Not a chapter, but some more Apocrypha!


The Daedric Princes: The Lords of Oblivion

Date: 4E196

Within the realms of Oblivion lies a wide array of creatures. Some call them monsters, demons. Others call them gods. Regardless, there is one name that is universal: Daedra.

The origins of the Daedra stretch back to the creation of Mundus itself. When Lorkhan, Hero God of Man and Villainous Trickster God of Mer, asked for the assistance of the et'ada to create Mundus, not all offered their aid. Many refused to lend their power to such an endeavor, meaning that when Mundus was complete, and become populated with the races of men, mer, and beast-folk, these et'ada were completely unrelated. This lack of relationship is reflected in their name, Daedra, which means "Not Our Ancestors" in Aldmeri.

Regardless, like the races of Tamriel, the Daedra have a wide variety of forms. Most, the Lesser Daedra, inhabit Oblivion almost like a mortal inhabits Nirn. However, there are a group of Daedra, seventeen in total, that are the most powerful. In fact, they are so powerful, that they can reliably call themselves gods. These are the Daedric Princes. Each Prince resides in a different realm, made of their own being. Most Lesser Daedra pledge themselves to them as servants, soldiers, or denizens of their respective realms.

Despite the naming, like all Daedra, the Daedric Princes are gender-neutral. They are beyond such mortal concepts, and merely choose whichever form they so desire. Each Daedric Prince is the embodiment of what they represent. Most mortals regard the Daedric Princes as being evil entities, with their worship outlawed in many places following the Oblivion Crisis. And yet, even that is an incorrect assumption. They have existed since the creation of the Aurbis itself, and are beyond mortal concepts of good and evil. They are simply are.

The Daedric Princes are as follows:

Azura:
The Daedric Prince of Dusk and Dawn, Azura commonly depicts themself as being female. Her sphere represents transition and change. Her realm of Oblivion, Moonshadow, is reportedly a beautiful land of twilight and blurred colors. Azura is commonly viewed as being one of the so-called "Good Daedra", as she makes the appearance of caring for her followers. Indeed, she is included in both the Dunmeri and Khajiiti pantheons as a goddess.

Boethiah:
The Daedric Prince of Deceit, Secrecy, Conspiracy, Treason, and Unlawful Overthrow of Authority, Boethiah is commonly depicted as a armored warrior, however the gender changes. Sometimes a man, sometimes a woman. Boethiah's realm is Attribution's Share, otherwise known as Snake Mount, a realm that is filled with maze gardens, spiraling towers, and constant treasonous upheaval. Boethiah is worshipped, in both a positive and negative way, by the Dunmer.

Clavicus Vile:
The Daedric Prince of Deals, Pacts, Power, Bargains, and Serenity through Wish Fulfillment, Clavicus Vile often takes the form of a mischievous imp-like child with horns. He is also known for breaking pieces of himself off and imbuing his essence into his artifacts. As such, the artifacts associated with Clavicus Vile have more independence than other Daedric Artifacts. He is commonly found with Barbas, a shapeshifting Daedra, usually depicted as a dog, who houses a significant degree of Clavicus Vile's power. Although known for making deals, Clavicus will also re-interpret the mortal's intentions to create suffering for the mortal and amusement for himself.

Hermaeus Mora:
The Daedric Prince of Knowledge and Memory, Hermaeus Mora, also known as Herma-Mora in the Nordic Pantheon, still practiced by the Skaal in Solstheim, does not even make the pretense of taking a humanoid form. Instead, Mora appears as a floating mass of tentacles and eyes. Mora rules over the realm of Apocrypha, an endless library of all the knowledge ever gained. If there is something Hermaeus Mora does not know, there is no limit to what Mora will do to gain that knowledge.

