Queen of the Night Sky.
  • Boethiah, whose sphere is deception and secret conspiracies, plans for murder, 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 divination of the streams of Fate, past and future, reading and stars, lord of the treasures of knowledge and memory.
  • Hircine, whose sphere is Hunting, Daedric Sports, Great Game, Horse Racing, known as the Hunter and Father of Beastmen
  • Malacath, whose sphere is the patronage of the exiled and the despised, the keeper of True Oaths, and Bloody Curses.
  • Mehrunes Dagon, whose sphere is Destruction, Change, Revolution, Energy, and Ambition.
  • Mephala, whose sphere is unknown to mortals; known by the names of the Net Spinner, the Spinner, and the Spider; all that is known is that she interferes in mortal affairs for her own amusement.
  • Meridia, whose sphere is unknown to mortals; connected with the energies of living creatures.
  • Molag Bal , whose sphere is dominion over mortals and their enslavement; Above all, he desires to reap the souls of mortals and lure them into his net, sowing the seeds of dispute and discord in the mortal realms.
  • Namira, whose sphere is Ancient Darkness; Spirit of Daedra, ruler of various spirits of darkness and shadows; associated with spiders, insects, maggots, 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 feasts, as well as indulgence towards 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 come evil omens.
Princes usually have powerful artifacts; according to the game plot of Oblivion in the quest Blood of the Daedra, the hero needs to get one of these artifacts. This could be Azura's Star, Molag Bal's Mace, Daedra's Bane, Khajiit Ring, McCann's Hammer and other artifacts.

Like other Daedra creatures, Princes can also be summoned. Some take the call on a specific day, some appear when certain features are met. 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 the Dremora. Dremora have their own hierarchy and class distinction, some of them unite into independent groups.

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 handle it herself. 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) there is 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 an 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: 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 the 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 head 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 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 come 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 portion 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 Oghma 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: Boethiah's Call

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).

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 the 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 about which nothing is known.

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 - 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 tramp Dervenin from Solitude asks you to help him return his owner from vacation. According to him, the owner can be found in the forbidden wing of the Blue Palace, where the mad King Pelagius used to live. Having received the royal pelvic bone from Dervenin (useless, but can be sold), we go to the palace.

You can get into the Blue Wing by asking Falk Firebeard or the cleaning lady Una about it. The wing has long been abandoned and covered with cobwebs, but the journey along it will soon be interrupted, and you will find yourself in a strange place where the Daedric Lord Sheogorath is spending his “vacation” along with the late Pelagius the Third.

Sheogorath will agree to interrupt the rest on the condition that you get out of Pelagius's mind. You have no weapons or spells - only the issued Wabbajack staff. You need to go through three arches in turn and perform three simple steps:

  • Behind the first arch on the left, where atronachs are fighting in the arena, you need to use Wabbajack on the spectators watching the grip.
  • The next one is to shoot off “night terrors.” Each subsequent fear is caused by the use of Wabbajack on young Pelagia.
  • Behind the third arch, you will have to use the same staff to increase Pelagius’s Confidence in size and reduce her enemies.

It is done! Our reward is the Wabbajack, a magical staff that fires a random spell each time it's used.

Returning to reality, do not forget to search the room for valuables.

Taste of Death (Namira)

In the city of Markarth there are strange rumors about a local tomb. Learn about them from the bartender at Silver Blood, or head straight to the Understone Keep, where you'll find the Hall of the Dead and Brother Verelius. He will explain that someone is eating the dead and will ask us to investigate the matter.

If you do not agree with this formulation of the question and do not want to become a cannibal, kill Eola.

If not, help clear the Cliff Cave from the undead - from the beginning to the very altar of Namira. After this, Eola will ask you to bring brother Verelius to the cave. Do this or tell him about Namira's sinister plans.

Convince Verelius to go with you and lead him to the altar, where Namira’s servants, invited to the meal, are already waiting. After that, do what you want - either obediently kill Verelius and start eating him, or save him at any time and kill the cannibals.

