Religions

#### **Eight Divines (eight\_divines)**

The original pantheon of the post-Alessian eras, consisting of Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr and Zenithar. Worship of the Eight Divines was introduced by Alessia at the start of the First Era. This was a carefully designed compromise between the Aldmeri deities that the humans of Cyrodiil were accustomed to worshipping under Ayleid rule and the deities of Alessia's Nordic allies. This compromise didn’t occur without losses, as both the proto-Imperials and the Nords disliked the new perversions of their respective deities, which became a serious point of contention and religious unrest. The Eight Divines eventually reached prominence through the conquests of the Alessian Order and the later Cyrodiilic Empire, going on to became one of the most widespread and dominant religions in Tamriel.

**Morale Authority:**

#### **Nine Divines (nine\_divines)**

The Nine Divines are the original Eight Divines, augmented with the newly-ascended human known as Talos. Worship of the Nine Divines was established as the Imperial religion in the wake of Tiber Septim's death and apparent ascension under his Nordic name, Talos. Under the leadership of the Imperial Cult, the faith spread quickly from a nascent warrior cult to an Empire-spanning religion, with adopters spread through all the conquered provinces of Tamriel, eventually almost entirely usurping the traditional Eight Divines. The worship of a "man" side-by-side with older Aldmeri-inspired Gods led, of course, to intense debate and conflict with more traditional Altmer and Auri-El devotees.

**Morale Authority:**

#### **Alessian/Follower of Maruhk (maruhkati)**

The Alessian faith follows the teachings of Maruhk the Seer, a First Era prophet who rose to prominence during the Camoran Dynasty and became especially esteemed among the inhabitants of Cyrodiil. Maruhk's teachings sparked the massive cultural and spiritual movement known as the Alessian Order, a theocracy that transformed the Empire and the continent. Marukh is credited with writing the Alessian Doctrines, which provided the basis of law within the Cyrodiilic Empire. Marukh's teachings questioned the validity of Elven rule after speaking to the "Enlightened One", Saint Alessia, in a vision. These sentiments led to an increasingly abstract and unknowable depiction of a Single God. Those teachings heavily influenced the Alessian Order and their secret sect, the Maruhkati Selective, and the priesthood of Marukh saw no difference between spiritual and political matters. For a time it usurped the Eight Divines as the religion of the Cyrodiilic Emperors, and it taught that to resist the Emperor was to resist the will of God.

**Morale Authority:**

### **Reach Faiths**

#### **Old Gods (old\_gods)**

Much like their lineage, the faith of the Reachmen is a syncretic mixture derived from the many peoples who inhabit the Reach. The Reachmen have no defined pantheon, instead worshipping a variety of Daedra, Aedra, and totemic animal spirits. The most popular of the 'Old Gods' are Hircine, Dibella, and Peryite. The worship of the Old Gods has few defined rituals or practices and most Reach clans have their own unique priest class, traditions, and beliefs. Hedge magick and sacrifice play a key role in many rituals, which led to the inhabitants of the Reach being derided as the 'Witchmen.'

**Morale Authority:**

#### **Hagraven Cults (forsworn\_heresy)**

The birth of the Hagraven Cults can be traced back to the Cyrodiilic invasion of the Reach in the First Era. King Faolan of the Reach, known popularly as 'Red Eagle,' resisted Empress Hestra's Imperial Legions bitterly. With defeat looming, Faolan traded his heart, will, and humanity to the Hagravens in return for terrible power as a Briarheart. While Red Eagle was eventually slain, the Hagraven Cults did not perish with him. Considered barbaric even by their own Reachmen kin, the Hagraven Cults revere the monstrous witches and their puppets. Many of the Cults eagerly prophesize the return of Red Eagle, who will once again cleanse in the Reach in a tide of blood.

**Morale Authority:**

### **Old Faiths**

#### **King of Worms (king\_of\_worms\_cult)**

Followers of the philosophy laid by Mannimarco, the original King of Worms, this cult centers around profanation of burial sites and conjuration rituals to contact powerful spiritual entities.

**Morale Authority:**

### **Aldmeri Pantheons**

#### **Auri-El (auri-el)**

The original Aldmeri pantheon consists of Auri-El, Jephre, Lorkhan, Magnus, Trinimac, Phynaster, Xen, Xarxes, Stendarr, Syrabane and Mara. The pantheon’s chief god, Auri-El, is linked Anui-El and to Anu, the Everything, and is also the chief of most Aldmeri pantheons, with most Altmer and Bosmer claiming direct descent from him. In a moment of weakness, Auri-El agreed to take his part in the creation of Mundus, which forever sundered the Elves from the spirit worlds of eternity. To make up for it, he helped to defeat the armies of Lorkhan in mythic times and establish the first kingdoms of the Aldmer, Altmora and Old Ehlnofey, before ascending to heaven to teach his followers how they might learn the steps needed to escape the mortal plane.