Hircine:
The Daedric Prince of the Hunt, Sport, The Great Game, and The Chase, Hircine is first and foremost a hunter. Appearing as a man or mer, sometimes with antlers, Hircine is the creator of all Lycanthropes, and as such lays claim to all who suffer from the affliction. Once every era, he descends upon Tamriel, but not to destroy. Rather, he participates in the Bloodmoon Prophecy, a great hunt where he selects the greatest of fighters and pits them against each other before facing the last survivor himself. The last Bloodmoon Prophecy occurred in 3E427, in which Hircine kidnapped many warriors on the island of Solstheim, including the Nerevarine, who was the only survivor. His realm is his Hunting Grounds.

Jyggalag:
The Daedric Prince of Logical Order and Deduction, Jyggalag is a mystery, even to the other Daedra. Unlike the other Daedra, who are Padomic in orientation, beings of chaos, Jyggalag is almost Anunic, a being of order. Appearing as man in armor, Jyggalag is among the most powerful of the Daedric Princes. Indeed, his expansion into the other realms of Oblivion, aiming to impose order on what he saw as chaos, caused the Daedric Princes to bind him to his antithesis, Sheogorath, the Daedric Prince of Madness. At the twilight of every era, Jyggalag would become the dominant personality once again and undergo the Grey March, turning the Shivering Isles, Sheogorath's domain, into a realm of order, before Sheogorath would re-impose himself. Supposedly, the last Grey March occurred at the end of the Oblivion Crisis, which involved the Hero of Kvatch and his four companions, who disappeared shortly after arriving in the Shivering Isles. They have not been seen since, but it is apparent that they changed the Grey March, as sightings of a separate Jyggalag from Sheogorath have been recorded.

Malacath:
The Daedric Prince of the Spurned, Betrayed, and Ostracised, Malacath was not always a Daedra. Indeed, he used to be an Aedra named Trinimac, one of the most legendary Aldmeri heroes. However, when the exodus of the ancient Chimer, the ancestors to the present day Dunmer, was commencing, Trinimac tried to stop it. Boethiah and him fought, until eventually he was defeated and subsequently eaten. When he was expelled from Boethiah's bowels , he emerged as Malacath, with his followers transformed into the Orsimer, though some daedra have pointed at this tale as being too literal for what truly occurred. To this day, Malacath is viewed as an evil entity of the Dunmer, yet is the patron god of the Orsimer. He craves combat and despises the weak, yet seems to care for his followers, namely the Orsimmer. His realm of Oblivion was subsequently created, the Ashpit, an almost inhospitable landscape.

Mehrunes Dagon:
The Daedric Prince of Destruction, Violent Upheaval, Energy, Change, and Mortal Ambition, Mehrunes Dagon is among the most infamous of all Daedric Princes. Indeed, he was the architect of the Oblivion Crisis, where his followers, the Mythic Dawn, assassinated Uriel Septim VII and all his heirs in one night, causing the seal that prevented the realms of Oblivion from directly interacting with Nirn to collapse. Only through the actions of the Hero of Kvatch, his followers, and the sacrifice of Martin Septim, the last Dragonborn Emperor, was Nirn prevented from being absorbed into his realm of Oblivion, the Deadlands. He appears as a towering, four armed humanoid creature. He has attempted to invade Nirn many times in the past, and will likely do so again. Some texts, likely from the days of the Interrum or perhaps another time entirely, suggest that Mehrunes Dagon was once another daedric being, the name of whom is now lost to time, who had actually tried to preserve a part of the ending world against Alduin, the Nordic Dragon-God of Destruction, who then cursed and ate him in a fashion eerily similar to what happened with Boethiah and Malacath.

Mephala:
The Daedric Prince of Unknown Plots and Obfuscation, Mephala's sphere is lies, sex, secrets and plots. She loves nothing more than to manipulate mortals into betraying one another. She appears as a woman with six arms, and her realm is inaccessible to mortals.

