Plans of the Daedric Princes. Adania of the Daedric Princes. The Door That Whispers - Mephala

Every player in the world of Skyrim has come across particularly exciting quests that allow them to delve deeper into the history of Tamriel and send Dovahkiin to the most unique temples and dungeons. They are always, in one way or another, associated with the Daedra princes - powerful mythical creatures who are something like gods for ordinary people. So let's just talk about how to become a Daedra in Skyrim, But first things first!

Each of them has a unique character and skills. Some care about a certain race or creatures, others don’t even want to know anything about mortals. One way or another, on his way, Dovahkiin will more than once encounter otherworldly princes, helping them and carrying out their instructions. Daedra are cunning and resourceful, skillfully manipulate people and often pursue cruel goals and use bloody methods.

Perhaps it is in their power that lies the secret why many players ask the same question on the forums regarding how to become a Daedra in the game... Having such incredible power and a truly bewitching appearance is an attractive prospect. However, unfortunately become a Daedra in the game Skyrim without mods will not work. This was possible in Oblivion after installing the DLC, but the developers decided not to repeat it, focusing on other aspects of the plot. The most persistent and curious gamers will find several modifications online that will correct such a monstrous injustice and at least get closer to the title of Lords.

Other mods for Skyrim on the website website

Mod for Daedra spells

There is a modification that adds spells used by Daedra to the game. They are in the game files, but were not available to the Dragonborn. Once installed, a cleverly hidden Forsworn chest will appear in Solitude. To find it, you will have to visit the Temple of the Gods and climb the walls of the city. Having run around the courtyard in a circle, Dovahkiin will come across a cache of books.

Among the spells, “Drain Life”, used by vampires, and “Swarm of the Spriganna Matron”, familiar to everyone from green tree mobs, will be especially useful. In addition, Meridia's Beam and Agony have also been added. All spells have balanced mana consumption and damage.

Mod for Daedra companions

Despite the fact that you can't do it yourself become a Daedra Lord in Skyrim, you can call them to your aid, like wolves, atronachs and other vanilla evil spirits. They will come in handy in battle with the most powerful enemies, and all of them have an unusual, bright appearance.

After leveling up the school of Witchcraft to level 75, you need to visit the college of magicians in Winterhold and find the merchant and teacher Finis there. For a reasonable fee, you can purchase new books from him that allow you to learn the corresponding summoning spells after reading them.

Each summoned Daedra is similar in behavior to a companion or housecarl and is good in a specific area of ​​​​combat. So Hircine will make an excellent archer, Boethiah and Malacath will make melee fighters, and Clavius ​​Vile and Mehrunes Dagon will make magicians of the school of destruction or witchcraft. You can even summon the dragon Peryite, as well as Sanguine, Nocturnal, Sheogorath and Vaermina.

The player can choose a companion with similar skills, or can use them to compensate for his shortcomings. Daedra are stronger and more resilient than ordinary partners found here and there in the vastness of Skyrim, and their threatening appearance will make enemies run away in fear.

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.

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 Daedric 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 - “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 chicken-bottomed 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 reserve of forces. 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 Daedra 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 little things.


Rose Sanguine. 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, hopefully 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.

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 the 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 last 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 Draskua 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 allow Erandur to pass 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.

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

To fully understand what is happening on Tamriel, one must study the most important individuals in Tamriel. Those that affect the daily lives of mortals.


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

People and Mers always interfered in the affairs of people, and it was the Daedra. Daedra are supernatural beings that reside in the plane of existence known as "Oblivion". Daedra often cause harm on the plane of Mundus and cause all sorts of chaos on it.

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

Daedric Princes, on the other hand, are the most powerful of the Daedra, and are even revered as gods by some in Tamriel, especially among the Dark Elves, whose society, culture, and even species were created under the influence of these mysterious creatures.

Befitting their mystery, Daedric Princes have no gender. Even though they are all called "Princes", these creatures can change their form at will, with the help of which they often fool mortals.

What makes Mers and Men so afraid of Daedric Princes is their lack of concepts of “good” and “evil.” There are 17 Daedric Princes known in Tamriel, and almost all of them seem to find it fun to use mortals as their playthings. Those who have dealt with Daedra talk about a feeling of “surveillance,” as if someone had turned over a stone and was surprised to observe the life of beetles living in the dirt.

As much as the Daedric Princes enjoy studying mortals, they enjoy studying them. Throughout Tamriel's history, there have been many who have encountered these supernatural beings, and those who survive are left with many stories and many artifacts.

Azura– Queen of Dawn and Dusk, Mother of Roses and Queen of the Night Sky. Azura appears in female form. Its sphere is dusk and dawn, the magic hidden in the world of twilight.

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

The Daedric artifact given by Azura to the most faithful is a soul stone that will never run out. Azura's Star can absorb countless souls, making it a highly sought after relic for various mages and assassins.

Boethiah– Prince of Conspiracy, Deceiver of Nations, Queen of Shadows and Goddess of Destruction. Boethiah is depicted as both male and female. Its sphere is associated with deceptions, conspiracies, secret murders, assassinations, betrayals and the overthrow of power.