The reward will be Namira's ring - it gives you the opportunity to improve your health by eating corpses. And the hero will have bad breath, which everyone will start telling him about.

The Door That Whispers (Mephala)

The Door That Whispers (Mephala)

The owner of the Prancing Mare tavern in Whiterun will tell you that something strange is happening to the children of Jarl Balgruuf.

The jarl himself will not deny the problems and will offer to talk to his son Nelkir (thus asking everyone if they are also going to lick the jarl’s boots). Nelkir will send us to a certain Whisperer in the basement.

The whispering door in the basement will introduce itself as Mephala. She will ask the hero to open the door and send him back to Nelkir for advice. The boy will tell you that the Jarl or Archmage Farengar has the key. The easiest way is to rob a magician.

Behind the door in the basement lies an ebony sword and a book warning that the artifact is dangerous. Quest done! The sword is the reward. It absorbs the health of enemies, and the effect can be enhanced if you kill several friends or companions with it.

House of Horrors (Molag Bal)

In Markarth, next to the Silver Blood tavern (just up the street), Turan, Stendarr's sentinel, wanders. He will ask you to help him explore an abandoned house where Daedra are rumored to be worshiped.

Alas, the house will turn out to be Molag Bal's trap, and you will have to kill Turan.

Go down to the basement, to the altar of the Daedric Lord. There, having touched the rusty mace and been in the cage, you will receive a task - to bring the priest of Boethiah, named Logrolf, who damaged the mace, to Molag Bal.

The priest was captured by the Outcasts and kept in one of their camps (which one is decided by a random number generator). Leave the house, go to the indicated place and, having cleared it, bring Logrolf out. Under any pretext, bring him to Molag Bal and, when the priest is caught in a cage, knock on him with the mace issued by Molag Bal - and then, when the Daedric Lord orders, kill the priest.

The reward will be the beautiful mace of Molag Bal, which will take away strength and magic and capture souls.

The only cure (Peryite)

The only cure (Peryite)

Taking on this task is not easy. Having reached the tenth level, you can wait a long time for a meeting with a sick refugee who will tell us where the sanctuary of Peryite and its guardian Kesh the Pure are located. But you can try to find this place in the mountains northeast of Markarth and northwest of the settlement of Karthwasten, south of the Druadach Stronghold and southeast of the dwarven ruins of Bthardamz.

It’s worth going there already with the kit that Khajiit Kesh will ask for. We need a flawless ruby, a silver bar, a poison bell and a vampire's ashes. The silver bar is the easiest to find - blacksmiths sell them, and you can steal the bar in the same Kartvasten, where there is a silver mine. Poison bell grows in many places - especially in the northwestern swamps. Of course, it is also easy to find among alchemists. Vampire ashes can be obtained from vampires or purchased from an apothecary. Flawless rubies are rare, but begin to be found among merchants at higher levels.

Having received the necessary ingredients, Cash will brew a potion, and after inhaling green smoke, we will be able to talk with Peryite. He needs to kill the traitor Orkendor and his Taken in the dwarven ruins of Bthardamz, which is a stone's throw to the northwest. The dungeon is very large, and you can wander there for a long time. But there are no puzzles there, except for a couple of levers that need to be pulled to open a passage or trigger a trap near an unsuspecting enemy. The dungeon is inhabited by mechanical spiders, spheres and a lone centurion. Mage Orkendor is at the very end of the dungeon. Take the books and key from him, take the elevator to the surface and return to Peryite.

To talk to him again, inhale the green smoke. The reward is the Spell Breaker shield, which in the “combat” position creates a talisman spell.

Beyond the Ordinary (Hermaeus Mora)

We receive this task according to the plot, meeting with the scientist Septimius Segonius on his small island north of the College of Winterhold. But you can take the task just like that, if you visit him in the shelter and ask him. For information on how to get to the Black Reach and what to do there, read the description of the story quest “Ancient Knowledge”. Solving the problem in the Mzark Tower, we will obtain the Ancient Scroll and at the same time fill the cube with knowledge.