**Morale Authority:**

#### **Green Pact (green\_pact)**

The Green Pact is a loosely-assembled code upheld by the Bosmer of Valenwood, it prohibits the use of any wood or vegetable matter of Valenwood as building materials, and requires that Bosmer be strict carnivores. This non-vegetarian practice is part of the Meat Mandate, a section of the pact that also states a Bosmer must eat his fallen enemy. This cannibalistic nature sets them apart religiously from other nations. The Bosmer allegedly made the Green Pact with Y'ffre the Forest Deity in return for Y'ffre's patronage and perhaps protection. As a result, the Bosmer use bone, animal, and insect products widely. Imported wood is used when necessary. There are also almost no cities or towns built by the Bosmer themselves. Additionally, the Green Pact made the felling of trees by anyone, foreign or native, a crime against the Bosmeri religion.

**Morale Authority:**

#### **Blacksap (blacksap)**

The Blacksap Movement is both a political and religious movement originated in the Grathwood region of Valenwood. Politically, it has a nationalistic agenda and defends the total independence of the Bosmeri people from any outside oppressors, Imperials and Altmers alike. Religiously, it aims to codify the Green Pact teachings in an effort to formalize its application and avoid the constant misunderstandings between different tribes. The movement has been historically considered a treath by the ancient Camoran Dynasty of Valenwood.

**Morale Authority:**

### **Velothi Religions**

#### **Almsivi (almsivi)**

The Tribunal Temple is the native religion of the Dunmer, the inhabitants of Morrowind. They worship the living Gods, Almalexia, Sotha Sil and Vivec, known together as the Almsivi, and revere the “good Daedra” as well as an extensive chain of saints. The Almsivi origin lies in the end of the War of The First Council when the Chimer (who later would be turned into the Dunmer) won the war against the Dwemer and took the Tools of Kagrenac the Master Craftsman for themselves. Years later, Sotha Sil found a way to use the Tools on the Heart of Lorkhan and used the Heart’s divine power to create the Tribunal. With their new-found divine power the Almsivi did great deeds for the Dunmer and were, in turn, worshipped by them.

**Morale Authority:**

#### **Nerevarine (nerevarine)**

The Nerevarine Cult, associated mostly with the Urshilaku Ashlanders, believes that the Tribunal, the three god-kings Vivec, Almalexia and Sotha Sil, are false gods whose power is stolen from Heart of Lorkhan. Instead of worshipping the Tribunal, the cult is devoted to a mortal leader who died of his wounds after victory in the Battle of Red Mountain: Lord Indoril Nerevar. Vivec was his lieutenant, Almalexia was his queen, and Sotha Sil was his wizardly adviser. The cult also believes that, in the end, Nerevar will return in a new incarnation (the Nerevarine or Incarnate) to reunite the Dunmer and bring down the gods they see to be false. The cult's most prevalent belief is that the Tribunal morally betrayed Nerevar by going against his dying wishes and advice to not take the power of the Heart, an artefact of ultimate evil. Because of this evil, all the good that they do with their stolen power will eventually be undone or corrupted and they are doomed to weaken and fail over time. Dagoth Ur, however, will become stronger as he uses the same stolen powers for evil, the true purpose of the Heart.

**Morale Authority:**

#### **Sixth House (sixth\_house)**

The Sixth House, or Great House Dagoth, was one of the ancient Great Houses or Tribes of the Dunmer, but following the events of the Battle of Red Mountain, it has since fallen into obscurity in general society and become something of a mythological horror story. The true facts of the House's fall will never be known, but it is believed that the House's leader, and perhaps founder, Voryn Dagoth, a close friend of the Hortator, Lord Nerevar Indoril, wished to at first destroy Kagrenac's Tools, but while Nerevar was consulting with his other advisors on their course of action, Dagoth began studying the tools and by some unknown incident was changed into what we know as "Dagoth Ur". Under this guise, he sought to use the tools to steal the power of the Heart for himself.  Nerevar and his advisors fought in a great battle against Dagoth Ur and his followers, driving him deep beneath Red Mountain.  There, beneath the Heart, deep within that volcano, Dagoth Ur waits for his chance to rise again, and his House, the Sixth House, have in recent times taken on a cult-like, religious aspect, with his followers awaiting his return.

