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  1. The Elder Scrolls: The Age of Myth
  2. Lore

D. The Deadric Princes

Overview

The Daedric Princes are powerful immortal beings associated with Oblivion. Unlike the Aedra, they did not sacrifice themselves in the creation of Mundus and therefore retain a greater degree of independence from the mortal world.

Each Prince rules or embodies a particular sphere of influence, such as domination, knowledge, deception, destruction, hunting, beauty, madness, or fate. Their power is real, but their nature is not always understood in simple moral terms.

Some are openly destructive. Others can aid mortals under particular circumstances. Nearly all are dangerous.

Daedra and Mundus

Daedric Princes do not normally exist within Mundus in the same manner as mortal beings.

Their primary realms lie in Oblivion, where their power is greatest. From there they influence Nirn through cults, dreams, summoned servants, artifacts, visions, bargains, and rare direct manifestations.

Because the Daedra did not become bound to Mundus during creation, their interventions can appear far more immediate than those of the Aedra.

This makes them especially important during the Merethic Era.

Worship and Cults

Daedric worship varies greatly.

Some cults operate in secret because local rulers or priesthoods consider their practices dangerous. Others are accepted openly within particular cultures.

The Chimer are the clearest example. Their religious traditions honor Azura, Boethiah, and Mephala as central divine teachers.

Ayleid kingdoms also differ considerably in their Daedric loyalties, with some city-states embracing Princes whose worship is rejected elsewhere.

A cult's practices usually reflect the sphere of its patron rather than following a single universal form of Daedric religion.

Azura

Azura is associated with dawn and dusk, prophecy, transformation, beauty, and mystery.

She occupies an especially important place in Chimeric religion and is one of the principal powers associated with the teachings that guided the Velothi people.

Azura often communicates through visions, omens, dreams, and prophecy. Her favor may bring guidance, but her expectations of loyalty can be severe.

Her realm is Moonshadow.

Boethiah

Boethiah is associated with plots, struggle, overthrow, ambition, and the testing of strength.

Boethiah holds enormous importance for the Chimer and is closely connected to Veloth's rejection of traditional Aldmeri authority.

The Prince's teachings often emphasize overcoming false authority through hardship, deception, conflict, and personal strength.

Boethiah is also central to the traditions surrounding the defeat of Trinimac and the emergence of the Orsimer.

Mephala

Mephala is associated with secrecy, manipulation, murder, hidden relationships, and complex social bonds.

Among the Chimer, Mephala is regarded as one of the great teachers who helped establish methods of survival, secrecy, and political organization.

Her influence frequently appears through networks of obligation, hidden motives, and carefully controlled violence.

Mephala's teachings are rarely direct. Truth and deception are often deliberately intertwined.

Malacath

Malacath is the Prince of the rejected, the outcast, vengeance, curses, and harsh codes of honor.

He is closely connected to the Orsimer, who often regard him as their patron and protector.

Most traditions identify Malacath with the transformed Trinimac, though interpretations differ even among Orcs.

His worship values endurance, loyalty to one's people, repayment of wrongs, and survival in the face of rejection.

Molag Bal

Molag Bal embodies domination, enslavement, corruption, and the destruction of mortal will.

His cults seek power through control and submission. He is associated with some of the most brutal forms of Daedric worship and with the origin of vampirism in several traditions.

Molag Bal's realm is Coldharbour, a distorted reflection of Nirn shaped by conquest and suffering.

His influence is especially feared among peoples familiar with Daedric pacts.

Mehrunes Dagon

Mehrunes Dagon is associated with destruction, revolution, natural disaster, violent change, and ambition.

He represents the destruction of existing structures and the possibility that something new may arise from their collapse.

His followers may be revolutionaries, conquerors, destructive cultists, or individuals seeking power through upheaval.

His realm is the Deadlands.

Hermaeus Mora

Hermaeus Mora is the Prince of forbidden knowledge, memory, hidden truth, and fate.