When we return to the scientist and give him the filled cube, he will ask to bring blood samples of an orc, dark elf, bosmer, high elf and falmer (all samples can be obtained in Blackreach or in any other places). To leave Septimius's cave, you will have to talk with the Disgusting Abyss, that is, with the Daedric Lord himself.

Returning to the scientist, give him the blood. The path to the book of books will open - Ogma Infinium. She immediately raises six skills to choose from by five points - magic, thieves or warriors. To learn, open the book and press the action key.

On the way back, talk to Hermaeus Mora.

Call of Boethiah (Boethiah)

The quest is activated only after the hero reaches level thirty. It can begin with an unexpected attack, reading a book about Boethiah, or when the hero comes across a sanctuary (east of the Windhelm stables, at the very edge of the map), where Daedra worshipers are fighting in an improvised arena.

Boethiah will offer to sacrifice a companion. If you don't mind (and if your companion is not particularly dear to you), order him to approach the glowing pillar and perform the sacrifice.

The last task is to visit the bandit camp on the opposite side of Skyrim. Clear the cave and demote Boethiah's former warrior. Put on his ebony chain mail and listen to the final instructions of the Daedra Master.

The reward is that same ebony chain mail. She makes her steps quieter, poisons enemies who get close to the hero, and looks very cute, especially in stealth mode.

Call of the Moon (Hircine)

The quest begins in Falkreath if you talk to the inconsolable Mathies - he can be found in the cemetery (a scene plays there) or in the tavern. He will tell us that his daughter was torn to pieces by the werewolf Sinding, who was captured and hidden in the barracks. Take a look there (you can start the quest there too).

Sinding admits that he is a werewolf, but states that the random and unpredictable transformations into the beast are a curse that the patron of hunters, Hircine, placed on the enchanted ring. He will invite us to settle matters with Hircine ourselves and will advise us to first kill a white deer in order to summon the Daedra Lord. Having given the ring, Sinding will turn into a beast and jump out of the barracks through the roof.

The deer grazes not far from the city - it is easy to find and shoot.

Indeed, after the deer falls, Hircine will appear and say that he is very angry with Sinding for stealing the ring. The task is to find the impudent werewolf in the Drowned Grotto, kill and skin him.

Inside the cave we will find a slightly beaten group of hunters, the last of whom will die after telling in general terms what happened (“The prey is stronger than the hunter. Kill him in the name of Hircine!”). But Sinding, sitting on a cliff a little further away, will offer a counter plan - to hunt the hunters with him. If we still decide to kill Sinding, he will first arrange for the slaughter of the hunters - you can join the battle right away, kill the werewolf, remove the skin and accept the light Skin of the Savior (resistance to magic and poison) as a reward from the ghostly Hircine.

If we take his side, the hunters will be stronger, and as a reward at the exit from the cave we will receive the ring of Hircine cleared of the curse. It gives an additional transformation into a beast per day and is useless for non-werewolves.

An Unforgettable Night (Sanguine)

This quest differs from others in that it is not so easy to find. The key character - Sam Geven - can appear in any tavern in Skyrim. But the task is simplified if you remember: Sam appears in the tavern that is closest to the hero when he reaches the fourteenth level - and he never leaves this tavern. Remember what you did at this “age”. If you still have old saves, look in them where your hero was at the moment when he “turned” 14.

A friendly drinking session with Sam (you guessed who it is?) will suddenly be interrupted, and we will find ourselves in the Markarth temple of Dibella, where they will tell us about the wedding and the goat and offer to clean up the remnants of yesterday’s brawl. You can avoid cleaning with persuasion or money.

Our next stop is Rorikstead. Farmer Ennis accuses us of stealing his goat Gleda, which has now gone to a giant named Grok. The goat must be returned - the giant, of course, will be against it.