**Morale Authority:**

#### **High Velothi (almsivi\_old\_velothi)**

The High Velothi faith covers all those who follow the teachings, traditions and beliefs of the Prophet Veloth, be they ultra-traditionalists strongholds, dissident re-creationists or Ashlander tribes. In the Late Middle Merethic Era, Veloth was a prophet and mystic who believed the Aldmer culture in Summerset Isle had become decadent. He therefore led the Chimer (the ancestors of modern-day Dunmer) into the promised land of Morrowind. Veloth also taught the difference between the Good and Bad Daedra,and won the aid of the Good Daedra for his people while teaching how to carefully negotiate with the Bad Daedra. Veloth's teachings of fundamentalist Ancestor Worship are still practised by the Ashlanders who see themselves as direct descendants of the Aldmeri peoples who followed the Prophet Veloth. Heralded by the Prophet Veloth, Boethiah is the original god-ancestor of the Dark Elves. Through his illuminations, the eventual 'Chimer', or Changed Folk, renounced all ties to the Aldmer and founded a new nation based on Daedric principles. All manner of Dark Elven cultural 'advances' are attributed to Boethiah, from philosophy to magick to 'responsible' architecture. Ancient Velothi allegories are uniformly heroic successes of Boethiah over enemies of every type, foundation stories of Chimeri struggle. The spiritual beliefs and metaphysical ideals of Lord Vivec spring directly from the teachings of Veloth, whose movement he regarded as an element of barbarism necessary to break from Altmeri culture.

**Morale Authority:**

#### **Reclamationist (reclamationist)**

Those who reclaimed the old chimeri religion.

**Morale Authority:**

### **Khajiit Pantheons**

#### **Riddle'thar (riddlethar)**

A monomythic society, the Khajiit are led in their beliefs by mysterious figures known as "Clan Mothers", whose duty it is to disseminate the cultural myths among their kind, and who maintain autonomy from the Mane and the disparate tribal leaders. On the origin of their species, the Khajiit believe that life originated with two litter-mates, Ahnurr and Fadomai, who gave birth to the first cat, Alkosh. To Alkosh was given the guardianship of time, and whose birth prompted Ahnurr and Fadomai to bring forth further life into the world, thus they created Khenarthi, Magrus, Mara and S'rendarr.  In time, Ahnurr and Fadomai wished to share the happiness they felt in life with further children, and so, Fadomai gave birth to Hermorah, Hircine, Merrunz, Mafala, Sangiin, Sheggorath and many others. Despite the phonetic and circumstantial similarities with deities in many other pantheons, the Khajiit maintain that many of these are wholly separate entities from similar spirits in other cultures and their version of the world's genesis as the only pure rendition. The Riddle’thar tenements were established by the prophet Rid-Thar-ri'Datta the Mane, who revealed to the Khajiit the existence of the god of cosmic order, Riddle’thar the Sugar God.

**Morale Authority:**

#### **Alkosh (alkosh)**

An ancient cultural hero of the Khajiiti, the worship of Alkosh was the dominant religion of the Khajiiti for much of known history, only being displaced recently by the Riddle'thar. Despite this, the worship of Alkosh is still strong in the desert regions of Elsweyr.

**Morale Authority:**

#### **Baan Dar (baan\_dar)**

Baan Dar, the Bandit God, is an obscure deity worshipped by relatively few in Tamriel. Those that do recognize him are mainly found in Valenwood and Elsweyr. The main source of information is the Scroll of Baan Dar, which was discovered in the early Second Era near a lake in Elsweyr and described by Arkan, Scribe of Daggerfall, in early 2E 24. In most regions, Baan Dar is a marginal deity, a trickster spirit of thieves and beggars. In Elsweyr he is more important, and is regarded as the Pariah. In this aspect, Baan Dar becomes the cleverness or desperate genius of the long-suffering Khajiiti, whose last minute plans always upset the machinations of their (Elven or Human) enemies. Some scholars believe that Baan Dar merely refers to a manner of living, rather than a true god.

**Morale Authority:**

### **Hist Religion**

#### **Hist (hist)**

The Hist are a race of sentient or quasi-sentient Trees sacred to the inhabitants of Black Marsh. Many rumours and myths circulate these ancient beings, though it is generally agreed they are amongst the oldest, if not -the- oldest beings to inhabit Nirn. The Argonian native faith revolves around the Hist and their hallucinogenic Sap, allowing them to 'commune' with the Hist. The Sap can also be used to create armour, as it hardens it becomes like stone. Other races who attempt to ingest the Hist sap often experience negative effects, and depending on the amount ingested, it can lead to insanity or worse.  Fortunately the Argonians are immune to many of these negative effects, although in large amounts or from tainted sources they too can succumb to the ills of their faith.