He is often depicted as a shifting mass of eyes and tentacles rather than a humanoid figure.

Scholars, mages, and seekers of lost knowledge may bargain with him for information unavailable elsewhere.

Such knowledge almost always carries a price.

His realm, Apocrypha, contains vast collections of secrets and forbidden texts.

Hircine

Hircine is the Prince of the Hunt, predators, pursuit, competition, and the relationship between hunter and prey.

He is closely associated with lycanthropy and with supernatural hunting traditions.

Hircine's followers often value strength, survival, and the purity of the hunt rather than civilization or law.

His realm is the Hunting Grounds.

Sheogorath

Sheogorath is the Prince of Madness.

His sphere includes irrationality, creativity, obsession, terror, inspiration, and the destruction of ordinary reason.

Encounters with Sheogorath are notoriously unpredictable. He may appear playful, cruel, generous, or incomprehensible without contradiction.

His realm is the Shivering Isles.

Vaermina

Vaermina governs dreams, nightmares, fear, memory, and psychological torment.

Her influence often appears during sleep, through prophetic dreams, stolen memories, or recurring nightmares.

Cultists may seek knowledge through dreams or deliberately manipulate the fears of others.

Her realm is Quagmire, a constantly changing landscape shaped by nightmare.

Namira

Namira is associated with darkness, decay, revulsion, forgotten things, and beings rejected by polite society.

Her worship often develops among outcasts or communities that embrace what other cultures consider unclean or forbidden.

She is particularly associated with corruption, vermin, cannibalistic traditions, and the darker edges of mortal existence.

Nocturnal

Nocturnal governs night, shadow, secrecy, luck, and hidden passage.

Her influence is often sought by thieves, spies, assassins, and those who depend upon remaining unseen.

Unlike some Princes, Nocturnal frequently appears detached from mortal morality. Her bargains are concerned more with obligation, secrecy, and balance than with conventional virtue or cruelty.

Her realm is the Evergloam.

Clavicus Vile

Clavicus Vile is the Prince of bargains, wishes, contracts, and the consequences of desire.

He often grants mortals what they ask for while exploiting weaknesses in their requests.

His worship therefore revolves around negotiation and temptation rather than simple obedience.

His companion Barbas is closely associated with him and sometimes acts as a moderating influence.

Sanguine

Sanguine represents pleasure, indulgence, temptation, excess, and the pursuit of personal desire.

His cults vary from harmless revelry to destructive obsession.

Sanguine rarely demands rigid doctrine. His danger lies in encouraging mortals to abandon restraint until pleasure becomes dependency or ruin.

Peryite

Peryite is associated with disease, natural order, tasks, and the maintenance of systems.

He is often considered less powerful than many other Princes, though this does not make him harmless.

His followers may view disease and hardship as parts of a larger natural structure rather than meaningless suffering.

Meridia

Meridia is associated with living energy, light, and opposition to undeath.

Her hostility toward necromancy and undead creatures often brings her interests into temporary alignment with mortal societies.

This does not make her benevolent. Meridia values obedience and order according to her own principles and can be ruthless toward those who resist her will.

Daedric Artifacts

The Princes occasionally place powerful artifacts into mortal hands.

Such objects may serve as rewards, tests, weapons, symbols of authority, or methods of extending a Prince's influence into Nirn.

Daedric artifacts are rarely ordinary magical items. Their ownership often carries political or religious significance, and some appear repeatedly throughout history under different wielders.

Possessing one may attract the attention of both worshippers and enemies of its Prince.

The Princes in the Age of Myth

Daedric influence is particularly visible in the Merethic world. Chimer society openly venerates three Princes, Ayleid rulers maintain competing cults, Orcish identity is closely tied to Malacath, and independent Daedric worship exists throughout Tamriel.

The Princes are therefore not distant figures awaiting later eras. They are active participants in religion, politics, magic, and personal ambition.

Their cults may provide protection, knowledge, identity, or power, but dealings with the Daedra nearly always involve obligations that mortals understand imperfectly.