The next clue is Whiterun and a certain Isolde, who demands the return of the wedding ring from the Witch's Mist Grove. You can avoid searching for a ring by using money or persuasion. But it’s easier to go to the “bride,” Moira’s witch, and take the ring from her by force. When the ring is returned to Isolde, we will receive the last tip - to the Morvunskar fortress. A crowd of evil sorcerers and Sanguine himself are waiting for us there.

The reward for the quest is the Rose of Sanguine, a staff that calls the Dremora to our aid.

Shards of Past Glory (Mehrunes Dagon)

The quest begins with a leaflet that the courier will give us at level twenty. The owner of the Dawnstar Museum of the Mythical Dawn, Syl Vesul, wants to collect the Razor of Mehrunes, a legendary dagger of the past.

The razor is divided into three parts and is kept by three different characters:

  • Jorgen of Morthal can be persuaded to give up the key to the house. The hilt is in the chest.
  • The head of Dagon's Razor is kept by the sorcerer Drascua in the large Forsworn camp (there we will also find a wall with the Word of Power).
  • From the orc Gunzul in the orc fortress Cracked Tusk we take the key to the vault and, going down there, grab the fragments of the Razor (beware of traps).

Having received the three parts and attached the scabbard to them, Sil will offer to meet at the sanctuary of Dagon. It is better to climb there from the northern slopes of the rock.

Mehrunes will invite us to kill Sil in order to become his hero and get the Razor (a dagger that gives a chance to instantly kill the enemy upon impact), and Sil wants to go home and hide the Razor under museum glass. The choice is yours. In any case, there will be a battle. Don't forget to take the key from the dremora and clean out the sanctuary.

Cursed Tribe (Malacath)

The quest is available from the ninth level. We may hear rumors of an Orc fortress in Riften, or we may head straight there.

The Lagashbur fortress is located southwest of Riften, at the foot of the mountains, a little further than the Tower of Light and Darkness. Help the orcs get rid of the giant. They will tell you that the tribe is cursed and will ask for two ingredients for the ritual of summoning Malacath: troll fat and the heart of a daedra. Fat is easy to get (from the same trolls, for example), but hearts are the rarest ingredient, and they fall from dremora, which are very rare. To get a heart, do the quest of Mehrunes Dagon or join the College of Winterhold - there they can be found in Enthir's assortment.

After the ritual, Malakat will say that the tribe is suffering for the cowardice of the leader Yamarz, and will order the cave with his sanctuary to be cleared of giants. The place we need is the Yellow Stone Cave, northeast of Riften. Yamarz will go there on foot, but it is better to go there on your own.

In the cave, the behavior of the orc leader will become completely comical. Yamarz will be a terrible coward and persuade us to do all the dirty work instead of him. If the giants do not kill him, then at the sanctuary of Malacath he himself will attack us in order to get rid of the witness of his cowardice.

Take the hammer from the giant's body and return it to the tribe, placing it on the altar. Now it is called Volengrang and absorbs the reserve of strength. This is our reward.

Dawn (Meridia)

The quest begins when a strange-looking ball falls into our hands - the guiding star of Meridia. But it is found by chance, and it can take a long time to look for it, so it is safer to visit the statue itself. It overlooks the road leading to Solitude (south of Wolfskull Cave, where Potema was summoned).

Meridia will show us where to look for our guiding star. Find it and, returning to the rock, place it on the altar and receive instructions from the Daedra mistress. We need to go to the Kilkreath dungeon (the entrance is directly under the statue) and kill the necromancer Malkoran.

The dungeon is simple, but interesting, in the spirit of Indiana Jones. We need to activate the pedestals with a chain and transport the beam sent by Meridia through all the catacombs, while opening door after door. The battle with Malkoran will be in two stages - first with himself, then with his shadow.

The reward is the Radiance of Dawn, a sword with a very unusual, although not very convenient effect: from time to time it not only kills the enemy, but turns it into ashes, and when the undead die, it gives area damage that scares away the remaining undead.