Meridia:
The Daedric Prince of Life and Energy, Meridia is considered to be one of the more benevolent of the Daedric Princes, by mortal standards. Taking the form of an angelic woman, Meridia, like Malacath, was not originally a Daedra. In fact, Meridia used to be a Magne-Ge, one of the Aedra who fled with Magnus, the architect of Mundus, into Aetherius, their flight creating holes into Aetherius, which we perceive as the stars, with the Sun being the hole Magnus made in his retreat. Originally known as Merid-Nunda, Meridia eventually consorted with the Daedra. As such, she was cast down, and became the Daedric Prince known as Meridia. Above all else, Meridia is known for her complete hatred of all undead, and takes great joy in rewarding mortals who kill and destroy necromancers. Her realm of Oblivion is the Colored Rooms, a place filled with coral like growths and floating rocks, illuminated by stars.

Molag Bal:
The Daedric Prince of Domination and Spiritual Enslavement, appearing as an unholy hybrid of man, lizard, and bull. Molag Bal also has another name: the Rape King. Molag Bal is universally considered to be the most evil of all Daedric Princes. Even Mehrunes Dagon is more a force of nature who does what he does simply because of what he is. Molag Bal enjoys tormenting mortals. He created the first vampire by raping a virgin priestess of Arkay, a Nedic woman by the name of Lamae Beolfag, who survived and became known as Lamae Bal, the first vampire. All vampires are his to claim, and when they die, they arrive in his realm of Coldharbour, a dark reflection of Nirn. He once attempted to merge Coldharbour with Nirn in an event known as the Planemeld, an event stopped by the Vestige, with the assistance of Meridia.

Namira:
The Daedric Prince of Sundry, Dark, and Shadowy Spirits, Namira is the patron deity of cannibals. Her plane of Oblivion is the Scuttling Void, and she enjoys the act of mortals consuming other mortals. She actively encourages her followers to partake in the consumption of mortal flesh, who are happy to do so. Supposedly, beggars are her eyes and ears into the world.

Nocturnal:
The Daedric Prince of Darkness and the Night, Nocturnal is the patron of all thieves and all things secretive. Appearing as a robed woman, and said to be the sister of Azura, she is heavily associated with crows. Her realm of Oblivion is the Evergloam, a dark and foggy land. She is supposedly the source of a thief's luck, and as such is revered by all thieves. Her hold over luck may go both ways, as those who work against her or displease her may find themselves luckless or followed by bad luck. Despite having such a large following, Nocturnal does not seem to care about worship. There are rumors of a group of three that guard Nocturnal's treasure, known as the Nightingales, but their existence is unproven.

Peryite:
The Daedric Prince of Pestilence, Peryite takes the form of a mighty dragon, yet is considered to be one of the weaker Daedric Princes. He is also charged with ordering the lesser realms of Oblivion. His realm is the Pits, the lowest of all planes of Oblivion, and may encompass more than one plane, though it is unknown, as living mortals cannot enter The Pits. He is also known as the Taskmaster, and works to keep the 'natural order' amongst the lesser deadra.

Sanguine:
The Daedric Prince of Debauchery, Hedonism, and the Darker Natures of Man, Mer, and Beast-folk, Sanguine appears as a humanoid demon. He enjoys coming down to Tamriel to spread what he calls "merriment", a sentiment not all share. Sanguine is said to control tens of thousands of individual realms, each housing untold methods of decadence and pleasure.

Sheogorath:
The Daedric Prince of Madness, Sheogorath is one of the most infamous of all Daedric Princes for simply how unpredictable he truly is. Often taking the form of an elder man with a cane, Sheogorath's domain is the Shivering Isles, otherwise known as the Madhouse. Like Sheogorath, the Shivering Isles is split in two. One half, Mania, is more cheery and lighthearted, but with a dark undercurrent, while the other, Dementia, is dark and dangerous, but holds a sliver of catharsis. The Shivering Isles is unique in that it houses permanent mortal residents, complete with cities, and self-sustaining environments. His creation is tied to the removal of Lorkhan's spark, and is one of the patron deities of artists.