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

Among scholars, Boethiah is known as "evil", in a universal sense. She often uses her minions for all sorts of fun. This Daedric Prince is a master in death and destruction, and many mortals have suffered precisely because of her tricks. The Dark Elves look at Boethiah differently, but that will be discussed later. There is not one, but three Daedric artifacts associated with This Daedric Prince of Deception. Ebony Armor, Fear Strike and Gold Mark. Each powerful in its own way, the Artifact of Boethiah falls into the hands of mortals at key moments in history. Like their master, they crave change.

Clavicus Vile– Daedric Prince of Power, Sorcery, Desires and Offerings. Clavicus Vile is depicted as a small, cheerful guy with horns growing from his forehead, and his companion Barbas is always nearby - most often depicted as a dog.

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

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

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

An endless library of forbidden knowledge, Apocrypha is Hermaeus Mora's plane of Oblivion. The books that are there are bound in black covers without titles, and the library is filled with ghosts cursed with a thirst for knowledge that cannot be satisfied.

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

Hircine- Patron of the Hunt and Father of Men-Monsters. Hircine - Daedra, whose sphere is hunting, sports, Great Games, pursuit. He is usually depicted as a man with a spear in one hand and the head of a beast in the other.

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

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

Jyggalag– Daedric Prince of Order. He is rumored to be one of the most powerful Daedric princes, because he knows every detail of the world, and all the actions that have ever taken place or will happen. He also sees the concept of “individuality” as an illusion.

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

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

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

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

Malacath– Keeper of Oaths and Bloody Curses. Malacath is a Daedric prince whose sphere is the patronage of the rejected and exiled. He is perceived almost as a heretic among other Daedric Princes. His legendary weapon, the Scourge, is cursed and will transport any Daedra that touches it back to Oblivion. The history of Malacath is long and causes debate among scholars. It is widely believed that Malacath was created when Boethiah absorbed the spirit of Trinimac, the ancestor of the Altmer. The remnants of Trinimac later evolved into the Daedric Prince Malacath. And this led to the birth of the Orsimers, which is why the orcs worship Malacath to this day. Malacath is considered one of the "good" Daedric Princes, at least among the orcs, who honor him.

Mehrunes Dagon. Its sphere is destruction, change, revolution, energy and ambition. Mehrunes Dagon is the enemy of all mortal races, and he even tried to take over their home, Nirn, several times. He differs from other Daedric Princes in that he believes that all of Oblivion belongs to him.

His own plane is known as the Dead Lands. And as the name suggests, it is a swampy wasteland filled with islands, as well as seas of lava, as if it were the plane of Boethiah.

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

Two artifacts in Mundus are attributed to Dagon. The first artifact is the most powerful weapon, because it led to the events of the Oblivion Crisis. A book whose title is Mysterium of Zarx. The second artifact is known as the Razor of Mehrunes, a deadly dagger capable of instantly destroying any creature.

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

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

Mephala is also considered to be somehow connected to the Dark Brotherhood, but this is a very long and separate story.

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

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

Another Meridian artifact is called the Light of Dawn, the scourge of the undead, for a reason. Meridia's power fuels the blade, releasing blasts of energy that burn any undead they touch.
Molag Bal– King of Violence and Reaper of Souls. Molag Bal is a Daedric Prince whose realm is the domination and enslavement of mortals. Its main purpose is to enslave the souls of mortals, and thus sow discord and hostility in their world. One legend claims that Molag Bal created the first vampire when he raped the virgin of Ned, giving him the name "Father of Vampires."

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

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

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

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

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

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

The Mistress of the Night has two artifacts known to mortals that improve the owner’s skills. The most infamous artifact is the enchanted hood, which completely conceals the wearer from mortal sight. The magic of the Hood is so strong that the wearer becomes invisible. Close friends and even family will eventually not even remember the owner’s name.

The second artifact gives the wearer the power to open any door, both ordinary and magical. The Skeleton Key has passed through many hands, and its influence on the history of Tamriel is undeniable.
Peryite– known to many as the Taskmaster. His sphere is to restore order in the lower layers of Oblivion. It is quite strange that Peryite is depicted as a dragon, since he is considered the weakest of the Daedric Princes. Although calling the Daedrian Prince “weak” is also strange. Indirectly, Peryite influenced the lives of almost all mortal inhabitants of Nirn. He is also the Lord of Plague, the cause of many illnesses and diseases. He is listed among such Princes as Mehrunes Dagon and Molag Bal as a truly "evil" Daedra.

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

Sanguine's plan is the thousands of worlds of Oblivion, which he rules as he wishes. These worlds are filled with pleasure, but more is unknown about them. Usually, after completing some strange task of Sanguine, he gifts his champion with an artifact. Rose of Sanguine is the most powerful summoning staff, capable of summoning Dremora to help the owner in a fight. But, like attacks of passion, Rose is temporary. Every time the Rose is used, it fades and loses its strength. And at this time, somewhere in Oblivion, a new rose is growing and is waiting for a new owner.

Vermina– Daedric Prince, whose sphere is the kingdom of dreams and nightmares from which evil entities come to the mortal world. She is often called the "demonic" Daedra, and for good reason. Vaermina's plane in Oblivion is called Quagworld, and those unfortunates who have glimpsed it describe it as a realm where nightmares are born, reality changing every few minutes, and becoming more terrifying.

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

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

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