**Morale Authority:**

## **Akavir**

### **Tsaesci Courts**

#### **Five Courts** (five\_courts)

The Five Courts of the Tsaesci is a pantheon of Celestial Serpents, each representing the celestial bodies and movements and the four seasons, Spring, Summer, Autumn and Winter, with a fifth "Elder" Serpent as the Tsaesci cognate of Anu. The Five Courts faith teaches that the Tsaesci were born from the blood of the Elder Serpent that spilled upon Nirn as he battled with his brother, the World-Eater, the Void Serpent. Five Courts worshippers believe that all blood contains some of the Elder Serpent's divinity and spiritual energy, and frequently ingest it to bring themselves closer to him and increase their own power. This faith also teaches that dragons are sacred children of the Elder Serpent, but whose forms in the mortal plane were corrupted by the World-Eater Serpent. The Tsaesci see it as their divine duty to free the Dragon's souls from their corrupted bodies, returning them to the aether to await the time when the last avatar of the Elder Serpent is birthed upon the world. This "divine recepticle" will then "drink" the splintered souls of the dragons, reuniting them into the single whole and elevating the Tsaesci, the chosen people, to god-like status.

**Morale Authority:**

#### **Sun Court** (sun\_court)

The Sun Court is a heresy of the Tsaesci Five Courts which has taken the view that the Five Serpents are a fallacy, there is only a single Serpent, and all others are merely aspects of its greater self. It is a monotheistic movement within a polytheistic religion that preaches moderation and veneration of the sun whom it sees as the embodiment of the Great Serpent. Priests of the faith take vows of celibacy and poverty, while the non-clerical members of the faith live lives of moderation and temperance. A common icon within the religion is the image of the sun in the form of a recoiled serpent.

**Morale Authority:**

#### **Night Court** (night\_court)

The Night Court is a heresy of the Tsaesci Five Courts which has taken a view that the Five Serpents are actually deceased, with their celestial bodies forming the plane of existence the Tsaesci inhabit. Worship and iconography is very similar to the original Five Courts, however the adherents of the Night Court do not directly worship the Serpents themselves, rather they worship all of creation and its creatures. One particularly alien concept it seems amongst the Night Court is that of pacifism. The Night Court worshippers take a vow upon their induction into the faith to never lift their hands in anger against another living, sentient creature. For this reason, they are all avowed vegetarians, and view the Tsaesci cultural tradition of blood-drinking to be an abomination. In addition, Night Court worshippers cannot wage offensive wars as it goes against the core of their faith.

**Morale Authority:**

### **Kamal Religion**

#### **Four Winds** (kamal\_pantheon)

The Four Winds is a pantheon of "spirits" revered but not necessarily worshipped by the Kamal. The Four Winds are known as Kan, the southern wind, the stormy queen who birthed the Kamal onto this world in a violent tempest. Ura, the western wind who brought magick and superstition, showing the Kamal how to guard themselves against the winters and the storms of their mother with summoned fire. En the eastern wind who taught the Kamal laws, honour and war, and Zen the northern winds who showed the Kamal the wealth of the northern realms and how through perseverance they could claim it for themselves.

**Morale Authority:**

#### **Winter Wind** (winter\_wind)

The Winter Wind is a death cult that gained traction amongst the Kamal during their early days settling the frozen south of Akavir. The people began to worship strange undead creatures they found living amongst the frozen wastes, and in return were granted a form of immortality, albeit as servants of the undead with little will of their own. This cult was burned out of Kamal society during a great purge in their early days but some worshippers survived and the cult persists as a heresy amongst the Kamal peoples.

**Morale Authority:**

### **Tang Mo Religions**

#### **Thousand Monkeys** (tangmo\_pantheon)

The Tang Mo religion, known as "Thousand-Thousand Wheels of the Thousand Monkeys" or more simply "Thousand Monkeys," is based upon the belief that a thousand great monkey-gods in the stars each spin a thousand wheels, and each wheel can drastically distort even the clearest paths of destiny. Life is an unpredictable, unstable journey, and death is a sanctum of eternal stasis and peace. There are many Tang Mo temples and shrines that act as cult centers for different deities, but Thousand Monkey orthodoxy stresses that all of their gods are equal, no matter what roles they play.

**Morale Authority:**

#### **Bhut Cult** (bhut\_cult)

Many of the deities of the Pantheon of the Thousand Monkeys have devout cults, but Bhut, the Tang Mo god of storms, the sea, and fertility, is by far one of the most popular. Many of Bhut's devotees believe that because of his status as a fertility god, he is the progenitor of his brethren and the Tang Mo themselves. Due to his status as the god of the sea, his worshippers content that he guides and connects the people of the Thousand Monkey Isles more than any other. Bhut cultists insist that for these reasons, he is unquestionably the most important of their gods and the most deserving of worship.