Vaermina:
The Daedric Prince of Dreams and Nightmares, Vaermina is known for sending out evil omens, spreading terror and fear into the hearts of mortals through terrible nightmares. Her realm is known as Quagmire, the source of all nightmares.

The Daedric Princes are not to be trifled with and one would be wise avoid all interactions with them, less they succumb to a terrible fate.

Trestus Whovinicci, Historian at the Imperial Academy


My Experience with Cults

Cults are usually a thing best left avoided. They can be enigmatic at the best of times, or just murderous at the worst. Then, there's always the chance they could sacrifice you and send your soul to an unspeakable torment within Oblivion, but that's actually harder to do than it sounds. Not that I'm experienced in such. I've just read about the process, in order to better defend myself.

The more acceptable cults are normally the Aedric Cults. The main religion of the Empire, the Divines, is often considered a cult from those outside of it. Dunmer of Morrowind, for example, think of it as the Imperial Cults. There are smaller sects, of course. Some focus on a single Divine, giving themselves fully into that particular form of worship. Arkayan Cults are filled with those who seek to keep the dead rested. Maran Cults have those who proclaim themselves for gentle love of all and seek to ensure that those with feelings for one another come together. Dibellan Cults are perhaps the least socially accepted Divine sect, but most communities do not mind them, so long as their 'worship' is kept private and restricted to those of age.

On the Deadric side of things, there are those considered somewhat acceptable, such as the Dunmer's cult, The Reclamations. After the fall of the Tribunal, Morrowind returned to their old ways of worshiping the three Daedra, Azura, Boethiah, and Mephala. They also believe in the House of Troubles, which exist as a sort of antithesis to their gods. The Four Corners of the House of Troubles include Malacath, Sheogorath, Mehrunes Dagon, and Molag Bal. Each one exists as a sort of test or temptation for the followers of the Reclamations. They also revere Lorkhan as the Missing God (odd for a religion made by Merkind) as well as the Godkiller Nerevar and his reincarnation Nerevarine.

Also for acceptable Deadra worship is the cults of Meridia, who isn't even considered a Daedra by some. As her sphere is that of Light and Life, she seems mostly positive in nature. Though, I have heard her voice as she spoke to some of her worshipers on her summoning day, and she honestly sounds more demanding than my mother, a Breton Noblewoman.

Back home in High Rock, it was not unusual for cults to spring up in odd secret ties made by different nobles. Most of them were little more than noblewomen getting together once or twice a month to either wish for their husbands to die or read books. I recall once when a Dibellan Cult was revealed and my mother immediately cut all ties with those who were a part of it. It was strange to me then when she learned I was in a very non-serious Hermaeus Mora cult (we never summoned him or any Daedra of Apocrypha, we just constantly talked about knowledge, shared books, and contemplated theories concerning planar travel and Dragon Breaks) and she only reacted with a little disappointment, despite thinking the worst of it.

During some of my travels I have come across some of what people would call 'the worst' sorts of cults. I happened upon a ceremony of Namira worshipers, who were feasting on fetid human flesh. Luckily, none of those that chased me were particularly fire-proof. At another time, I found myself in one of Sanguine's countless realms, this one dedicated to the finest of foods in the largest portions. I fear my will faltered there for some time, making my misnomer carry another meaning behind it. There was also the time when I stumbled upon a group of vampires. Luckily, they weren't too hot-blooded, and I was able to convince them to not kill and/or enthrall me. They actually turned out to be a rather pleasant group, having dedicated themselves to finding a cure for their affliction while only feeding upon bandits, highwaymen, or adventurers idiotic enough to take on an entire clan of vampires.

Though my worst encounter, and likely the worst sort of cult, is that of a particular sort of witch's coven. Now, some covens are little more than lady mages who practice their craft while worshiping a daedra of some sort. The deadra could be malevolent, or benign, but that is how witches are ultimately defined. However, some covens go to great lengths to obtain power, and there's few ways to gain more power very quickly than that of blood sacrifice. Yet the true price of such actions are very steep indeed, as few Divines are forgiving of such an act, and those that are demand a high penance.

