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Characters / The Elder Scrolls: Divine Beings

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This is a page for listing tropes related to the various Divine Beings of the The Elder Scrolls.

For other characters, see The Elder Scrolls Series Character Index.

Note: Elder Scrolls lore is generally not clear-cut. Reasons for this range from biased in-universe sources intentionally only giving you only one side of a story, to sources lacking critical information or working from false information, to the implication that All Myths Are True, despite the contradictions, or that at least all myths are Metaphorically True. Out-of-game developer supplemental texts (frequently referred to as "Obscure Texts" by the lore community) are more trustworthy, but are frequently left unofficial and sometimes later contradicted. Because of this, it is entirely possible for two contradictory statements in the below examples to both be true. (And due to frequent events in-universe that alter the timeline, both may literally be true in-universe.)


Due to page size, the Daedra have been split off to their own pages:

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Pre-Creation Entities

    Anu and Padomay 

Anu (aka Stasis, Order, Light, Ahnurr, the All-Maker, Satak)

Padomay (aka Change, Chaos, Darkness, Sithis, Padhome, Fadomai, the Adversary, Akel, the Greedy Man)

"The first ones were brothers: Anu and Padomay. They came into the Void, and Time began. As Anu and Padomay wandered the Void, the interplay of Light and Darkness created Nir. Both Anu and Padomay were amazed and delighted with her appearance, but she loved Anu, and Padomay retreated from them in bitterness."
The Annotated Anuad

Anu and Padomay are the anthropomorphized primordial forces of "stasis/order/light" and "change/chaos/darkness", respectively. Their interplay in the great "void" of pre-creation led to creation itself. Creation, sometimes anthropomorphized as the female entity "Nir", favored Anu, which angered Padomay. Padomay killed Nir and shattered the twelve worlds she gave birth to. Anu then wounded Padomay, presuming him dead. Anu salvaged the pieces of the twelve worlds to create one world: Nirn. Padomay returned and wounded Anu, seeking to destroy Nirn. Anu then pulled Padomay and himself outside of time, ending Padomay's threat to creation "forever". From the intermingling of their spilled blood came the "et'Ada", or "original spirits", who would go on to become either the Aedra or the Daedra depending on their actions during creation. Some myths state that the Aedra come from the mixed blood of Anu and Padomay, while the Daedra come purely from the blood of Padomay.

Some form of the Anu and Padomay creation myth is present in the religious traditions of every culture in Tamriel, though they frequently have different names and some of the details may be changed.

Padomay and Sithis are sometimes considered the same entity, and the same is with Anu and Anui-El. Other sources make a connection between them, but consider them different entities. Tropes relating specifically to Anui-El and Sithis should go in their entry below.

  • Almighty Idiot: While many religions personify them, Anu and Padomay are essentially the forces of "stasis/order/light" and "change/chaos/darkness" respectively that lack a true mind. The interplay of these forces is what led to creation.
  • Anthropomorphic Personification: Of "stasis/order/light" and "change/chaos/darkness" respectively.
  • The Anti-God: Padomay essentially set out to destroy creation, a product of Anu and Nir, jealous of Nir's love for Anu.
  • Cain and Abel: They are typically referred to as "brothers". Padomay killed Nir, destroyed her 12 worlds, and attacked Anu out of jealousy.
  • Composite Character: In-Universe in Yokudan/Redguard tradition. These forces are "Satak" and "Akel", and are combined into the being "Satakal", the "Worldskin" and "God of Everything".
  • Creation Myth: The interplay of Anu (or a force of stasis) and Padomay (or a force of change) is present in the religious traditions of every culture in Tamriel. From their spilled blood came the Magna-Ge, Aedra, and Daedra, and most importantly for the creation of Mundus, Lorkhan.
  • Dark Is Evil: Padomay, who is associated with darkness. While not an inherently "evil" force, he killed Nir and shattered the worlds she created with Anu.
  • Dark Is Not Evil: Padomay, again, in a different way. While Anu is honored for his part in creating and protecting Nirn, it could not have existed without Padomay who brought the idea of "change" to the Void. Without change, the stasis of Anu was simply "unchanging nothingness".
  • Divine Delegation: Indirectly, as the Aedra ("Anuic" beings) and the Daedra ("Padomaic" beings) emerged from their spilled and intermingled blood.
  • Driven by Envy: Padomay killed Nir and destroyed the 12 worlds she created out of jealousy for her favoring Anu.
  • Earth-Shattering Kaboom: Padomay destroyed the 12 worlds that Nir had given birth to. After driving him away, Anu put the surviving pieces of these 12 worlds together to make Nirn.
  • Fantasy Pantheon: They sit in an interesting position within the ES pantheon, blending elements of Top God, The Maker and The Old Gods, but are no longer able to directly influence the affairs within creation due to being "pulled outside of Time forever".
  • Gender Flip: An interesting In-Universe example with Padomay in Khajiiti myths. Rather than being the brother of Anu/Ahnurr, Padomay/Fadomai is shown as a feminine entity and the former's "littermate".
  • God Couple: As Ahnurr and Fadomai in Khajiiti creation myths, they are considered to be "littermates".
  • God of Gods: All of the Aedra and Daedra are said to have formed out of the spilled blood of Anu and Padomay, essentially making them the progenitors of the gods.
  • Greater-Scope Paragon: Anu to Nirn itself, having created the world from the salvaged remains of the 12 worlds of creation which Padomay had destroyed. He then sacrificed himself to pull Padomay outside of time itself, ending his threat to creation forever.
  • Greater-Scope Villain: Padomay to Nirn itself, as he destroyed the 12 worlds of creation and attempted to destroy Nirn after Anu had salvaged it from the remains. Anu pulled him outside of time itself, ending his threat to creation forever.
  • I Have Many Names: They each have many names in the different religious traditions of Tamriel.
  • In Mysterious Ways: Anu's presence is said to be a force "so prevalent as to be not really there at all". It's theorized that this is in part because mortals have a much tougher time envisioning "perfect stasis" than they do "change".
  • Light Is Not Good: Because Anu/Anui-El represents stasis he is as utterly inimical to life as Padomay/Sithis; however, instead of constantly destroying what he creates he just refuses to allow either.
  • Love Triangle: Both Anu and Padomay loved Nir, but Nir loved only Anu. This angered Padomay, leading to him killing Nir and destroying the 12 worlds she created.
  • The Maker: Their interplay led to creation itself, and it is from their spilled blood that all other divine beings originate.
  • Mama Bear: In Khajiiti myths, Fadomai was very protective of her "litter" children, in particular to her most favored daughter Nirni.
  • Meaningful Name: Anu shares his name with the supreme god of ancient Mesopotamian mythology, one of the oldest recorded deities in history. In one interpretation, the overarching Mundus as we know it is actually his dream as he sleeps eternally inside the Sun after his battle with Padomay, and this would make him the oldest being in this iteration of the universe.
  • The Old Gods: They came before the Aedra and Daedra, who formed out of their spilled blood.
  • Order Versus Chaos: The epitome of the concept as the primordial forces of stasis and change. To be precise, Padomay is described as a force that changed and Anu as a force that didn't. Their interplay led to creation and from their spilled blood came the other deities of the series.
  • Our Gods Are Different: They would be better described as Forces than as proper beings (at least at the start). They are the personifications of stasis/order/light and change/chaos/darkness. Their interplay allowed the idea of creation to enter the void of the early universe, but they ended up wounding each other and being pulled outside of time itself. From their spilled blood would emerge the other deities of the universe.
  • Pieces of God: All of the et'Ada ("original spirits") who would go on to become the Magna-ge, Aedra, and Daedra emerged from the spilled blood of Anu and Padomay. Some myths state that the Aedra came specifically from the intermingled blood of Anu and Padomay (making them "Anuic" beings), while the Daedra came only from the blood of Padomay (making them "Padomaic" beings). The blood of Anu that didn't mix with that of Padomay produced the Magna-Ge, which would technically make the Aedra both Anuic and Padomaic at the same time, but the Magna-Ge bailed out on the world during the process of creation and have had little known impact on it since, so in practice, the Aedra are treated as the Anuic counterparts to the Padomaic Daedra.
  • Powers That Be: While the forces themselves were pulled "outside of time forever", they left behind pieces of themselves within creation. Anui-El is the Soul of Anu, and thus "Soul of Everything". Sithis, the great "void" and representation of chaos, is said to be Padomay, or what is left of him. The two are equal but opposing forces.
  • Sealed Evil in a Can: After attempting to destroy Nirn and wounding Anu, Anu pulled Padomay and himself "outside of Time forever".
  • Sentient Cosmic Force: To the religions which anthropomorphize them.
  • Taking You with Me: After Padomay drew blood in his fight with Anu, Anu pulled them both outside of time itself in order to protect Nirn.
  • Time Abyss: They are primordial forces who existed before creation itself.