**Morale Authority:**

#### **Shani Cult** (shani\_cult)

Shani is the Tang Mo goddess of free will and chaos. She is one of the most popular Tang Mo deities and has some of the strongest cults in all of the Thousand Monkey Isles. Shani cultism claims that the chaotic nature of life is her handiwork, and that free will is the greatest gift that mortals have. The weight of personal choice and efficacy in Shani cultism gives it a zealous and often militant edge.

**Morale Authority:**

### **Po Tun Religions**

#### **Po Tun** (tiger\_pantheon)

The Great Tiger is the traditional one deity worshipped by the Po Tun. They believe him to be their benevolent creator, who typically lets them fend for themselves, but who reliably intervenes on their behalf in serious crises. Things as mundane as groundwater and as arcane as magicka considered to be gifts from the Great Tiger.

**Morale Authority:**

#### **Ka Po Tun** (kapotun\_pantheon)

The Kapotun Pantheon is a complex almagation of gods and beliefs.

**Morale Authority:**

#### **Cult of the Black Dragon** (black\_dragon)

The Cult of the Black Dragon is a relatively new religious development among the Po Tun which developed from the teachings of primarily black-scaled Dragons who fled from the Tsaesci, into the deserts of eastern Akavir. Although the Cult of the Black Dragon does not invalidate beliefs regarding the Great Tiger, it purports that dragons are the Great Tiger's emissaries, and may bestow fantastic powers upon those who dutifully venerate them.

**Morale Authority:**

## **Pyandonea**

#### **Pyandoneaic**(pyandoneaic)

The religious and cultural practices of the Maormer, as laid down and (for millennia) led by the God-King Orgnum, last of the Aldmeri, the race of Trinimac and Auri-El. They follow what they believe to be the original Aldmeri traditions and beliefs as interpreted by Orgnum and the six schools of Pyandoneaic philosophy. Their primary gods are Auri-El, Trinimac, Anui-El, Magnus, Syrabane, Meridia and Orgnum.

**Moral Authority:**

#### **Post-Orgnumic Thought** (postorgnumic)

Post-Orgnumic Thought is a catch-all term for those movements which reject either the authority or divinity of Orgnum. From Scriptural literalists and Aldmeri Restorationists all the way to the radical Snake Cults and the reformers and revolutionaries.

**Moral Authority:**

## **Atmora**

#### **Animism (animism)**

Animism is generally a belief system rooted in spirits of animals and the natural world. The Skaal in Solstheim are probably the most well-known animists in Mundus, believing that when something dies, be it an animal or a person, the spirit of the deceased is returned to the All-Maker, who then reforms it into a new being and returnes it to the mortal plane, to live out a new life, in a new body. Thus, all life is sacred to the Skaal, and they try to live in harmony with nature, impacting their environment as little as possible. They hunt deer, bear, and horker, only to the extent necessary for survival, never for enjoyment or practice, and gather their firewood from dead trees that have already fallen.

**Mortal Authority: 35.0**

#### **Dragon Cult (dragon\_cult)**

The Dragon Cult began as a sect within the traditions of animal worship brought by Atmorans to Tamriel. Certain scholars believe these were "totem animals" for the modern Divines, in which case, worship of the dragon corresponded to worship of Akatosh. Dragons were revered more than any other, and they were comfortable in assuming positions as god-kings over men. Their servants, the dragon priests, kept the peace between dragons and men, and their power was so great that uttering any word for "dragon" was forbidden to all mankind except them. They made laws for the society of men, and were on par with kings. Grand temples were built to honour the dragons and appease them in life and death, many of which survive as draugr-infested ruins today. The dragon priests were promised eternal life for their service, which they receive by absorbing the life force of their servants over the millennia.

**Moral Authority:**

#### **All-Maker (anuic\_skaal)**

The All-Maker, God of the Skaal, is a mysterious deity revered as the wellspring of creation at the centre of the dualistic religion of Solstheim. Nature and the cycle of life and death are revered as the sacred gifts of the All-Maker. The Rituals and traditions of the Skaal honour the six great gifts of the All-Maker - flora, fauna, the sun, the earth, water, and wind. Though first worshipped by the distant ancestors of the Nords, reverence for the All-Maker is now nearly extinct. However, the isolated Skaal of Solstheim preserved the ancient beliefs throughout the ages. The All-Maker and the Adversary are comparable to Anu and Padomay leading outside scholars to categorise the faith as a local variation on the monomyth.