Some of the worst of these sorts are the northern hagravens, usually found in Skyrim and High Rock. A horrifying fusion of an old crone and bird, hagravens can be formed in a number of ways, but likely all of these include mortal sacrifice or the death of a mortal at the least. One adventurer did tell me of a time where he fooled a witch who planned to 'ascend' herself using the body parts of a nearby family, who, while strange in their ways, were simple, innocent folk. He had given her 'substitutions', including a giant's toe, skeever hide, and the heart of a decidedly not innocent bandit, who had attempted to murder him earlier. It actually worked, proving that the process does not require any special sort of being, so long as they were Black Souls - though I would still say such a process is a wicked one. Despite this, it appears that most of these covens decide to go about it in the worst ways, normally through the sacrifice of children. So I lose no sleep at night from the destruction of these hagravens. I did nearly lose an arm though, as it turns out trying to cave in their skulls and avoid their explosive magics is not much less risky than hurling lightning bolts.

Jesse Kay, the Heavy Scribe


Lycanthropy: A Study
4E 190

One of the most dangerous diseases known to Tamriel, Lycanthropy is a supernatural disease where an individual's body is physically changed into that of a were-creature, an unholy mixture of man, mer, or rarely beast-folk with that of an animal into a monstrous form. Once transformed, the individual loses much of their higher brain functions and becomes more of an animal, driven primarily by instinct. Many lose control of themselves once in this state, and are consumed by bloodlust, forcing them to constantly seek out and kill other creatures and beings.

Similar to Vampirism, Lycanthropy was originally created by the Daedric Prince Hircine, who often bestows the "gift" on individuals he deems worthy. There are also multiple strains, all of which are highly contagious, and unless cured before the first transformation, it is nearly impossible to remove. The transformation, the most obvious of symptoms, can vary from strain to strain, and individual to individual. Some strains create involuntary transformations every night, whereas some occur once a month. There are rumors of a Lycanthrope pack located in Skyrim who are able to transform at will at any time in the day, although no one has been able to find just where this pack is.

The physical transformation itself is dramatic. The entire skeletal structure of the individual is changed. Bones become denser, larger, alongside muscles and body mass. Senses become more attuned, with an individual capable of smelling a single drop of blood from over a mile away. They become faster, stronger, less susceptible to damage, with the notable exception of silver, which harms them more. By many accounts, the transformation is quite painful, at least the first time. Overtime, the transformation becomes quicker and less painful. Outside of the transformation, there are a few other symptoms as well. Lycanthropes, in their "base form", for lack of a better term, have higher senses than normal, although not to the extent of their beast-forms. They are also hairier, with many having hair start to grow out of their ears even. They are also completely immune to disease, including all the strains of Vampirism (as a side note, this characteristic has caused a great deal of friction between many Vampire clans and Werewolf packs, leading to many wars between the two groups). Lycanthropes are also generally stronger than normal even when in their base form.

Lycanthropes are considered by most of Tamrielic society to be highly dangerous and untrustworthy. For the most part, they would be correct. However, as with many things, many misconceptions exist regarding Lycanthropes. For starters, not all Lycanthropes are inherently dangerous. Some are able to control themselves whilst in beast form, although it is noted to be extremely difficult. If a person's strength of will is not strong enough, they will lose control to the beast within. The transformation proper is also not dependent on the phases of the moon. The belief of full moons triggering the transformation stems simply from the light of the moons illuminating the landscape, thereby making it harder for Lycanthropes to conceal themselves. They are also not entirely carnivorous and are capable of surviving off of berries and plants. Another misconception actually stems from the name itself. The word Lycanthropy technically only refers to one specific type of were-transformation, Werewolves, but as that particular transformation is the most prevalent, the word has become synonymous with the condition. The primary purpose of this study is to document the various types of Lycanthropes there are, in the hopes of informing others of the condition.