Lorkhan (a.k.a. Shor, Sep, Shezarr, Lorkhaj, Sheor, the Void Ghost, Doom Drum, LKHAN, Kota)
The Heart of Lorkhan

"As he entered every aspect of Anuiel, Lorkhan would plant an idea that was almost wholly based on limitation. He outlined a plan to create a soul for the Aurbis, a place where the aspects of aspects might even be allowed to self-reflect. He gained many followers; even Auriel, when told he would become the king of the new world, agreed to help Lorkhan. So they created the Mundus, where their own aspects might live, and became the et'Ada..."
"... Darkness caved in. Lorkhan made armies out of the weakest souls and named them Men, and they brought Sithis into every quarter."
The Monomyth

Lorkhan, also known as the "Missing God", the "God of all Mortals", and the "Spirit of Nirn", is present in some form in the mythic traditions of every religion of Tamriel. Lorkhan is the et'Ada who either tricked or convinced (depending on the culture of the storyteller) the Aedra to create Mundus. As a result, he is despised by the ancient Aldmer and their closest modern descendents, the Altmer, and beloved by most Men (especially the Nords). When the Aedra discovered that creating Mundus had forced them to sacrifice much of their divine power (and in some tellings, much of their very beings), they held "Convention", where it was decided that Lorkhan must be punished. His heart, or "divine center," was removed from his body and cast down into the world during the Dawn Era, where his spirit is said to wander ever since, occasionally taking physical form as a "Shezarrine". Nirn's two moons, Masser and Secunda, are said to be his "flesh divinity", essentially his "sundered body" or "rotting corpse".

Lorkhan has aspects of both the Aedra and the Daedra, but does not seem to qualify as either and "died" too early to fall under an easy formal definition. In fact, elven folklore claims he isn't even an et'Ada and merely disguised himself as one to trick the rest into creating Mundus. One of the most popular tellings of his origins, coming from the Mer who despise him, is that Lorkhan was "begat" by Padomay/Sithis with the intention of spreading chaos into the order of creation.

