Daedric princes. Daedra Quests (Final Cut). Daedra Spell Mod

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

In order to fully understand what is happening in Tamriel, one should study the most important individuals of Tamriel. Those that affect the daily life 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 the entire Mundus, gave part of their power in order to become the bones of Nirn. On the other hand, there are beings who did not desire the creation of mortal life. The elves gave them the name "Daedra", which translates as "not our ancestors."

They always interfered in the affairs of People and Mer, and it was the Daedra. Daedra are supernatural beings that reside in the plane of existence known as Oblivion. Daedra are often harmed in the Mundus plane and cause all kinds of chaos on it.

Daedra can be divided into two types. On the one hand, 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 Daedra, and are even worshiped by some in Tamriel as gods, especially among the Dark Elves, whose society, culture and even species were created under the influence of these mysterious creatures.

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

What makes Mer and Humans so afraid of Daedric Princes is their lack of the concepts of "good" and "evil". There are 17 Daedric Princes known in Tamriel, and almost all of them seem to find it fun to use mortals as their own toys. Those who have dealt with Daedra talk about the feeling of "supervision", as if someone turned over a stone and was surprised to observe the life of beetles living in the mud.

As much as Daedric Princes love to study mortals, they love to study them. Throughout the history of Tamriel, there have been many who encountered these supernatural beings, and those who survived were 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 a female form. Her sphere is dusk and dawn, magic hidden in the world of twilight.

Azuah's Oblivion Plane is Moon Shadow, where she lives in a palace of roses. Legend has it that the kingdom of Azura is dazzlingly beautiful and bright, where there are 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 mortals call "good". It is said that through her deeds, Azura has shown her concern for the welfare of mortals, while most Princes see mortals as pawns.

A daedric artifact bestowed by Azura on the most faithful is a soul stone that never runs dry. Azura's Star can absorb countless souls, making it a highly sought after relic for various magicians and assassins.

Boethiah- Prince of Plots, Deceiver of Nations, Queen of Shadows and Goddess of Destruction. Boethiah is portrayed as both male and female. Her sphere is associated with deceit, conspiracy, secret murders, assassination attempts, betrayals and the overthrow of power.

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

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

Clavicus Vile- Daedric Prince of Strength, Witchcraft, Desires and Suggestions. Clavicus Vile is portrayed as small funny guy with horns growing from his forehead, and his companion Barbas is always near him - most often depicted as a dog.

The unnamed plan of Clavicus looks like a tranquil countryside inhabited by the deadly yellow Daedra. When he, Clavicus Vile, enters the world of Mundus, he seeks those who wish to acquire something, or gives it to those who summoned him. It can be assumed that he is a "good guy", nevertheless, he is known for taking away what he gave to the caller, giving them more in advance than they asked for. The mind of the Daedra is unknowable to mortals, and they can only guess why and for what reason it acts this way and not otherwise. He's just one of those Daedric Princes who sees mortals as fun.

The Clavicus Vile Mask is a helmet that makes the wearer popular wherever he is. But there is 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.

Hermeus Mora- Keeper of the Intimate and Knower of the Unknown. Hermeus 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 Oblivion plan. The books that are there are bound in black covers without titles, and the library is filled with ghosts damned with a thirst for knowledge that they cannot satisfy.

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

Hircine Is the patron saint of the Hunt and the Father of the Monster Men. Hircine is a Daedra, whose sphere is hunting, sports, Great Games, chase. He is usually depicted as a man with a spear in one hand and the head of a beast in the other.

He is responsible for creating a disease that turns mortals into monsters. He is the father of all werewolves who hunt at night and hide during the day. Those who have visited Hircine's Oblivion Plane, Hunting Grounds, describe it as a kingdom of dense forest and open plains. If you hear 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 Savior's Skin, which he bestows only on the greatest hunters.

Jyggalag- Daedric Prince of Order. He is rumored to be one of the most powerful princes of Daedra, because he knows every detail of the world, and all the actions that have ever taken place or will be. 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. They turned him into illogical, insane, and incredibly insane. Since then, Jyggalag is known as the Daedric Prince of Madness - Sheogorath.

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

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

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

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

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 place of residence, Nirn, on several occasions. He differs from other Daedric Princes in that he believes that all Oblivion belongs to him.

His own plan is known as Dead Lands... And as the name says, there are solid swampy wastelands filled with islands, as well as seas of lava, as if it were Boethiah's plan.