**Moral Authority:**

## **Yokuda**

#### **Alik'r (alikr)**

A natural evolution of the Yokudan’s Sakatal-centered faith, the Alik’r religion has, as chieftain of the pantheon, Ruptga, or Tall Papa, the first to survive Satakal's destruction. Others Gods include Zeht, Tall Papa's wife Morwha, Tava, HoonDing, Leki, Onsi, Diagna and Tu'whacca, who was thought to be some sort of god of apathy before the creation of the world, when he became a caretaker and protector of souls. The Yokudan creation myth involved Sep, a "crazy" merchant god who convinced the others to create the mortal world to make it easier for more spirits to survive Satakal's inevitable onslaught. Except it didn't make it easier. Rather, the mortal plane acts as a trap and makes apotheosis even harder. In this way, the Redguard view of creation has more in common with the Elven tradition than that of other humans, who view the mortal plane as a blessing.

**Moral Authority:**

#### **Satakal (satakal)**

The tradional Redguard pantheon of Yokuda’s fame, consisting of Sakatal, Ruptga, Zeht, Morwha, Tava, HoonDing, Leki, Onsi, Diagna and Tu'whacca. In constrast to the Ruptga-centered religion of Hammerfell, the Yokudans still hold Sakatal in higher steem due to his role in creation and his cyclical nature. The Yokudan creation myth involved Sep, a "crazy" merchant god who convinced the others to create the mortal world to make it easier for more spirits to survive Satakal's inevitable onslaught. Except it didn't make it easier. Rather, the mortal plane acts as a trap and makes apotheosis even harder. In this way, the Redguard view of creation has more in common with the Elven tradition than that of other humans, who view the mortal plane as a blessing.

**Moral Authority:**

## **Islanders**

#### **Cult of Kthulhut** (sea\_worship)

The Islanders of Quey discreetly worship a small collection od Daedric Princes who they deem to be the inexplicable true gods of Nirn. These Quey gods play the deities of other races against each other in order to further their unfathomable goals. Each island of the Quey has numerous names for each Prince, but they are commonly known in Tamriel as Hermaeus Mora, Sheogorath, Vaermina, Nocturnal and Mephala. The Quey serve the Daedra in order to gain personal power and fully accept that their gods are malevolent. For how insignificant is a mortal's desire when compared to a god's? Of the Princes, Hermaeus Mora is by far the most popular. He is personified by the local Quey Kraken, a creature almost as elusive and powerfull as the Inevitable Knower himself.

**Moral Authority: 40.0**

#### **Brethren** (brethren)

A dangerous cult from the Colovian West, their followers are secretive and keen to make sacrifices to their mysterious lords, the Deep Ones, who are said to live in caverns all over the underground of Colovia and grant fortune and prosperity to their followers. The process of contacting the Deep Ones involve hours of worship, countles readings of the Bible of the Deep Ones and, more strangely, living years underground in the hope of seeing a Deep One with your own eyes.

**Moral Authority:**

## Non-Nirnian

### **Daedric Cults**

#### **Cult of Azura** (daedra\_azura)

Azura is the Prince of dusk and dawn, the magick in-between realms of twilight, and is also known in the Almsivi faith as the Anticipation of Sotha Sil. Unlike most of the Daedric Princes, Azura is generally considered to be benevolent. Proud and graceful, she rules from the vibrant plane of Moonshadow and jealously guards her worshippers. Azura’s Star, an unbreakable soul gem, is her foremost artefact. Azura appreciates steadfast piety but viciously penalizes perceived slights, the most infamous instance being when she transformed the Chimer of Resdayn into the ashen-skinned, red-eyed Dunmer.

**Moral Authority:**

#### **Cult of Boethiah** (daedra\_boethiah)

Boethiah carries many titles, such as the Prince of Plots, Deceiver of Nations, Goddess of Destruction and, among Almsivi worshippers, as the Anticipation of Almalexia. Notorious for a penchant for the suffering of mortals, Boethiah rules over deceit, conspiracy, intrigues of murder and assassination, and the unlawful overthrow of authority. Unlike most Princes, Boethiah does not have a settled gender and can appear as male or female. Boethiah has two especially noteworthy artefacts: Goldbrand, a dragon-forged golden katana enchanted with fire, and the Ebony Mail, a suit of armour which enshrouds the wearer and poisons nearby foes. These have traditionally been granted to those who exhibit exceptional martial prowess and personal initiative. Boethiah’s faithful are frequently called upon to duel one another in tournaments to the death.