  • Almighty Idiot: In the religions of most races of Mer, Lorkhan is a powerful but "barely formed urge" of a being. Similarly, as Sep in Yokudan/Redguard tradition, he was created by Ruptga to help guide spirits to the Far Shores, but being driven by the same Horror Hunger that afflicts Satakal (having been formed from the "worldskins" that Satakal leaves behind), he attempts to consume those spirits and then, after being stopped by Ruptga, devises Mundus as an easier alternative to reaching the Far Shores. However, his plan is flawed and actually makes it harder for spirits to get there. This view conflicts great with how the religions of Men tend to describe Lorkhan; namely as a cunning and skilled manipulator.
  • Alternative Character Interpretation:
    • In-universe: There are many different viewpoints in Tamriel about Lorkhan, about the most controversial god in how heroic or vilified he is with each race:
      • The belief of the Altmer, passed down from the ancient Aldmer and often mistakenly believed to be the one that almost all Mer follow, paints him a malevolent, manipulative agent of chaos who tricked the spirits out of their pre-creation divinity.
      • In Argonian mythology, it is said that Lorkhan, known to them as a spirit named Kota, fought against Akatosh, or Atak, until they ate each other and shed their skin and Sithis was formed. Atak and Kota are said to be in a rivalry in order to gain dominion over death even to this day. Argonians are unique in that they don’t see Lorkhan as a god but merely a powerful spirit since they mainly worship the Hist and Sithis.
      • The Bosmer also view Lorkhan as a trickster who manipulated the Aedra into creating Nirn, but due to their love of trickster beings and worship of Y'ffre, have a more positive, even admiring, view of him compared to the Altmer or at worst, see him as a necessary evil.
      • Bretons tend to paint Sheor, their version of Lorkhan, as a neutral figure known as "The Bad Man" who is responsible for all strife in the world. Bretons worship him more as a way he can be appeased so he doesn’t destroy their society.
      • The Dunmer, going against the other races of Mer, have some manner of respect for Lorkhan, believing that he "exposed" the Aedra as false gods. The scarab, often seen in Dunmer artwork, is their symbol of Lorkhan.
      • Like their version of the Nine Divines, Imperial belief in Lorkhan, called Shezarr in certain areas, is a combination of Nordic and Aldmeri beliefs. In addition, it is said that avatars of Lorkhan, known to them as Shezarrines, often appear throughout history to cause some sort of significant event in Nirn. Pelinal Whitestrake is the most (in)famous example of a Shezarrine.
      • Khajiit tend to share a similar story to the Altmeri view on how Lorkhaj tricked the gods into creating Nirn and was punished for it. However, unlike Aldmeri beliefs, he was forgiven by Nirn herself because now she is "able to make children."
      • Nords believe that Shor is a benevolent savior who rescued the spirits from the static and unchanging prison of pre-creation. He is also the creator of Sovngarde and welcomes any Nord who dies honorably into its halls. Much like the Altmer and other Mer, Nord beliefs are often mistaken for the beliefs of other Men as well.
      • Orcs mainly worship Malacath but because their ancestors worshiped Trinimac, an Aldmeri ancestor spirit, before he became a Daedric Prince, do acknowledge Lorkhan but don't really see him as important in the grand scheme of things.
      • The Redguards, going against the other races of Men, see Lorkhan, or Sep, as a serpent with insatiable hunger who tries to prevent mortal spirits from reaching The Far Shores.
    • Is he an Aedric being for suggesting the creation of Mundus? Or is he a Daedric being, due to his lack of sacrifice, Padomaic basis, and indestructible "divine center"? Or does his nature as the demiurge that brought the Mundus into existence make him neither or both?
  • Anthropomorphic Personification: Of Sithis, in some religions. The two are heavily associated, with some suggesting that Sithis "begat" Lorkhan and sent him to disrupt the stasis of Anui-El and the spirits that would become the Aedra.
  • Artifact of Doom: Along with being a Cosmic Keystone, his Heart would prove to be this in the hands of mortals. Tapping into its power caused the Dwemer to disappear in a single instant, then the Tribunal and Dagoth Ur used it to achieve divinity. It is theorized to be one of several such keystones keeping Mundus extant. When each of these various keystones is removed or destroyed, it is theorized that Mundus will no longer be able to exist.
  • Ascend to a Higher Plane of Existence:
    • One interpretation of his actions in having Mundus created is that, yes, mortality is cruel and filled with suffering and loss. However, the stasis of pre-creation was actually the spiritual prison, and Mundus provides the opportunity for greater transcendence as a "testing ground" of the spirit.
    • Lorkhan himself may have done this, if the popular Merger of Souls/Composite Character theory regarding Talos is believed. One of the beings stated to make up Talos is Wulfharth Ash-King, a known Shezarrine and thus, spirit of Lorkhan. Talos' ascension brought together these multiple beings into one deity. (Or "re-ascension" in Lorkhan's case.)
  • Base-Breaking Character: In-Universe. He is despised by most races of Mer and beloved by most races of Men. Prior to the formation of the Alessian Empire in the 1st Era, most races of Men followed the Nordic pantheon, which treated Lorkhan (under the name Shor) as their Top God and most beloved benefactor. The Elves, on the other hand, hated Lorkhan to the point that worship of him was out of the question. Even after Alessia conquered the Ayleids, her empire was threatened to be torn apart due to religious in-fighting. Her solution was to group the most important Aedra into the Eight Divines, with Lorkhan only partially acknowledged as the "Missing Ninth God". This appeased both the Men and Mer within her empire.
  • Beat Still, My Heart: His heart, also referred to as his "Divine Center", was removed and cast down to Nirn in the Dawn Era where it landed in modern day Morrowind, forming Red Mountain. There, it would continue to beat for thousands of years, until the events of Morrowind.
  • Becoming the Mask: One theory behind Tiber Septim's ascension as Talos is that Septim effectively "mantled" Lorkhan. Between possessing the Numidium and the Mantella, which was an unimaginably powerful soul gem said to hold the soul of Zurin Arctus/Wulfharth Ash-King/the Underking, all possible Shezarrines, Septim found a way to claim Lorkhan's station in the universe.
  • Body to Jewel:
    • Ebony, an ES series staple of high quality crafting material, is theorized to be Lorkhan's petrified blood. Small deposits are found across Tamriel where his Heart traveled as it fell. The greatest deposits are around Red Mountain, where his Heart landed. Ebony also has a number of mystic properties, such as being able to be combined with Daedric souls to forge Daedric materials.
    • Another theory states that his blood crystallized instead, and was collected by the Ayleids to create the Chim-el Adabal, better known as the Amulet of Kings. It too was known to have immense mystical properties.
  • Creation Myth: He is present in some form in the creation stories of all of the religions of Tamriel, though the details and his motivations vary drastically.
  • Cunning Like a Fox: As Shor he's associated with foxes, and Lorkhan did trick the Aedra into creating Nirn.
  • Destroyer Deity:
    • Some accounts state that the destruction of the Aurbis is Lorkhan's original purpose, goal, and what he ultimately embodies. He was said to be "begat" by Sithis to destroy the Aurbis, and disguised himself as an et'Ada to convert other entities to his cause. Mundus is essentially the embodiment of "limitation" and by feeding their power into creating it, the Aedra forced limitations onto the Aurbis and themselves. This is part of the reason why worship of Lorkhan is forbidden by the Mer races and one reason why the Aldmeri Dominion is staunchly opposed to Talos; Talos is theorized to be composed of a multitude of Shezarrine "Oversouls", such as Talos Stormcrown, Tiber Septim and others, and thus Talos is a pretender, doing the same thing among the Divines that Lorkhan once did as one of the et'Ada.
    • Lorkhan's Yokudan counterpart, Sep, also fits the Destroyer Deity motif. Yokudan/Redguard mythology believes that the world is devoured over and over again by a primordial entity called Satakal. A being named Ruptga discovered a way to survive this, but found there were way too many souls to save. Sep was created by Ruptga from "worldskins" Satakal left behind, but this gave him the same Horror Hunger that afflicted Satakal. After Ruptga stopped Sep from eating the souls they were supposed to be saving, Sep betrayed his creator and tricked the other gods into creating Mundus.
  • Divine Intervention: His spirit has been known to take form as the various "Shezarrines" throughout history. Usually, this form is as one of the races of Men whenever they are threatened, and then he helps to advance their cause. Often, this is accomplished by killing lots and lots of elves. Pelinal Whitestrake, Wulfharth Ash-King, Tiber Septim, Zurin Arctus, and the Underking are some of the many believed to have been Shezarrines.
  • Eternal Hero: The Shezarrines, physical manifestations of Lorkhan's spirit. They typically appear at moments of great turmoil for mankind, often fighting against elves. Wulfharth Ash-King is perhaps the best example, as he has died and come back to life at least three times.
  • Enlightenment Superpowers: Tribunal deity Vivec wrote that Lorkhan's creation of Nirn was actually an attempt at CHIM, and that it was a Deliberately Bad Example to show that the et'Ada were incapable of knowing the "joy of mortals" that allow them to transcend their limits in a way that the Daedra and Aedra cannot.
  • Expy: Lorkhan bears similarities with the Sumerian ''Enki'', down to his role in the creation of Mundus, and being the source of divine power (in Lorkhan's case, his Heart being used as a source of power).
  • Fantasy Pantheon: Lorkhan straddles an interesting line as both a "creator" god and a Trickster God. As Shor, in the old Nordic pantheon, he was also the Top God. Meanwhile, Elven pantheons have him as a devil/Satan deity, if they bother to acknowledge him at all.
  • Feeling Oppressed by Their Existence: According to Altmeri religious beliefs, Lorkhan created Men from the "weakest souls" and set them forth to "spread Sithis (chaos) into every corner." Thus, the Altmer not only feel oppressed by the existence of Men, but the mere possibility of the existence of Men as it means they can never return to the "stasis" of pre-creation, which they consider divine. That said, according to at least one historical account, Men and Mer are, in fact, both descended from a precursor race called the Ehlnofey.
  • Friend to All Children: Implied by his Nordic title, "Children's God".
  • God Couple: With Kyne or Mara, depending on the religion. Sometimes both. As Shor, he is married to his "warrior-wife" Kyne, while Mara is her handmaiden and his concubine.
  • God in Human Form: The Shezarrines are physical manifestations of his spirit. They most often appear in times of great peril for mankind, aiding mankind by, most often, killing lots and lots of Mer.
  • God is Dead: He was "killed" by the Aedra after he convinced/tricked them into giving up a large portion of their power to create Mundus, with the exact details varying depending on the religion. Hasn't stopped him from continuing to influence the world in various ways, though.
  • God Is Evil: To most Mer, especially the Altmer, who consider creation a malevolent act which robbed the pre-creation spirits of their divinity and forced them into the prison of the mortal world where they experience death and suffering.
  • God Is Good: To men, especially Nords, who consider the act of creation a good thing which freed the pre-creation spirits from a prison of unchanging stasis.
  • God Is Inept: The Altmer think of him as a "limit", according to their creation myth. By "tricking" the Aedra into sacrificing large portions of their power to create Mundus, he imposed a limit upon them as well.
  • God of Evil: The elves in general view Lorkhan, the god who initially came up with the idea to create the universe, to be a god of malicious evil and trickery, as they hold that prior to the creation of the universe their souls were all glorious immortal spirits, and the world they live in now is a prison in which their spirits are trapped in a perpetual cycle of reincarnation. That Lorkhan seems to protect and guide humanity, who are perpetual enemies of the elves, only affirms this belief. Other elves, most notably the Dunmer, hold that Lorkhan is indeed an evil god, but his deceptions and trickery exposed the "lies" of the Aedra, the gods that most of the rest of the world revere, and thus they view Lorkhan as a god of necessary evils.
  • God Was My Copilot:
    • As the Shezarrine Hans the Fox to Ysgramor, as Pelinal Whitestrake to Alessia, and as the Underking to Tiber Septim (assuming he wasn't also Septim himself).
    • In an inversion, at the end of Skyrim's main questline, Shor expressly doesn't intervene when the Dragonborn has to fight Alduin in Sovngarde, instead commanding the Nord souls to remain indoors so that the Dragonborn and the heroes who fought Alduin in the past can finish Akatosh's work and defeat the World Eater.
  • Good Is Not Nice: Shor is a bloodthirsty warrior king. However, Nords think of that as a good thing.
  • Greater-Scope Paragon: To the races of Men, who believe he freed the spirits from a prison of pre-creation unchanging stasis. The Mer, especially the Altmer, consider him a Greater-Scope Villain instead, as they consider the stasis of pre-creation to be divine. In either case, he is the creator and the protector of the Mundus, and his influence is felt subtly, mostly in the form of Talos.
  • Hell of a Heaven: While the races of Mer generally view the "unchanging stasis" of pre-creation as a form of divinity, which Lorkhan tricked their divine ancestors out of by forcing them into the "prison" of Mundus where they must endure mortal loss and suffering, the races of Men generally view pre-creation as the prison. Lorkhan freed the spirits from this prison, giving them the opportunity to achieve enlightenment and greater ascension in Mundus.
  • Heroic Sacrifice: Most of the races of Men's views of him include this. Some religions indicate that this was his plan all along: to be "killed" and have his spirit "impregnate" Nirn.
  • Humans Are Bastards: According to most of the races of Mer, especially the Altmer, Lorkhan created mankind from the weakest souls to "spread Sithis (chaos) into every corner." Given that the Elves see Men as having pitifully short lives filled with violence and savagery who disrupt everything the Elves try to achieve, Lorkhan essentially created humans to be bastards.
  • Humans Are Special: Lorkhan certainly seems to think so, as he has aided the races of men repeatedly in their struggles against the elves throughout history. According to the races of Mer, Lorkhan actually created mankind out of the "weakest souls".
  • I Have Many Names: Lorkhan for most elven pantheons (which translates to "Doom Drum" in old Aldmeris), Shor for the Nords, Sheor for the Bretons, Sep for the Redguards, Shezarr for the Cyrodiils, Lorkhaj for the Khajiit, LKHAN to the Dunmer.
  • Kill the God: What the Aedra tried to do after Lorkhan tricked/convinced them into sacrificing their power to create Mundus. After his Heart ("divine center") proved indestructible, they cast it down to Nirn. As of the 4th Era, the Aldmeri Dominion led by the Thalmor is trying to do this all over again by banning Talos worship, which they believe will undo creation.
  • Macabre Moth Motif: Has associations with moths, just like the Elder Scrolls themselves. In one of his Shezarrine forms as Pelinal Whitestrake, a soldier who accused him of being a god was later found "smothered by moths" in his sleep.
  • The Maker: Lorkhan was the driving force in the creation of Mundus. Exactly why he did it depends on the culture of the person you ask.
  • My Friends... and Zoidberg: The religion of the Eight (later Nine) Divines was specifically created so that the Eight most agreed-upon entities would be worshiped in the official religion of the new Empire of Tamriel. The main point of contention was Lorkhan who as Shor and Shezarr, was beloved by the Nords and proto-Imperials. However, he is despised by most Mer, so worship of him was out of the question. To keep the fledgling empire from falling apart due to religious infighting, Lorkhan was excluded from the Divines but acknowledged as the "Missing God".
  • No Pronunciation Guide: According to former developer/writer Michael Kirkbride, it's pronounced "Lore-Khan".
  • Order vs. Chaos: He straddles a fine line. He convinced the "Order"-leaning Aedric spirits to create Mundus, but he himself does not seem to be an Aedra, as he made no sacrifice of his own (eventual Heroic Sacrifice notwithstanding.) Some myths portray him as an agent or aspect of Sithis, the embodiment of Chaos, which would move him closer to the "Chaos"-leaning Daedra. According to Altmeri religion, he created the races of men from the "weakest souls" and set them forth to "spread Sithis (chaos) into every corner", so that there could never again be the stasis of pre-creation. However, he has mutually exclusive traits that would seem to preclude him from being entirely one or the other.
  • Our Gods Are Different: He's a creator god, but potentially not a benevolent one. He's also a trickster that got other deities to perform the actual acts of creation for him. For this, they killed him, tore his heart from his body, and cast it down to the world he got them to create where his spirit is forced to wander. The moons are said to be his sundered "flesh divinity" and his spirit has been known to take physical forms that most often kill many elves. He also may have re-ascended to godhood as part of the deity Talos.
  • Satanic Archetype: To most of the races of Mer, to whom he is "the most unholy of all higher powers". To them, he was a malevolent trickster who tricked their ancestors, the Aedra and Ehlnofey, into giving up their Complete Immortality to create Mundus, the "mortal prison" in which they must endure loss and suffering. Many cultures even associate him with snakes.
  • Screw You, Elves!: In most interpretations, Lorkhan is a force who assists humanity in resisting the elves, or is a malevolent force who acts against the elves. As incarnations of Lorkhan, Shezzarines have largely been entities who fight against elves on behalf of humans. Pelinal Whitestrake is believed to be one such Shezzarine, and this would explain why he had such an extreme hatred for elves.
  • Thanatos Gambit: There are hints that Lorkhan knew that the other et'Ada would "kill" him for his perceived treachery, and planned for this, allowing his soul to become a driving force on the Mundus. Other sources indicate that he submitted to this punishment voluntarily.
  • Top God: As Shor, to the Nords.
  • The Tower: His Heart was the "stone" of the Red Tower, and the Dwemer intended to use it as the "stone" for the Walk-Brass.
  • Trickster God: Even those religions with a highly favorable view of him still depict him as a trickster.
  • War God: The Nordic religion describes him, as Shor, as a 'bloodthirsty warrior king'.
  • Warrior Heaven: As Shor, he can typically be found within the halls of Sovngarde. Ironically, in Redguard religious tradition, he (as Sep) is a great serpent with an insatiable hunger who prevents souls from reaching the Redguard Warrior Heaven of The Far Shores.
  • Weird Moon:
    • Nirn's two moons, Masser and Secunda, are not typical sub-planetoids but are said to be Lorkhan's "flesh divinity", the sundered, decaying remains of Lorkhan. They go through technically impossible phases and the stars are visible behind the dark parts when they aren't full.
    • According to the Khajiit, the two moons are not the corpse of Lorkhan. Instead, that role belongs to a third hidden moon known only as the Den of Lorkhaj, where the Khajiti Lunar Champion must go to in order to become the Mane.