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

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

Mephala- Spider Web, Spider and Vivec Incarnate. Mephala is a Daedric Prince whose sphere is unknown to mortals. Judging by her nicknames, Mephala appears in both male and female guises, depending on who she wants to lure. Mephala sees the affairs of mortals as a cobweb, pull one thread and everyone will unravel. Like the other Princes, she enjoys playing with Mundus for her own amusement. Her world is still a mystery.

Mephala's artifact, the Ebony Blade, is a truly dark and deadly weapon, just like its mistress. Whenever the Ebony Blade hits an enemy, some of the damage done infuses the wearer with strength.

Mephala is also believed to be related in some way to Dark Brotherhood, but this is a very long and separate story.

Meridia- The Prince of Life, and the Lady of Infinite Energy. Meridia is the Daedric Prince, about whom we only know that she is associated with the energy of living beings. She also hates the undead with all her gut and will reward anyone who exterminates her. Because of this, most of the inhabitants of Tamriel attribute her to the "good" Daedra. If this, again, can generally be said about Daedra.

Meridia's artifact, the Ring of Kazhite, became famous when it fell into the hands of an infamous robber who used his invisibility power to become the most successful robber in Elsweyr history. That sounds very respectful among everyone.

Another artifact of Meridia, not just called the Radiance of Dawn, the scourge of the undead. Meridia's power fuels the blade, unleashing blasts of energy that incinerate any undead they hit.
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 enmity in their world. One legend claims that Molag Bal created the first vampire when he raped the Ned virgin, which is why he was named "Father of the Vampires."

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

The mace of Molag Bal is the embodiment of its master. She sucks the magic 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 Oblivion Gate, Molag Bal used his Dark Anchors to unite Tamriel and Oblivion into one. Fortunately for sentient beings, he failed in his endeavor, but somehow he was not destroyed and is still alive.

Namira is the Spirit of Daedra, and the Lady of Ugliness. Namira is a Daedric Prince whose sphere 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. Namira's Artifact is the aptly named Ring of Namira, whose owner feeds on the dead, growing stronger with every corpse eaten.

Nocturnal- Mistress of the Night, Lady of Shadows. Unrecognizable, Daughter of Twilight, Lady of Mystery and Saint of Suspicion. Nocturnal is known by many names, but it has only one realm - night and darkness. The worshipers and servants of Nocturnal are mainly those who operate in the night: thieves and spies. Although Nocturnal has perhaps the largest following of 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 does not really care who worships her and how.

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

The Mistress of the Night has two artifacts known to mortals that improve the skills of the owner. The most notorious artifact is the enchanted hood, which completely hides the wearer from mortal eyes. The magic of the Hood is so powerful that the wearer becomes invisible. Close friends and even family over time will not even remember the name of the owner.

The second artifact gives the wearer the power to open any door, both normal and magical. The skeleton key has been in many hands, and its influence on the history of Tamriel is undeniable.
Peryite- known to many as the Taskmaster. His sphere is to establish order in the lower layers of Oblivion. Oddly enough, Peryite is portrayed as a dragon, since he is considered the weakest of the Daedric Princes. Although calling a Daedrian Prince "weak" is also strange. Indirectly, Peryite influenced the lives of nearly all mortal inhabitants of Nirn. He is also the lord of the Plague, the cause of many diseases and diseases. He is listed among Princes such as Mehrunes Dagon and Molag Bal as a truly "evil" Daedra.

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

Sanguine's plan is the thousands of Oblivion worlds, which he rules as he pleases. These worlds are filled with pleasure, but no more is known about them. Usually, after completing some strange task, Sanguine will bestow an artifact on his champion. Rose of Sanguine is the most powerful summoning staff, capable of summoning Dremora, which will help the wearer in a fight. But, like bouts of passion, Rose is temporary. Each time the Rose is used, it fades and loses its strength. And at this time, somewhere in Oblivion, a new rose grows and is waiting for a new owner.

Vermina- The Daedric Prince, whose sphere is the realm of dreams and nightmares from which evil entities enter the mortal world. She is often called the "demonic" Daedra, and for a reason. Vermina's plan in Oblivion is called the Quagmir, and those unfortunates who have caught a glimpse of it describe it as a realm where nightmares are born, reality changes every few minutes, and becomes more terrifying.