**Moral Authority:**

#### **Cult of Clavicus Vile** (daedra\_clavicus)

Daedric Prince of granting power and wishes through rituals and pacts, Clavicus Vile is one of the most prolific Princes in Nirn. Almost constantly accompanied by his shapeshifting companion Barbas, this capricious Prince relishes tricking supplicants with agreements that end with logical but unforeseen and often deadly consequences. Among his artefacts are Umbra, a soul-capturing sword, and the Masque of Clavicus Vile, a helm which makes the wearer unusually charismatic. Winning his courtesy is dangerous and difficult, but lucrative for those he favours.

**Moral Authority:**

#### **Cult of Hermaues Mora** (daedra\_hermaeus)

The Prince of fate, knowledge and memory, Hermaeus Mora commands a nearly endless assortment of information from his realm of Apocrypha. Hermaeus Mora’s preeminent artefact is the Oghma Infinium, a tome which grants the reader powerful insights before fading back into Oblivion. He is neither benevolent nor malevolent and his attitude is one of pragmatism. He has constant drive to acquire yet more knowledge to keep as his own. Keeping in line with this, devotees to Hermaeus Mora carry out tasks as innocuous as reading books or puzzle-solving and as fiendish as murder and the propagation of plagues.

**Moral Authority:**

#### **Cult of Hircine** (daedra\_hircine)

Daedric Prince of the hunt, Hircine is obsessed with the pursuit of prey. Hircine created the various therianthropic diseases affecting Nirn, earning him the nickname, Father of Manbeasts. He relishes the pursuit of prey, but is equally pleased when a quarry can spin the Great Game around and turn hunter into hunted. Hircine’s major artefacts are his Ring, which transforms the wearer into a werewolf, and a magic-resistant leather cuirass known as the Savior's Hide. Great hunters most easily earn Hircine’s favour, as do werewolves and other man-beasts.

**Moral Authority:**

#### **Cult of Jyggalag** (daedra\_jyggalag)

Jyggalag, also called Prince of Order, is the Daedric Prince whose sphere is Order and Uniformity. In times before recorded history, Jyggalag had grown in power, and the other Daedric Princes had grown fearful and jealous of him. They cursed him to live as Sheogorath, the incarnation of the thing he hated most: madness. He was, however, allowed to return to his true form at the end of every era in order to retake the Shivering Isles from his mad alter-ego in an event known as the Greymarch. However, once this was done, Jyggalag transformed back into Sheogorath, starting the cycle again.

**Moral Authority:**

#### **Cult of Malacath** (daedra\_malacath)

Malacath is the Daedric Prince of the spurned. He is worshipped by many Orcs as their god-king, and deplores physical weakness and encourages strength above all else. Malacath is known for rewarding his greatest champions with Volendrung, the legendary Hammer of Might. Malacath is also famous for crafting the daedra-expelling mace known as Scourge. Many Daedric Princes are infamous for their trickery, but Malacath's direct and honour-bound ways make him relatively easy for mortals to deal with if they are strong enough to gain his favour.

**Moral Authority:**

#### **Cult of Mehrunes Dagon** (daedra\_mehrunes)

Prince of destruction, change, revolution, energy and ambition, Mehrunes Dagon is an exceptionally aggressive and violent Daedric lord. Natural hazards such as volcanoes and earthquakes are associated with him. Mehrunes' destructive potential is so great that his Razor, a compact dagger, carries the potential to fell any foe in a single hit. Worshippers of Dagon are commonly directed to wreak havoc upon Nirn, causing wanton destruction and even overthrowing ruling dynasties.

**Moral Authority:**

#### **Cult of Mephala** (daedra\_mephala)

A Daedric Prince who presides over an unknown sphere, the dark and conniving Mephala is known as the Spider, the Webspinner, and among Almsivi worshippers, as the Anticipation of Vivec. Unlike most Princes, Mephala often appears as male or female, but prefers to be addressed as female. Mephala is often associated with lies, sex and murder, and thoroughly approves of intrigues that involve these activities. Mephala possesses two especially powerful artefacts: the first is the dreaded Ebony Blade, a Dai-Katana that winnows the very life essence from targets and grants their vitality to the wielder. The other is the Ring of Khajiiti (also associated with Meridia), which bolster’s the wearer’s stealth.

**Moral Authority:**

#### **Cult of Meridia** (daedra\_meridia)

Meridia, the Lady of Infinite Energies, is a Prince whose sphere is poorly understood except for an association with the life forces of living things. She despises all manner of undead and often beckons her champions to destroy them in her name. Meridia is known for gifting her worthy with the stealth-bolstering Ring of Khajiiti (also associated with Mephala) and the dazzling Dawnbreaker, a sword which sears foes with purifying fire. Those who dabble in necromancy risk inciting her vindictive wrath.