The Aedra/Nine Divines

    In General 

Tropes applicable to All the Aedra/Divines

"Our doctrines are simple. We acknowledge the divinity of the Nine Divines: Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, and Tiber Septim. We preach the Nine Virtues: Humility, Inspiration, Piety, Work, Compassion, Justice, Ambition, Learning, and Civility."
For My Gods and Emperor

Most of the deities in the Elder Scrolls universe are et'Ada ("original spirits") who are split into two groups: the Aedra ("Our Ancestors" in old Aldmeris) and the Daedra ("Not Our Ancestors"). The Aedra are et'Ada who took part in the creation of Mundus, sacrificing parts of themselves and vast amounts of their divine powers. They have much less direct power or influence on the world than the Daedra, but still have been known to help mortals in times of need.

The most prominent Aedra are the Eight Divines, who are the primary pantheon worshipped throughout Tamriel. In truth, the "Eight Divines" were a political creation, formed after St. Alessia's First Empire rose to power. The Eight most popular and influential Aedra were chosen to avoid political discontent amongst the diverse races now under the Empire's banner. In particular, Lorkhan was only tangentially recognized by the pantheon due to being despised by the Mer yet beloved by Men. Due to the ascension of Tiber Septim (described in Historical Figures) and his transformation into the deity Talos, a new pantheon was created: the Nine Divines. All in all, the Divines are well recognized, respected, and worshipped throughout Tamriel.

The Aedra are thought to reside in Aetherius, the Immortal Plane and origin of all magic, to which the sun and stars are said to be portals through which magic flows in Mundus. It is a commonly held belief that the souls of the deceased, assuming they aren't bound to Mundus or claimed by a specific deity (such as a Daedric Prince), continue to live on in this realm as spirits. The eight planets which surround Nirn are also identified as and associated with the original Eight Divines.