The Skull of Corruption is a Vermina artifact. It is a staff of dark magic that creates a mirror image of whoever it is being 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 its own mind, and feeds on the memories of those around it.

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

Black Star

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

At the top of a snow-capped mountain near Winterhold, you will find a lone priestess named Arania Yenith, spending her time in prayer to Azura. Seeing you, Arania will say that your appearance was predetermined by fate. Talk to the Dunmer and agree to help her find the elven magician from her visions - the one who "is able to make the brightest star darker than the night." She suggests that the mage should be found in Winterhold.

Call of Boethiah

The first thing to do to get started is to reach level 30. Most likely, after that, on the way, you will be attacked by a cultist, who will have the "Test of Boethiah" book with him. Reading of 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 Segonia (location available according to the main plot and the assignment of Hermaeus Mora), the abandoned house in Markarth (the assignment of Molag Bal), and if you missed the book in the abandoned house, you can also remove it from the corpse of the priest of Boethiah, advancing on the same task further. However, the easiest way would be not to fool around with a book, but to go straight to the sanctuary of Boethiah in the snow-capped mountains east of Windhelm. However, do not bother to do this until level 30 - there will not be a single living soul in the location.

Walking nightmare

The inhabitants of Dawnstar lost their peace at night - they are overcome by nightmares. And here and there you can hear whispers about an unknown curse that descended 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, the priest of good Mara, who knows everything and is looking for a hero who can help him. Travel to Winds Peak Tavern and find Erandur. It turns out that nightmares are nothing more than the tricks of Vermina, and all this is connected with what is happening in the temple of the Summoners of the Night. You have to go there and find out what kind of lewdness is going on there.

WITH obaka - friend of daedra

It is difficult to pass by this task. Already at the entrance to Falkreath, the guard will ask if you have met a dog in the vicinity. After trying to find out the details, it turns out that the blacksmith Lod is engaged in the search, who promised a reward to anyone who brings him some special dog. Lod will repeat the same for 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.

O pieces of former glory

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

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

D believe that whispers

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

Travel to Balgruf at Dragon's Reach and talk to him about children. Jarl will say that his youngest son Nelkir in recent times became too gloomy, cruel and stopped communicating with his own father. Balgruf is worried that he could offend his son in some way, and asks you to find out from Nelkir what, in fact, is the matter.

House of Horror

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

The 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 the order of the Jarl, access to the Hall of the Dead was closed - the place of communication between the Nords and their departed ancestors.

Travel to the Rock Keep in the western part of Markarth and find Brother Verelia, the local priest of Arkay, there. There are three ways we can talk to a priest: persuasion, bribery with gold coins, or intimidation. Brother Verelius, with a shudder in his voice, will tell you that someone is in the habit of coming to the Hall of the Dead and feasting on carrion. If you want to know more - here is the key for you, go and deal with the unknown evil, and the priests of Arkay will be very grateful to you for this.

Note:

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

In the tomb, you will almost from the threshold hear the voice of Namira, the lady of decay. It's okay if you salivate and rumble in your stomach at the sight of dead flesh, she says. Do not be shy about your secret desires and eat to your health! After the monologue of the Daedric mistress, a living human woman named Eola will emerge from the greenish fog. She will assure you of her friendship and suggest that you find a better place to serve Namira. The cliff cave, Aeola will say, is the best fit for this, if not for the draugr that flooded 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 all right. The priest will thank you and present you with Arkay's amulet.

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

A fan of Namira will be overjoyed to have a Great Feast to celebrate your joining the cult. None other than Brother Verelius (a priest with a taste for an easy life) will have to be present as the main dish at the feast. The matter is small - using the methods known to us, invite the priest Arkay to the feast.

Return to Markarth. Verelia is easiest to find in the Hall of the Dead near the shrine of Arkay. If it 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 - bribe, persuade, or threaten. Once Verelius agrees, hit the road (you can use the fast travel system).

Each player in the world of Skyrim stumbled upon especially exciting quests that allow you to delve 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 princes of Daedra - powerful mythical creatures that are something like gods for ordinary people. Therefore, 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. Someone cares about a certain race or creatures, others and do not want to know anything about mortals. One way or another, but on his way, Dovahkiin will more than once collide with otherworldly princes, helping them and carrying out their orders. Daedra are cunning and resourceful, skillfully manipulate people and often pursue cruel goals, use bloody methods.