**Moral Authority:**

#### **Cult of Molag Bal** (daedra\_molag)

Prince of domination and the enslavement of mortals, Molag Bal is widely considered to be one of the most evil and malicious Daedric lords. His sobriquet, the King of Rape, is a testament to his spiteful demeanor. Vampires are known to hail him as a patron, and it is believed that vampires were first brought into Nirn through his repugnant deeds. The Mace of Molag Bal, an accursed soul-stealing weapon, is his most prized artefact. Worshippers of Molag Bal are frequently commanded to break the wills of his enemies and bind them to eternal servitude in Coldharbor.

**Moral Authority:**

#### **Cult of Namira** (daedra\_namira)

Namira, the Lady of Decay, is the Prince of ancient darkness and revels in revulsion. Mortals frequently associate her with spiders, insects, slugs and other creatures which they find offensive. The Ring of Namira is her artefact of choice. It is an item rumored to have powers as mighty as reflecting damage back at an attacker, or as repugnant as empowering a wearer when they engage in cannibalism. Namira worshippers who subject themselves to squalor are those most likely to gain this mysterious Prince’s recognition.

**Moral Authority:**

#### **Cult of Nocturnal** (daedra\_nocturnal)

Daedric Prince of night and darkness, the furtive and subtle Nocturnal is poorly understood. Also known as the Mistress of Shadows, she rules from the plane of Oblivion known as Evergloam. Nocturnal is most commonly worshipped by thieves, and for good reason: her most powerful artefacts, the identity-concealing Cowl of Nocturnal, and the lock-breaching Skeleton Key, are especially suited to stealth and subterfuge. Such acts please her greatly, and she remunerates her most competent devotees by further honing their talents.

**Moral Authority:**

#### **Cult of Peryite** (daedra\_peryite)

Peryite, also known as the Taskmaster, is the Daedric Prince whose spheres are order and pestilence. Despite being considered one of the weakest Daedric Princes, he is well-known for afflicting mortals with virulent plagues that can bring whole nations to their knees. His most famous artefact is Spellbreaker, an ancient Dwemer shield with a magical ward. Peryite's followers are frequently “blessed” with fiendish ailments which they transmit to unsuspecting victims, but which tend to do little to no damage to the Peryite worshippers themselves.

**Moral Authority:**

#### **Cult of Sanguine** (daedra\_sanguine)

Sanguine is the Prince of debauchery and dark indulgences. He is believed to lord over thousands of realms in Oblivion. Nonetheless, of all the Daedric Princes, he is known to be one of the most active in Nirn. Brothels and similar establishments often bear his seal. The Sanguine Rose is counted among his artefacts. It is a powerful staff with the ability to summon a limited number of Dremora before fading back into Oblivion. Sanguine’s followers are encouraged to constantly celebrate and revel in his name.

**Moral Authority:**

#### **Cult of Sheogorath** (daedra\_sheogorath)

Daedric Prince of madness, Sheogorath is wildly unpredictable and feverishly lurches between friendly and hostile. He has no moral alignment, as alignment implies stability and stability is anathema to his ways. Worshippers of Sheogorath are often brought to the precipice of utter insanity, and many do not maintain their mental health for long. Those who perform bizarre tasks on his behalf often receive spectacular rewards, including the reality-altering Wabbajack.

**Moral Authority:**

#### **Cult of Vaermina** (daedra\_vaermina)

The Prince of dreams and nightmares, Vaermina delights in tormenting mortals with a limitless array of psychological horrors. Her realm, Quagmire, is a plane of perpetual horror where reality constantly shifts into increasingly terrifying scenes. Vaermina's grandest artefact is the Skull of Corruption, a nefarious staff which grows in power by feeding on the dreams of hapless, sleeping mortals. Vaermina’s devotees constantly search for new ways to tap into the power of sleep, and are noted to be granted incredible insights into manipulating dreams in order to alter waking reality...often at the cost of the well-being of others, and sometimes at their own.

**Moral Authority:**

### **Void Religions**

#### **Void Worshipper** (sithis)

Sithis (or Padomay) is a representation of the one primordial state of chaos. Sithis is described as an equal but opposing force to Anuiel and has a place in almost all of the creation 'myths' of Tamriel, under many different names. Though the renditions differ as to whether Sithis or Anuiel came into being first, most suggest that though Anuiel was largely responsible for bringing the Aedra into lasting existence, Sithis is responsible for Lorkhan coming into being, and thus all of mortal creation. Some lore also suggests the Daedra are 'of Sithis' blood', which is supported by their roles as bringers of change.

**Moral Authority:**

## **List of all religions**

Balfiera
Kilkreath
Tiguna
Silvenar