  • Alternate Character Interpretation: In-universe. Every culture of Tamriel worships or acknowledges the Divines in some fashion, but each mythological tradition gives them different names, personalities, and motivations. The Imperial religion of the Nine Divines is a political creation which blends some of these different aspects in a Broad Strokes fashion. It is notable that there is far more of this in action compared with the Daedra, primarily because unlike the Daedra the Divines are merged with Nirn and thus have a harder time communicating directly with mortals. A Daedric Prince can just tell a mortal when they are misinterpreting their myths, while the same cannot be said for the Divines.
  • Ambiguous Situation: According to most religious interpretations, the eight planets of Mundus other than Nirn are the planes (or, per some tellings, the bodies) of the Eight Divines. While the First Cyrodiilic Empire and First Aldmeri Dominion did engage in a "space race" to explore Aetherius during the 1st Era, many of the records have been lost and none remain suggesting that they visisted these planets. Thus, the nature of these planes is unknown.
  • Angels, Devils and Squid: Loosely, the Aedra are the "angels" to the Daedric "demons" and "squid" Sithis.
  • Anthropomorphic Personification: Like the Daedric Princes, the Aedra are the personifications of their spheres of influence.
  • Complete Immortality: They originally possessed it. However, the act of creation took so much out of them that it effectively left them mortal and capable of dying. (In some tellings, they did die as part of creation, and now "dream" that they are alive).
  • Creation Myth: The Aedra are the et'Ada that Lorkhan was able to convince/trick into creating Mundus.
  • Crystal Dragon Jesus: The various religions practiced in Tamriel regarding the Divines have numerous parallels to real-world religions:
    • The Church of the Nine Divines draws a number of parallels to a particularly benevolent view of Christianity in terms of church hierarchy, imagery, architecture (notably Gothic), and general attitude. The Aedra themselves also draw from Norse, Greek, and Hindu influences as well, particularly with the tendency to have various aspects of each Divine, who themselves are worshipped often as a separate entity.
    • Interestingly, individual religions have generally-strict interpretations of how they view the Divines, in a manner akin to the Hellenistic Greek or Roman pantheons. However, because every Aedra (as well as other et'Ada) embody many different aspects of the natural laws of Mundus, and in many cases these aspects have their own distinct personas and personalities (e.g. the dichotomy between Akatosh, Auri-El, and Alduin), they actually function like the numerous gods of the Hindu pantheon. For example, the Imperial, Elven, and old Nord versions of the Divines are all worshipping the same beings, while each religion's pantheon are also their own distinct components of those Divines. The elven Auri-el, the Imperial Akatosh, and the Nord Alduin are all part of the same Divine but are each separate pieces of that Divine. Another clear example of this is Stendarr and Stuhn (covered below) with the latter being a very specific aspect of the former, specific to the Nord pantheon and the concept of showing mercy to enemies in battle to get ransom.
    • Ironically, despite the fact that the Daedra are beings of chaos and disorder and cause a great deal of mischief, they are generally much more stable in terms of interpretation and behavior, compared with many differing religions that worship the Divines.
  • The Commandments: They have their own version:
    1. Stendarr says: Be kind and generous to the people of Tamriel. Protect the weak, heal the sick, and give to the needy.
    2. Arkay says: Honor the earth, its creatures, and the spirits, living and dead. Guard and tend the bounties of the mortal world, and do not profane the spirits of the dead.
    3. Mara says: Live soberly and peacefully. Honor your parents, and preserve the peace and security of home and family.
    4. Zenithar says: Work hard, and you will be rewarded. Spend wisely, and you will be comfortable. Never steal, or you will be punished.
    5. Talos says: Be strong for war. Be bold against enemies and evil, and defend the people of Tamriel.
    6. Kynareth says: Use Nature's gifts wisely. Respect her power, and fear her fury.
    7. Dibella says: Open your heart to the noble secrets of art and love. Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love.
    8. Julianos says: Know the truth. Observe the law. When in doubt, seek wisdom from the wise.
    9. Akatosh says: Serve and obey your Emperor. Study the Covenants. Worship the Nine, do your duty, and heed the commands of the saints and priests.
    10. The Nine say: Above all else, be good to one another.
  • Divine Intervention: The few times they actually exert their power on Mundus are usually the last push to save the world from supernatural threats. Specific examples are listed under the relevant deity below.
  • Ethnic God: The original Eight Divines pantheon was constructed by combining many of the deities worshiped in the various religions of the races in St. Alessia's First Empire, most notably the Aldmeri and Old Nordic pantheons. (Many of whom are believed to have already been different aspects of the same deities.) For example, traits of Kyne were merged into Kynareth, traits of Stuhn were merged into Stendarr, traits of Auri-El were merged into Akatosh, etc.
  • Fantasy Pantheon: The Divines are Tamriel's most recognized and worshiped pantheon of entities. Many fit several of the Stock Gods tropes.
  • A Form You Are Comfortable With: The planets in the solar system of Nirn are hinted to actually be the dead forms of many Aedra that didn't escape Mundus in time (or, in some theories, the original Eight Divines, as there are exactly eight planets). As each one is an astral plane onto itself, their spherical shapes and massive sizes are essentially mortal minds struggling as best they can to comprehend their form.
  • God in Human Form: Very rarely, they may take an unassuming mortal form. Specific examples are listed under the relevant deity below.
  • God is Dead: Many et'Ada sacrificed their entire being during the creation of Mundus, leading to their deaths. These dead et'Ada became the Earthbones, the laws of nature/physics/reality which bind Mundus. According to some tellings of the myth, the Eight Divines died as well, but continue to influence the world by "dreaming they are alive".
  • God Is Good: The Divines are seen as uniformly benevolent to most of the cultures of Tamriel. One exception comes from the Dunmer, who acknowledge them but consider them false gods, choosing instead to worship their ancestors and the "good" Daedra in their traditional religion.
  • God Is Inept: Along with The Gods Must Be Lazy. The creation of Mundus took most of their divine power and, in some tellings, much of their very beings. This makes them much less directly influential regarding mortal affairs than the Daedric Princes.
  • Gods Need Prayer Badly: According to the theory that the Aedra died during the act of creation. However, they are still able to influence events as they "dream they are alive" through mortal prayer and worship.
  • Godzilla Threshold: The rare instances they directly intervene on Mundus are typically to avert The End of the World as We Know It, preferring small scale actions or empowering mortal agents for anything less. One instance where they intervened directly resulted in such a massive death toll that the Divines nearly gave up on Mundus altogether.
  • Good Is Not Soft: While almost uniformly seen as benevolent deities, they have gotten tough in situations throughout history. To note:
    • After they realized that Lorkhan tricked them out of their power in order to create Mundus, they got even. How? They "killed" him, tore out his heart ("divine center"), and tried to destroy it. When it proved indestructible, they cast it down into the world he had them create where his spirit would be forced to wander.
    • When Alessia and her Nedic people (Precursors to most of the races of Men) were enslaved and tortured by the Daedra worshiping Ayleids, the Aedra sent aid... in the form of Pelinal Whitestrake. Not only did mankind win the war, the Ayleids were driven to extinction as a unique race.
  • Greater-Scope Paragon: The Nine Divines are the greatest forces of good in the setting, but because they lost most of their power creating Mundus (and Lorkhan was killed by the other original Eight), their role tends to be limited to the final push needed to save the world, at most.
  • Have You Seen My God?:
    • The act of creation left the Divines in a greatly weakened, reduced state unable to interfere with mortal affairs as freely as the Daedra who maintain their full power. For this reason, the primary view of the Divines is as impersonal, generally benevolent spirits, worthy of worship and reverence but without any strong direct relationship.
    • During the Dawn and Merethic Eras, the Divines still had somewhat enough power to take limited manifestations on Nirn, so there are tons of legends of them directly interacting with mortals. However, by the time of the 1st Era, all of them had vanished except within shrines and temples, where they could perform limited actions. One source attributes this to Akatosh's pact with Alessia and the Dragonfires; this pact, designed to keep Daedra from being able to walk into Mundus with all or most of their power (as Mehrunes Dagon has been known to do a few times, for example), also greatly restricts the Divines.
    • For these reasons, when the Divines do choose to actively intervene on Nirn, they usually send an agent with an Aedric soul in a mortal body such as Pelinal Whitestrake or a Dragonborn hero, or they directly empower a mortal to turn them into an avatar, such as what happened with Martin Septim or the Vestige. Anything beyond this requires such an expenditure of massive power on Nirn that the results can be utterly catastrophic.
  • Hijacking Cthulhu: It is possible for mortals, generally by using divine implements of some sort, to disrupt and modify the Aedra.
  • Hijacked by Jesus: An in-universe version where the religion of the Divines tends to hijack and replace other pantheons and mythologies. Elements of those pantheons then tend to get absorbed by the Divines, leading to some of the bizarrely conflicting traits and spheres of influence present in the Divines.
  • Humans Are Special: The Divines are said to "belove" the races of men in particular, who, in the words of one of their own, find "strength-in-weakness" in their mortal forms (as opposed to most of the Elves who feel that the mortal world is a prison) and who live with passion and hope despite always being doomed to death in the end.
  • I Have Many Names: Each of the Divines has multiple names which vary from culture to culture. They are listed below using their common Imperial names, but the other names are included in their entries.
  • In Mysterious Ways: How they primarily influence the events of the mortal world. Empowering a mortal agent (though not always directly) is one of their favored ways of operating.
  • The Maker: While Lorkhan was the driving force in the creation of Mundus, it was the et'Ada who would become the Aedra who sacrificed large portions of their divine power/being in order to actually create it.
  • Mission from God: As a step in between In Mysterious Ways and their fairly rare acts of direct Divine Intervention, they will work through mortal agents. Unlike the Daedric Princes, the Aedra do not usually hand out specific tasks to these mortals, but rather bless and indirectly guide them to accomplish their goals. Specific examples can be found under the relevant deity below.
  • "Not So Different" Remark: In most tellings of the story of the creation of Mundus, there was originally no difference between the et'Ada who would go on to become the Aedra and those who would become the Daedra. Other versions of the story instead state that the the et'Ada who would become the Aedra rose from the intermingled blood of Anu and Padomay while the et'Ada who would become the Daedra specifically came from the blood of Padomay. There is still generally no difference made between them in terms of power or ability until after the creation of Mundus.
  • Order vs. Chaos: The Aedra are said to be a mix of Anuic (Order) and Padomaic (Chaos) forces, as opposed to the Daedra who are said to be strictly Padomaic. In a more general sense, they tend toward Order while the Daedra tend toward Chaos.
  • Our Gods Are Different: Originally immortal spirits, they gave up much of their power, including true divinity, in order to create the mortal world. Now they use what limited power they have left to safeguard that world in usually subtle ways. Also, unlike many fictional pantheons, where the god presides over certain spheres, the Aedra (and the Daedra as well) are those spheres, so for example anything that interferes with Time will affect Akatosh as well.
  • The Power of Creation: They aided in the creation of the mortal world, but had to give up a significant portion of their divine power/very beings to do so.
  • Powers That Be: They are much less direct in their actions to influence the mortal world than their Daedric cousins, to the point where many mortals question the existence of the Divines at all. Despite their "soft touch", it is implied that they are still active in safeguarding the mortal world, they just prefer to do so subtly (and this may be due to sheer practicality since their lack of true immortality means that more direct involvement could result in their deaths).
  • Saintly Church: The Temples of the Divines are uniformly benevolent so far throughout the series. It helps that the Divines do have tangible power than can influence the world, and take a dim view of corruption, theft, and other abuses.
  • Screw This, I'm Outta Here:
    • When they realized how much the creation of Mundus was taking out of them, some of the et'Ada attempted to flee, with many of them dying in the process (Others died even before this.) Only Magnus and his followers were actually successful in fleeing to Aetherius, where they were more or less safe, but it still cost them their divinity.
    • The Eight Divines very nearly pulled this in response to Pelinal Whitestrake's genocidal campaigns against the Ayleids. One such fit of berserk fury saw him damage the very lands themselves, leading to the Divines almost leaving the world in disgust. Alessia was able to placate them into staying, however.
  • Split Personality: Several of the Divines have oddly conflicting personality traits or govern over unusual combinations of spheres. Much of this can be traced back to St. Alessia's founding of the religion of the Eight Divines, which stitched together the classic Aldmeri pantheon her Nedic people were used to with the old Nordic pantheon of her Nord allies.
  • Time Abyss: As et'Ada, they existed before linear time was even conceived of as a concept.
  • The Tower: They constructed the Adamantine Tower ("Ada-Mantia") on Balferia Island in Iliac Bay to hold "Convention", during which they decided to punish Lorkhan for his treachery during creation. It was the first of "Towers", metaphysical structures built atop the "joint-points" of reality as it was constructed by the et'Ada who took part in creation. The Towers are said to "define reality in [their] Aurbic vicinity". The Adamantine Tower remains on Balferia, and though the exterior is weathered, the interior remains almost exactly the same - a single great, seamless, impregnable spire of ageless metal which is at least half-embedded in the ground. It is entirely smooth, except for one point known as the "Argent Aperture" which is thought to be a door. This door has a lock of thirteen slowly counter-rotating rings and, despite the best efforts of mages and scholars throughout history, has never been opened. It is powered by the "Zeroth-Stone", which is said to cultivate "creatia" indirectly to alter the "terrestrial domain" around the Tower. During the earliest days following creation, the ancient Aldmer (ancestors of all of the modern races of Mer/Elves) discovered a means to construct their own towers at these "joint-points" in emulation of the Adamantine Tower. By building their own Tower, each group could create their own narrative, distinct but equal to those around it.
  • Yin-Yang Bomb: Some versions of the Creation Myth state that while the Daedra arose from the blood of Padomay and and the Magna-Ge from the blood of Anu, the Divines were created from the intermingling of both


Akatosh, (a.k.a. Aka, Aka-Tusk, Auriel, Auri-El, Tosh'Raka, Bormahu, AKHAT)
Avatar of Akatosh

"The Dragon God is always related to Time, and is universally revered as the 'First God.' He is often called Akatosh, 'whose perch from Eternity allowed the day.'"
The Monomyth

Akatosh is the "Dragon God of Time". He is said to have been the first being to "manifest" out of the raw energy of the early universe and serves as the chief deity of the Nine Divines pantheon. To the Altmer and ancient Aldmer, he is instead Auri-El, a "Golden Eagle" and "King of Gods", and is associated with the Sun and daylight rather than time (although these are not unrelated spheres, given that time is measured by the position of the sun). Akatosh is also the "Father of Dragons", who refer to him as "Bormah", draconic for "Father". According to some theories, they are not so much his "children" as they are fragments of his very being.

