Azura is the Daedric Prince of twilight, prophecy, and transition, often revered by the Dunmer as one of the “Three Good Daedra.” She embodies the inevitability of change and the beauty of endings, granting visions of the future to her chosen. Azura is temperamental but not overtly cruel, rewarding loyalty with guidance and betrayers with curses. Her influence often comes through omens, dreams, or stars that signal a turning point in fate. For storytellers, Azura is a force of inevitability: she ensures no victory is permanent and no downfall is final.
Boethiah is the Daedric Prince of deceit, treachery, and ambition, honored by the Dunmer as the anticipation of Almalexia. He revels in overthrowing authority, inspiring followers to prove their strength through betrayal and conspiracy. His cults are violent and chaotic, but they embody a brutal form of self-determination, forging strength through struggle. He has been tied to the Chimer’s exile from Summerset and the transformation of Dunmer society. Storytellers can use Boethiah to bring upheaval — a whisper in a warrior’s ear, or a coup erupting in the shadows of power.
Clavicus Vile delights in making pacts, granting power, wealth, or beauty in exchange for something dear. He is charming and playful, often appearing with his hound Barbas, yet his bargains are almost always traps twisted to his amusement. His cultists seek him for personal gain, only to find their desires turned against them. Vile is less destructive than other Princes but far more insidious, thriving on mortal vanity and desperation. For storytellers, he is the perfect trickster — a deal too good to be true, with consequences that unravel a character’s life.
Hermaeus Mora is the keeper of forbidden knowledge, appearing as a mass of eyes and tentacles in the void. He hoards secrets beyond mortal comprehension, particularly those tied to the origins of the world, magic, and fate itself. His bargains often grant dangerous wisdom, tempting mortals to pursue power at the cost of their sanity. Though alien in thought, Mora is not openly hostile — he seeks only to expand his endless archive. In storytelling, Mora represents the lure of hidden truths, offering knowledge that unravels the seeker as much as it enlightens them.
Hircine rules over the thrill of the hunt, lycanthropy, and the balance of predator and prey. He is often depicted with antlers and hounds, appearing to mortals as a huntsman or beast. Hircine is not cruel; his followers view him as fair and honorable, so long as the rules of the hunt are respected. His gifts often take the form of curses of transformation, binding mortals into cycles of predation. Storytellers can use Hircine to embody primal conflict, pitting hunters and prey in deadly, sacred contests.
Jyggalag is the Daedric Prince of perfect order and logic, unique among his kin. He was cursed by the other Princes to become Sheogorath, the embodiment of madness, though in rare eras he reasserts himself. His philosophy values absolute control and structure, despising chaos and unpredictability. He is rarely worshipped, as his influence is antithetical to mortal freedom, but his return can herald sweeping, merciless order. In stories, Jyggalag offers a chilling foil to the chaos of Tamriel — an order so strict it crushes life itself.
Malacath is the patron of the spurned, sworn oaths, and vengeance, especially revered by the Orcs. His sphere is cruelty and endurance, born from betrayal and exile, shaping his followers into hardened survivors. Though seen as grim and harsh, Malacath values loyalty and punishes oathbreakers with relentless fury. To the Dunmer, he is one of the House of Troubles, but for the Orcs, he is the cornerstone of their identity. Storytellers can use Malacath to explore themes of betrayal, resilience, and the harsh justice of the outcast.
Mehrunes Dagon is the Daedric Prince of fire, revolution, and change through destruction. He embodies natural disaster and cataclysmic upheaval, often appearing in Tamriel through cults of violence or apocalyptic prophecy. His worshippers see destruction as cleansing, a path to rebirth through fire and ruin. Though feared, he remains alluring to mortals who crave drastic change or raw power. In storytelling, Dagon is the ultimate agent of chaos, his presence heralding war, storms, and cataclysm.
Mephala is the Prince of lies, secrets, and manipulation, worshipped by the Dunmer as the anticipation of Vivec. She spins webs of intrigue, delighting in seduction, murder, and betrayal as tools of power. Unlike Boethiah, who favors open overthrow, Mephala operates in whispers and knives in the dark. She is credited with teaching the Chimer the art of subterfuge and founding the Morag Tong. In stories, Mephala brings shadows, conspiracies, and the seductive danger of hidden truths.