Werewolves

The most common type of Lycanthropy, even lending the condition its name, Werewolves are those who turn into a wolf-like form. They were the first type of Lycanthropy to be recorded, and by far the most common, hence their specific condition, Lycanthropy, being used to describe the condition in the broad spectrum. They are found in every province of Tamriel, and are so varied that multiple strains of Werewolves exist unto itself. Ironically enough, they are not the strongest of the Lycanthropes, nor the fastest. Rather, they have a balance of both traits.

Werebears

Prominent in the northern portions of Tamriel, Werebears are among the strongest of all Lycanthropes. They transform into a giant bear-like form. More built for strength than speed (yet still far faster than any man), Werebears can take greater punishment than most of their brethren and inflict even greater damage to any that comes into their path. They are found in the provinces of Skyrim, northern Cyrodiil, northern High Rock, northern Morrowind, and the Nordic island of Solstheim.

Wereboars

Wereboars are found in the provinces of High Rock and Hammerfell, particularly in the Iliac Bay region. Wereboars transform into a large, humanoid boar. They have among the greatest senses of smell of all lycanthropes, but physically are among the weakest. That said, they are still leagues above most other mortal creatures. They commonly use their large tusks to gorge their opponents, then use their razor sharp claws to rip them to shreds. There is actually debate as to whether or not Wereboars are the creation of Hircine, and not an unintended mutation of the original Werewolf strain. Regardless, they are the most likely to completely lose control of themselves and become beasts in both body and mind, and are highly solitary. They may in fact be the creation of another Daedric Prince, similar to the Whet-fang Vampires, which was a creation of Peryite, not Molag Bal.

Werecrocodiles

Werecrocodiles, found in isolated swamps in Black Marsh and Southern Morrowind, transform into a large humanoid crocodilian. They are among the strongest of all Lycanthropes, particularly in the water, with their reptilian skin providing a sort of armor. Their jaws are their greatest weapon, capable of shredding through the toughest of hides and armor like butter. The are also highly isolated, which means that should an adventurer come across one, that one is the only one in the area. Werecrocodiles are almost solely Argonians, and their tracks are indiscernible from normal crocodiles.

Weredaedroths

Only created once by Hircine to battle Sheogorath, Weredaedroths can turn into Daedroths, large reptilian Daedra that were commonly found in the service of Mehrunes Dagon during the Oblivion Crisis. They are the strongest of all Lycanthropes, but as only one was ever created, nothing else is known about them.

Werelions

Werelions are found in the provinces of Elsweyr, Cyrodiil, and Black Marsh. Werelions turn into a large, humanoid lion. They are mostly comparable to Werewolves, but far less prevalent, and likely are slightly slower, but slightly stronger. Like Werewolves, Werelions form prides among themselves to facilitate hunting and protect themselves from hunters.

Werevultures

Werevultures, like the Wereboars, are actually a matter of debate. Due to their more beast like characteristics, it is unknown if they are a creation of Hircine or another Daedric Prince. They are commonly found in the province of Valenwood and are capable of limited flight. They are not related to Hagravens, whose transformation, although birdlike, are permanent.

Werebats

Not related to vampires, but commonly associated with them, Werebats are those who transform into a large, bat-like creature. They are found in the swamps of Valenwood, and, like the Werevulture, also capable of limited flight.

Weresharks
The least common, perhaps non-existent, form of Lycanthropy, Weresharks, if they exist, are found in the seas of Tamriel. Due to there being no actual verified instances of Weresharks, nothing else is known.

Lycanthropy is a highly varied condition, with an equally wide array of forms and strains. Once a strain has taken hold, it is practically impossible to remove. No matter how Lycanthropy may affect an individual's life, one thing is constant. Upon death, the souls of all Lycanthropes depart for Hircine's Hunting Grounds to either become his hunting dogs, or to become his prey in his never ending hunt.

Trestus Whovinicci, Historian at the Imperial Academy