Akatosh's most significant act following creation was the Covenant he struck with St. Alessia, becoming the patron of her fledgling Empire and implementing a barrier between Oblivion and Mundus.

Akatosh is sometimes associated with the Yokudan (Redguard) deity Ruptga, or the Nordic deity Alduinnote . Other sources make a connection between them, but consider them different entities. Tropes relating specifically to Ruptga or Alduin should go in their entries below.

  • Animal Motifs:
    • A dragon as Akatosh to the races of Men.
    • A golden eagle as Auri-El to the Altmer and ancient Aldmer.
  • Alternative Character Interpretation: In-universe: Every culture on Nirn seems to have a different interpretation of Akatosh, many of them contradictory, though most of them place him as the top god:
    • Auri-El, the elven interpretation of him, was tricked into creating the world, is fundamentally disgusted by creation and how it diminished the original spirits, and punished Lorkhan before returning to heaven.
    • Alduin, is simultaneously an interpretation of him, his firstborn, and a separate aspect of him. He is the king of dragons and at the end of time will destroy the world so a new one can be made.
    • Akatosh of the Imperial pantheon's interpretation, and may be a sort of merger of concepts between Auri-El and the Nordic version of Lorkhan. He lacks the antipathy toward creation that his elven version has and instead seeks to protect it.
    • Ruptga of the Redguard pantheon has many similarities with Auri-El, but lacks the time god aspect and did not directly paricipate in creation.
  • Anthropomorphic Personification:
    • Time itself, in both of his forms as Akatosh and Auri-El.
    • As Auri-El, he is one to Anui-El, the "soul of all things" and "totality of creation", who in turn is the soul of Anu the Everything.
  • Bargain with Heaven: Akatosh oversaw the Covenant with St. Alessia. In exchange for adopting the worship of the Aedra as the official religion of her new empire, the Aedra gave aid to Alessia's forces against the (primarily) Daedra-worshiping Ayleids and, following her victory, gave her the Amulet of Kings as proof of her claim. Akatosh mystically joined his blood with Alessia and her heirs, an act which maintained the barrier between Mundus and Oblivion.
  • Big Good: As the Top God of the Divines, he serves as this trope. It was his covenant with Alessia that created the Dragonfires and shielded Mundus from daedric intrusion. Oblivion, Online, and Skyrim all have gaining his blessing and wielding his powernote  be a critical part in resolving the crisis of the game.
  • Catlike Dragons: According to the Khajiit, who know Akatosh as Alkosh, Dragon King of Cats. They usually depict him as a dragon with feline features, and describe him as "a real big cat".
  • Divine Intervention:
    • Pulled the most direct act of intervention by any Divine since the Dawn Era when he struck down and banished Mehrunes Dagon to end the Oblivion Crisis.
    • During the Planemeld, Akatosh intervened when one of the Vestige's companions gave their life, allowing the Vestige to gain Akatosh's Blessings and challenge Molag Bal in single combat.
  • Divine Parentage: Akatosh has a lot of children, of a sorts, who live on Nirn:
    • All of the recognized Cyrodiilic Emperors of Tamriel claim this from Akatosh in the metaphysical sense, dating back to his covenant with St. Alessia. Technically, they aren't actually descendants of Akatosh, but instead were empowered with his blessings through wearing the Amulet of Kings and lighting the Dragonfires.
    • All Dragonborn are his children in a metaphysical sense as well, though whether they were born with the souls of dragons or were empowered like the Cyrodiliic Emperors and Saint Alessia remains unclear.
    • Actual dragons are all also the children of Akatosh in a more direct sense, with each possessing an Aedric soul and having no grasp of mortal time or concepts of mortality. Because divinity is somewhat fluid and hard to define, it is unclear if dragons are true children or if each dragon is a small aspect of Akatosh himself. For their part, dragons see Akatosh as their father, to the extent that his name in Dovahzul translates to "Father."
  • Dragons Are Divine:
    • As Akatosh, he takes the form of a dragon and is the God of Time as well as the chief deity of the Nine Divines pantheon.
    • The lesser dragons are either his divine children or fragments of his very being. In either case, they would be classified as lesser Aedra, making them divine as well.
  • God Couple: Most often with Mara, depending on the religious tradition in question. Sometimes, she is instead his concubine.
  • God Is Displeased: Given that he is time incarnate, has a penchant for aiding mortals in their times of need, and always looks out for his loyal servants, there are some implications that Akatosh/Auri-El already knew of the Arch Curate Vrythur's betrayal before it even happened, and punished him by allowing the snow elf to become a vampire as a result.
  • God Is Good: To almost every race that acknowledges him in some form. The exceptions are the Argonians, who lack the usual concept of "time" with no tense verbs and "live in the now", and the Dunmer, whose traditional religion considers the Aedra to be "false gods" and who have passed many of Akatosh's aspects (particularly those of being a progenitor and parental figure) on to the Tribunal deity Almalexia, instead.
  • Hijacked by Jesus: While the deities in most other pantheons tend to get absorbed and replaced by their most-similar Divine counterpart, Akatosh and Ruptga (the chief deity of the Yokudan pantheon) are sometimes associated but are still treated as separate entities. The biggest difference seems to be that Akatosh/Auri-El went to agree with and participated in Lorkhan's plan to create Mundus, while Ruptga did not agree with or participate in Sep's (Lorkhan's serpentine Yokudan counterpart) plan to do so.
  • Heroic Sacrifice:
    • While not quite Human Sacrifice, the most effective way to earn Akatosh's blessing is to sacrifice one's self in his name. Martin Septim became the Avatar of Akatosh through sacrificing himself in order to end the Oblivion Crisis. The Vestige gained Akatosh's Blessing during the Planemeld in order to challenge and defeat Molag Bal after one of the Vestige's companions gave their life.
    • According to The Song of Pelinal, Akatosh reacts most strongly to the fleeting nature of mortality, and that deliberately dying is the easiest way to catch his attention.
      ... and [Alessia] spoke as a mortal, whose kindle is beloved by the Gods for its strength-in-weakness, a humility that can burn with metaphor and yet break [easily and] always, always doomed to end in death (and this is why those who let their souls burn anyway are beloved of the Dragon and His Kin)...
  • I Have Many Names: Perhaps second only to Lorkhan in the amount of names he has, even without getting all of the various possible permutations of his being. He is Akatosh to most races of Men, Auri-El/Auriel/Auri El/etc. to most races of Mer, Alkosh to Khajiit, AKHAT to the Dunmer, Tosh'Raka to the Ka Po' Tun of Akavir, and Bormahu ("our father") to the dragons. Aka and Aka-Tusk may or may not be archaic names for Akatosh.
  • I Know You Know I Know: In a bizarre, metaphysical way with Pelinal Whitestrake. He also knew that Akatosh was completely aware of how insane he was. And we don't mean "aware" as in simply knowing, but as in he could feel the gaze of Akatosh upon him. And he could stare right back. "I watch you watching me watching back!"
  • Legendary Weapon: Auri-El's Bow and Shield. The bow is said to be the weapon he used to launch Lorkhan's Heart down into Nirn, where it would land and form Red Mountain.
  • Mad God: May very well be one after the Middle Dawn if not before, having suffered a bad case of Literal Split Personality.
  • Mission from God: Throughout history, he has sent those who are Dragonborn to serve as "natural predators" to the dragons. The most impactful was his sending the "last Dragonborn" to Skyrim just in time to foil Alduin's taking over the world.
  • Monster Progenitor: Of dragons and the Dragonborn. Whether they're actually his "children" or fragments of his own being is highly debated in-universe.
  • My Greatest Failure: As Auri-El, in his only known moment of weakness, he agreed to help Lorkhan create Mundus in exchange for the privilege of being its king. However, he was disgusted with what they had created, and insisted that everything was permanently spoiled, and all they would be able to do would be to teach the elves to suffer with dignity. He went to war with and vanquished Lorkhan, then ascended to heaven in full observance of his followers so that they might learn the steps needed to escape the mortal plane.
  • Noble Bird of Prey: His Aldmeri aspect Auri-El takes the form of a great golden eagle.
  • Our Dragons Are Different: Though Akatosh appears as a mostly Western-style dragon, his place as Top God and master over time in many ways resembles the classic Eastern-style dragons, who were a part of the Celestial Bureaucracy keeping order over the universe. Indeed, Akatosh and his aspects of Auri-El, Alduin and possibly Lorkhan even resemble an orderly management agency overseeing time.
  • Precursors: His aspect of Auri-El (or Auriel) is believed by most Elven and Breton religions to be their ancestor. To the Altmer, he is specifically the ancestor only to the "upper castes" of society.
  • Reality Is Out to Lunch: In the First Era, a remnant of a once-powerful organization of anti-elf inquisitors carried out a ritual in an attempt to purge Akatosh of the elven aspects of the mythological basis that Akatosh was based on - the elven golden eagle god Auri-El. This proceeded to break time and reality for a period of a 1008 years. Bizarre and impossible events occurred during this time; people gave birth to their own parents, some sources mention wars and major events which never happened according to other sources, the sun changed color depending on the witness, and the gods either walked among the mortals or they didn't. How could they measure that period of time? They used the phases of Nirn's moons, said to be Lorkhan's decaying "flesh divinity", to measure time as they were not affected by the event.
  • Split Personality: While this applies to most of the Aedra, Akatosh gets it the most. This is taken to the point where Cyrodiilic stained glass and statuary depictions of him show that he has two heads, a dragon head and a human head.
    • The Maruhkati Selective, an extremist sect of the already-extremist Alessian Order, tried to force this onto Akatosh by using powerful magics and the Staff of Towers to split the elven aspect of Auri-El from Akatosh. It's not clear if they actually succeeded, but their efforts ended up causing The Middle Dawn, the most extreme Dragon Break in history. From this - the Elven aspect Auri-El being split from Akatosh - and crossing over with Literal Split Personality and Pieces of God, in-universe speculation is that Alduin (and perhaps all dragons and Dragonborn) is more akin to a fragment of Akatosh's being rather than his son. (For what it's worth, Alduin disputes this claim.)
    • Note that if this hypothesis - the Aka-Tusk "oversoul" being split into Auri-El as the past, Akatosh as the present, and Alduin as the future, with the dragons being little splinters - is believed, then the events of Skyrim can be reduced to a big fragment of Aka-Tusk putting a small fragment into a mortal body to kill other small fragments and remove another big fragment from the timeline altogether. This means that in effect, Skyrim may well be about the Dragon God trying to commit suicide piece by piece (if it isn't about Akatosh-the-father giving Alduin-the-son a slap on the wrist and a time-out of one eternity).
  • Stock Gods: The "Top God" of the traditional Imperial and Altmeri Divines.
  • Teeth-Clenched Teamwork: With Pelinal Whitestrake during the Alessian Revolt. Pelinal was sent by the Divines to be Alessia's champion, but he could always feel Akatosh's burning gaze upon him. With Pelinal believed to have been a Shezarrine, a physical incarnation of Lorkhan's spirit, this makes a degree of sense as Akatosh/Auri-El considered it a "moment of weakness" when he went with Lorkhan's plan to create Mundus and likely still harbors a grudge. When Pelinal went too far in one of his berserker fits of rage and damaged the lands themselves, Akatosh and the other divines nearly left Mundus in disgust until they were placated by Alessia.
  • Time Abyss: According to legend, he was the first being to manifest out of the raw energy of the early universe. Linear time started with him at the end of the Dawn Era, so he is literally as old as time itself.
  • Time Crash: During events know as "Dragon Breaks", with a dash of Reality-Breaking Paradox. They're known as such because Akatosh is "tampered with" in some way, so to speak, usually by mortals using some sort of divine implements. Several have occurred throughout history, most prominently in the 1st Era example mentioned above and during the Warp in the West event.
  • Time Master: Akatosh is Time.
  • Top God: To Imperials, Bretons, Khajiit, and Altmer (as Auri-El). Also to the Bosmer, but he's not the most important. (Y'ffre takes that title.)
  • Tuckerization: Akatosh is named after Lawrence Szydlowski, one the Daggerfall beta-testers, in a roundabout way. Szydlowski would sign off his posts on the internal developer forum with "also known as the Old Smaug himself" with each first letter in the sentence spelling "Akatosh".
  • The Watcher: As he is causality incarnate, he is aware of everything that goes on in the world. If you really want to get on his good side, do not shirk from the opportunity to perform a Heroic Sacrifice as this always gets his attention.