Meridia is a Daedric Prince associated with light, purity, and the banishment of the undead. Unlike most Princes, she despises the undead as abominations against the natural order, empowering her followers to purge them with radiant force. Though she cloaks herself in light, Meridia is not benevolent — she is imperious and brooks no disobedience. Her cultists can be zealous to the point of tyranny, “purifying” anything she deems foul. For storytellers, Meridia is a paradox: a Daedric Prince cast as radiant savior, but just as merciless as her peers.
Molag Bal is the Daedric Prince of domination, enslavement, and the stealing of souls. He is feared as a sadistic tyrant, seeking to break mortals and Daedra alike into absolute submission. His cults practice enslavement, vampirism, and brutal rituals, spreading misery as a form of devotion. Known as the “Father of Vampires,” his influence thrives wherever cruelty and power go unchecked. Storytellers can use Molag Bal to embody tyranny itself — the terror of power abused for its own sake.
Namira is the patron of decay, filth, and all things repulsive. She is revered by beggars, cannibals, and those cast out of society, who see beauty in rot and power in suffering. Her followers embrace degradation as transcendence, finding liberation in the things mortals fear most. Though loathsome, Namira embodies inevitability — all things decay, and all things return to dust. In stories, Namira offers horror at its most visceral, but also the twisted promise of strength through degradation.
Nocturnal rules over shadow, luck, and secrecy, often venerated by thieves, assassins, and those who walk unseen. She embodies the inevitability of nightfall and the mystery of the unknown, her favor granting uncanny fortune or misfortune. Nocturnal is aloof compared to other Princes, caring little for her worshippers beyond the amusement they provide. Her influence lingers in stolen moments and vanishing paths, her presence felt more than seen. In storytelling, Nocturnal is the unseen hand — guiding, obscuring, and reminding that shadow touches everything.
Peryite, often called the “Taskmaster,” is the Daedric Prince of disease, order, and balance. Though among the weakest Princes, his influence spreads through plague and corruption, reminding mortals of their fragility. His followers often see him as a bringer of structure, enforcing balance through cycles of illness and suffering. His appearance is often draconic, though twisted and corrupted, reflecting his paradoxical nature. For storytellers, Peryite is a reminder that decay and order are inseparable — sickness is as much a law of nature as health.
Sanguine delights in indulgence, debauchery, and excess. He encourages mortals to embrace hedonism, often leading them into ruin through overindulgence in drink, lust, or violence. His cults thrive in taverns, feasts, and hidden gatherings, where restraint is cast aside. Though playful, Sanguine’s gifts strip mortals of discipline, leaving them slaves to their own desires. In stories, he is both comic relief and cautionary tale — joy turned dangerous when taken too far.
Sheogorath is the Daedric Prince of madness, chaos, and unpredictability, often seen as whimsical and terrifying in equal measure. His realm, the Shivering Isles, reflects his duality — Mania’s brilliance and Dementia’s despair. He delights in disrupting order, planting seeds of insanity in mortal minds, and laughing at their unraveling. Yet within his madness lies genius, and some of his riddles reveal truths overlooked by reason. Storytellers can use Sheogorath to bring unpredictability, where every outcome is absurd, dangerous, or both.
Vaermina is the mistress of dreams, nightmares, and stolen memories. She feeds on the terror of mortals in their sleep, drawing strength from their fears and tormenting them with visions. Her cults often brew potions and incenses to induce vivid, horrific dreams, binding mortals in cycles of sleep and dread. She is patient and calculating, harvesting fear as others might harvest crops. In stories, Vaermina is a subtle horror — the terror that strikes when one’s mind is no longer one’s own.
⚖️ Storyteller’s Note:
The Daedric Princes are not merely gods of evil or good, but embodiments of cosmic concepts pushed to extremes. Each can be patron, antagonist, or background influence, depending on how their sphere touches the story.