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

Other mods for Skyrim on the site

Daedra Spell Mod

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

Among the spells, especially useful will be "Drain Life", used by vampires, and "Swarm of Spriganna Matrons", familiar to everyone from green tree mobs. In addition, the "Ray of Meridia" and "Agony" have also been added. All enchantments have a balanced mana consumption and damage dealt.

Daedra satellites mod

Despite the fact that you cannot yourself become a Daedra lord in Skyrim, they can be summoned to help you, like wolves, atronachs and other vanilla evil spirits. They will come in handy in battle with the most powerful enemies, besides, all of them have an unusual bright appearance.

After swinging 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, allowing you to learn the corresponding summoning spells after reading.

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

The player can choose a companion with similar skills, or he can compensate for his shortcomings at their expense. Daedra are stronger and more enduring than simple partners who come across here and there in the vastness of Skyrim, and their menacing appearance will cause enemies to scatter in fear.

In the singular, it is referred to as Daedroth, which is the opposite of other mythical creatures called the Aedra. The Aedra (ancestor from the elven) are considered creatures with good will and a calm disposition, Daedra in this sense, are the complete opposite. In Oblivion, the Daedra enters Tamriel from the world of Oblivion through multiple portals, posing a danger to all living things that she meets. In Morrowind, the 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 own world.

However, some creatures can still coexist with humans. So in Caldera, during the action of Morrowind, you can talk and even trade with Scump named Creeper. Many Daedric Princes can also speak to you, but most Daedra are represented by creatures with incomprehensible motivation, seeking to simply kill you.

Daedra can be easily summoned using scrolls of spells, 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 Daedra pose to the creatures of the human world, they have reverence on this side too. Many cults and organizations secretly or openly worship the Princes, or as they call them deities, in fact, often following selfish motives, such as using the power of the Daedra or obtaining powerful artifacts.

Daedric Princes

The Daedric princes are the rulers of the Oblivion world, 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 tome describing the character of the Daedric Princes.

  • Azura, whose sphere is dawn and dusk, the magic of the interregnum of twilight, called the Moon Shadow, Mother of the Rose, and Queen of the Night Sky.
  • Boethiah, whose sphere is deception and collusion, plans of murder, assassination, betrayal, and overthrow of power.
  • Clavicus Vile, whose sphere is the granting of powers and the fulfillment of desires through rituals, requests and agreements.
  • Hermeus Mora, whose sphere is the divination of the streams of Fate, past and future, reading and stars, the lord of the treasures of knowledge and memory.
  • Hircine, whose sphere is the Hunt, the Sport of the Daedra, Great Game Horse Racing, known as the Hunter and Father of the Beastmen
  • Malacat, whose sphere is the patronage of the exiles and the scorned, the keeper of the Faithful Oaths, and the Bloody Curses.
  • Mehrunes Dagon, whose sphere is Destruction, Change, Revolution, Energy, and Ambition.
  • Mephala whose sphere is unknown to mortals; known as Web Spinner, Spinner, and Spider; it is only known that she interferes in the affairs of mortals for her own amusement.
  • Meridia whose sphere is unknown to mortals; associated with the energies of living creatures.
  • Molag Bal whose sphere is dominion over mortals and their enslavement; more than anything, he longs to reap the souls of mortals and lure them into his snares, sowing the seeds of contention and strife 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, larvae, and other repulsive creatures that inspire mortals with an irresistible disgust.
  • Nocturnal whose sphere is night and darkness; known as the Lady of the Night.
  • Peryite whose realm is the lower strata of Oblivion is known as the Overseer.
  • Sanguine, whose sphere is the joy of life and revelry, as well as condescension to dark natures.
  • Sheogorath, whose sphere is Madness, and whose motives are unknown.
  • Vermina whose realm is the realm of dreams and nightmares, and from whose realm comes evil omens.
Princes usually have powerful artifacts, according to game plot Oblivion in the quest Blood of Daedra, the hero needs to get one of these artifacts. This could be Azura's Star, Molag Bal's Mace, Daedric Bane, Kajit's Ring, McCann's Hammer and other artifacts.

Like other Daedra creatures, Princes can also be summoned. Some take the challenge on a certain day, some appear when certain peculiarities are observed. For example, Sheogorath can appear anytime there is a storm.

Dremora

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