Arkay (aka Ark'ay, Orkey, Tu'whacca, Xarxes, RKHET)

Arkay's Grace, which we bestow upon birth, to protect the souls of the innocent until they are old enough to exercise their own volition.
Arkay's Blessing, which we bestow upon the dying, to prevent their souls from being used without consent.
Arkay's Law, which we bestow upon the deceased, that their corporeal forms may not be raised to unlawful servitude.
The Consecrations of Arkay

Arkay is the God of Life and Death, Lord of the "Wheel of Life". Because of his association with and protection of mortality, he is also referred to as the "Mortal's God". In addition to life and death, he is also associated with other cyclic events, such as the changing of the seasons. He is a staunch opponent of necromancy, with his Law and Blessing (both bestowed as part of proper funerary rights) will prevent the deceased body or soul from being used by necromancers.

His priests and other followers in the Order of Arkay can be found in the Halls of the Dead, cemeteries, or other crypts throughout Tamriel, where they oversee funerals and burials.

  • Arch-Enemy: Mannimarco and necromancers in general, given that they upset the very balance Arkay maintains.
  • Deity of Human Origin:
    • According to the book Ark'ay, the God of Birth and Death, he was originally a mortal shopkeeper and avid book collector. He found a tome which purported to tell the secrets of "life, death, and the purpose of existence". However, he became stricken by a plague before he could finish interpreting it. He begged Mara for more time, and she agreed to give it if he were willing to become a god who oversees the cycle of life and death. He agreed.
    • Other myths (especially in Yokudan tradition) deny this, stating that he existed before Mundus but was unimportant, with everyone essentially being immortal spirits at that point. These interpretations state that he, like all of the Aedra, found new purpose once Mundus was created.
  • Due to the Dead: The Priests of Arkay oversee all funerary and burial rights, which include bestowing Arkay's Blessing and Law. These prevent the soul or body of the deceased from being used in necromancy. However, with Mannimarco's ascension as the God of Worms, his plane can "eclipse" Arkay's, during which Arkay's Blessing (the protection of souls) can be worked around by allowing for the creation of Black Soul Gems. Arkay's Law remains unmovable, however.
  • Everybody Hates Hades:
    • Averted in the Imperial and classic Aldmeri pantheons, due to Arkay being the God of Death and Life. He is typically considered a compassionate god who sometimes has to do bad things so that something good will happen elsewhere, or ensuring that the world doesn't become totally static by allowing death so that new life can arise. Also averted by his Yokudan aspect, Tu'whacca, who guides the souls of the dead to the Far Shores, of which he is the caretaker.
    • Played straight with his Old Nordic aspect, Orkey, the Old Knocker, who is despised by Nords for giving them shorter lifespans than the hated Mer in their mythology. He also shows up several times in their mythology as a villain, such as when he and Alduin teamed up to reduce all Nords to the age of children. (Wulfharth Ash-King undid it using the Thu'um, but accidentally aged himself up too much and died.)
  • God of the Dead: He rules over the cycle of birth and death, including funeral rites. Bodies consecrated by his priests cannot be raised into undead.
  • Great Big Book of Everything: As Xarxes in the Aldmeri pantheon, he is a scribe to Auri-El and has recorded all of the accomplishments of the Aldmer since the start of time. He is also the author of Hermaeus Mora's Oghma Infinium, with Mora claiming to have given Xarxes the knowledge necessary to write it.
  • The Medic: The blessing of his shrine temporarily fortifies your maximum health.
  • The Order: The Order of Arkay, which works in service to him, and includes his priests and the Knights of the Order, the militant arm of his followers. Unusually, they do not offer blessings to outsiders, as to do so would "be to favor or curse" them, which would "upset the eternal balance".
  • Psychopomp: As Tu'whacca to the Yokudans/Redguards, he helps guide their souls to the Far Shores.
  • Red Baron: "Lord of the Wheel of Life" and the "Mortal's God". His Old Nordic aspect, Orkey, has a negative one, being called the "Old Knocker".
  • Robotic Spouse: A fantasy version. As Xarxes, he created his wife, Oghma, out of his "favorite moments in history".
  • Stock Gods: The God of Death, but with the twist that he is also the God of Life, overseeing the cycle and generally being seen as a benevolent entity.
  • Tuckerization: Arkay is named af R. K. Deutsch, one of the Daggerfall beta-testers.
  • Ungrateful Bastard: Lamae Bal, the Nede woman who was "ravaged" by Molag Bal and turned into the first vampire, was a loyal priestess of Arkay both before and after she was turned. After she was, though, Arkay fell silent toward her and she saw this as a terrible betrayal. Further twisting the knife is that Arkay's blessing can undo vampirism in general, but did nothing for Lamae no matter how much she begged him for it. For this reason, Lamae plots against Arkay just as much as she does against Molag Bal.
  • Warrior Heaven: As Tu'whacca to the Yokudans/Redguards, he is the Lord of Souls and oversees the Far Shores, of which he is the caretakers.


Dibella (aka Dibe)

"Popular god of the Eight Divines, Dibella has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction."
Varieties of Faith in Tamriel

Dibella is the Goddess of Beauty, Love, and Affection, and is sometimes referred to as the "Queen of Heaven". She is also associated with the carnal and romantic aspects of sex, as well as with art and music. The "Dibellan Arts" are forms of lovemaking and sexual practices which are said to be the primary methods of worshiping her. Some cultures are more negative to Dibella, however, considering her a "lustful" goddess who "pays men in moans" and her followers are sometimes known to "mock the scarred and misshapen".

Dibella is a popular deity among the women of Tamriel, who make up the majority of her priesthood. The only known ceremony of her priesthood is the "Exalted Protocol of the Dibellan Sybil", with the details kept secret from outsiders.