Dog is a Daedra's friend (Clavicus Vile)

There are rumors in Falkreath that the blacksmith Lod is looking for a certain dog. Go to Lod and get meat from him to lure the dog. We will find him, but suddenly it turns out that this is Barbas, a companion of the Daedric Lord Clavicus Vile. Barbas ran away from him.

Barbas wants us to go to Heimar's cave and find the sanctuary of the former owner. There are many vampires inside the cave, so if you are not very confident in your abilities, let the dog go ahead. Clavicus, in turn, will demand that the Ax of Sorrow, which is in the Frosty Cave, be returned to him. It is a small cave, and its only inhabitants are a mage and his fire atronach.

When we return the axe, Clavicus Vile will offer us to keep the ax with one condition - we must kill Barbas. If we agree, we will receive an ax that damages the reserve of strength. If we refuse, Barbas will join the owner on the pedestal, and we will grab a very useful mask of Clavicus Vile, which improves prices and eloquence.

Waking Nightmare (Vermina)

Something strange is happening in Dawnstar - all the residents have the same nightmares at night. What's happening? The priest of Mara, the dark elf Erandur, knows this. He will tell you that difficult dreams are a sign of danger: their memories are being stolen by the Daedric princess Vaermina. To save Dawnstar from trouble, he will lead us to the Night Callers temple, where the evil comes from.

There are bodies everywhere in the temple. But they are not dead, but sleeping. The priests of Vaermina, not wanting to surrender to the orc invaders, released the witchcraft miasma and put themselves to sleep along with them. To stop the dream and stop the nightmares of Dawnstar, you need to destroy the Skull of Corruption. How does Erandur know this? He used to be a priest of Vaermina, but at the last moment he escaped from the tower.

An impenetrable barrier prevents you from getting to the Skull of Corruption. In the Library you will find the book “Sleepwalking”, from which you will learn about the potion “Vermina’s Apathy”, which allows you to go into dreams and in this way move in space. Go in search of a potion. Along the way, eliminate the awakening inhabitants of the tower - they are all a little out of sorts, sleepy.

After drinking the potion, you can return to someone else's past, complete the task (pull the chain and release the miasma) and return back. You will find yourself on the opposite side of the barrier. Remove the soul stone from the pedestal to remove the barrier and let Erandur through.

All that remains is to take part in the battle with his former colleagues and make the final choice - let Erandur destroy the Skull of Corruption or kill the priest at the instigation of Vaermina.

The Skull of Corruption Staff is an interesting artifact (at least it frightens the guards), but its effect is normal damage. Damage increases if you recharge the Skull near sleeping people.

Black Star (Azura)

Azura's Shrine, the only shrine with a normal-sized statue, is located high in the snowy mountains south of Winterhold. Rumors about it are spreading all over Skyrim, so it will quickly appear on the map.

In the sanctuary itself, priestess Aranea will immediately send us to Winterhold in search of the high elf Nelacar. The elf lives in the Frozen Hearth tavern. He will tell you that his master Meilin Varen is conducting sinister experiments with a divine artifact, the Star of Azura, trying to achieve immortality. Whether he succeeded or not, the artifact must be returned from the Ilinalta Depths dungeon.

After fighting your way through the hordes of necromancers, take the Star of Azura from the cold corpse of Meylin. There is only one question left - who will return it to? If we return the artifact to Azura, we will receive as a reward an ordinary reusable container of souls for any size. If we return Nelakar, we will get the Black Star - an artifact for the souls of intelligent beings. Since all intelligent souls are Great, the second is clearly more profitable.

However, before using the Star, you will have to endure a very difficult battle with Meylin and his Dremora hidden in it. Dremoras are very dangerous guys, especially at early levels, and you won’t have companions inside the artifact, so arm yourself to the teeth, stock up on “first aid kits” and fire protection.

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