  • Animal Motifs: In the Ancient Nord religion, she was represented by the moth totem.
  • Arch-Enemy: A minor one with Sanguine, the Daedric Prince of Hedonism and Debauchery. For a time in Hammerfell, her temples were protected by the Order of the Lily to keep them from being defiled by worshipers of Sanguine.
  • Beauty Equals Goodness: Played with. She is the goddess of beauty and is one of the Divines, almost uniformly considered "good" (or at least benevolent) throughout Tamriel. However, some more conservative religious figures preach about the "charms of Dibella" with a Sex Is Evil slant. Additionally, her worshipers have been known to mock the disfigured and use their sexual charms to manipulate others.
  • Everyone Is Bi: Given the much larger proportion of women in her priesthood and the "Dibellan Arts" being her primary means of worship, one can easily draw this conclusion. As Dibella says: "No matter the seed, if the shoot is nurtured with love, will not the flower be beautiful?"
  • Good Bad Girl: Is associated with elements of innocence, but is also the goddess associated with the carnal aspects of sex and the primary form of worshiping her involves sexual acts.
  • Hot God: As the Goddess of Beauty, in addition to representing the carnal aspects of sex. She tends to be depicted as a voluptuous, attractive woman.
  • Innocent Flower Girl: Subverted. She's always shown holding a delicate white flower and is associated with elements of innocence, but is also associated with the carnal aspects of sex and worshiping her takes the primary form of sexual acts.
  • Lady Land: While there doesn't seem to be an explicit rule against men in her priesthood (Oblivion explicitly stated that a devoted follower of Dibella who was given an artifact made from her hair was a male Dunmer), the vast majority of it is made up of women. Dibella is also simply a popular deity with women throughout Tamriel.
  • Love Goddess: Of the sexual/carnal and romantic varieties. Brothels and the like sometimes double as unofficial shrines to Dibella. She's also worshipped by artists and musicians.
  • Ms. Fanservice: To be expected given her domain. She is actually topless in both her Daggerfall appearance as well as her statues in Skyrim, which actually also go so far as to give her a DDD bust.
  • Noodle Implements: A letter to one of her followers praising her techniques in the "Dibellan Arts" in Skyrim includes a random list of items used, including Daedric boots and a trout. In said follower's bedroom, one can also find straps of leather and a horker tusk.
  • Polyamory: Dibella holds no limit on the number of lovers one may have, but demands focus on the quality of the essence of love, not the quantity.
  • Red Baron: Queen of Heaven, Passion Dancer, Lady of Love, and Our Blessed Lady. More negatively, she may be referred to as the "Goddess of Whores and Lepers".
  • Sex God: The "Dibellan Arts", a form of lovemaking and sexual practices which are supposedly the primary methods of worshipping her. Supposedly, being versed in them makes one an exceptionally skilled sex partner.
  • Slut-Shaming: Her worshipers are sometimes subjected to this. In Skyrim, one of them has to practice the Dibellan Arts in secret out of fear of being run out of town (though in her case it might be because her manner of practicing the arts involves less-than-consenting partners).
  • Stock Gods: One half of the "Love Goddess" variety along with Mara.
  • Tuckerization: Dibella is named after Mary Jo DiBella, one of the Daggerfall beta-testers.
  • Vampires Are Sex Gods: She commands that her followers avert it, believing that vampires have "impure spirits".


Julianos (a.k.a. Jhunal)

"To JULIANOS who incants the Damned Equation"
Pocket Guide to the Empire, 1st Edition — Invocation

Julianos is the God of Wisdom and Logic, and is also associated with magic, mathematics, language, literature, history, law, and contradiction. Many schools (magical or otherwise) are dedicated to him, as are many orders dedicated to knowledge in various forms. The Cult of the Ancestor Moth, which is tasked with keeping and using the Elder Scrolls themselves, is also dedicated to him.

  • Great Big Library of Everything: His followers maintain the Imperial Library within the White-Gold Tower in Cyrodiil, the largest known library on Nirn.
  • Magic Is Mental: In essence the god of the concept, as governing over wisdom, knowledge, and magic.
  • Pyramid Power: His symbol is a simple triangle, and his shrines are in the shape of a pyramid.
  • The Smart Guy: Of the Aedric pantheon, governing over many aspects of wisdom and knowledge.
  • Stock Gods: God of Knowledge, also has an association with magic.
  • Tome of Eldritch Lore: The Cult of the Ancestor Moth, dedicated to Julianos, are tasked with keeping and using the Elder Scrolls themselves.
  • Tuckerization: Julianos is based on Julian LeFay, one of the creators of the series, and was named after himself.
  • Wizarding School: He is associated with schools, especially those that study magic. These schools are often dedicated to him.


Kynareth (a.k.a. Kyne, Khenarthi, Tava, KYNRT)

''"Dark clouds gather in the sky above.
Kyne weeps for joy at the beauty of the world.
Tears warm the ground and blossoms grow.
The sacred stone reveals the flowers of her tears."
Kyne's Tears

Kynareth is the Goddess of the Heavens, Air, and Elements, and is the patron of sailors and travelers. She has a strong association with nature, particularly birds and trees, and her followers are famed for their healing abilities. She is also associated with storms, including when they bring misery.

According to some tellings, Kynareth was the first et'Ada to agree to help with Lorkhan's plans to create Mundus. She is also credited with giving the gift of the Thu'um to mankind and was one of the most active Divines in assisting mankind during the Alessian revolt. As Kyne in the old Nordic pantheon, she was the warrior-wife and widow of Shor. She remains one of the most popular deities in Skyrim, perhaps second only to Talos.

  • Chickification: In-Universe, Kynareth was originally the Nordic goddess Kyne, the goddess of storms and warriors, the creator of humanity, and the de facto ruler of the old Nordic pantheon following the "death" of Shor. When the Alessian Empire combined the Nordic pantheon with the Elven pantheon to produce the Eight Divines, Kyne was reinvented as the much more peaceful and much less important Kynareth, who traditionalist Nords dismiss as merely Kyne's "pale shadow".
  • Cue the Rain: She is responsible for rain, a phenomenon that is said not to have occurred before the removal of Lorkhan's divine spark. During the Alessian Revolt, she sent rain to cleanse the blood from Ayleid forts and villages after Pelinal came through so that they could be used by Alessia's forces.
  • Divine Intervention:
    • When the ancient Nords prayed for aid against the Dragons and Dragon Cults, she sent Paarthurnax to teach them the Thu'um so they could use the dragons' own weapon against them.
    • Was perhaps the most active Aedra in supporting the Alessian Revolt, sending her "son" Morihaus to join the conflict on Alessia's side, and sending rain to cleanse Ayleid forts and villages of the blood left behind by Pelinal's rampages.
  • Divine Parentage:
    • Morihaus, the demi-god "Man Bull" who aided mankind during the Alessian revolt, is said to be her son.
    • Nords still refer to themselves as the sons and daughters of Kyne, who in their old religious tradition "breathed" them into life by exhaling on the Throat of the World.
  • Friend to All Living Things: She has a significant association with nature and living things. All natural living things, anyway. Undead need not apply.
  • Food God: As Khenarthi, she is known as the Gatherer of Waters due to it being her agricultural aspect.
  • God Couple: Part of a couple with Shor in the old Nordic religious tradition.
  • God of Thunder: As Kyne, she's the goddess of storms, lightning and war, and even as Kynareth she retains an association with destructive storms.
  • I Have Many Names: Known as Tava in Yokudan tradition, Kyne to the Nords, Kaan to the Dragons, Khenarthi to Khajiit, and KYNRT to the Dunmer.
  • Lady of War: Most notable in old Nordic religion, where she's the warrior-wife and widow of Shor. She's also the patron of hunters in that tradition. This was carried over to an extent with the Nordic interpretation of the Nine Divines religion.
  • Make Me Wanna Shout: Taught the Nords to use the Thu'um, sending Paarthurnax to do so. As Kyne, she is still specially venerated by the Greybeards.
  • Noble Bird of Prey: As Kyne, she's associated with and often represented by a hawk.
  • Psychopomp: As Khenarthi and Kyne in the Khajiiti and Nord traditions, she guides the spirits of the faithful dead to the afterlife.
  • Red Baron:
    • As Kyne to the Nords, she is the "Mother of Men" and the "Kiss at the End", representing their beliefs that she brought mankind into existence and ferries their spirits to the afterlife when they die.
    • As Khenarthi to the Khajiit, she is known as God of Winds, the Gatherer of Waters, and the Elder Spirit of the Heavens.
  • Stock Gods: God of Nature, and a War Goddess in the old Nordic tradition.
  • Valkyries: Nordic belief states that Kyne is the deity that greets dead warriors and ferries them away to Sovngarde, which would make her the equivalent of a Valkyrie in Norse Mythology.
  • Winged Humanoid: As Tava in the Yokudan tradition, she is depicted with bird wings and a bird's head.
  • Our Sphinxes Are Different: As Khenarthi in Khajiiti tradition, she is depicted as a sphinx with white wings.


Mara (aka Morwha)

"Fivefold blessings upon the lost and lovelorn. The Heart pumps the blood that connects us across the aurbis. May her grace always be upon me."
The Heart of Love

Mara is the Goddess of Love and Patron of the Harvest. She also has strong associations with fertility, motherhood, and family in general. Her priests oversee marriages throughout Tamriel, and the marriages often occur within her temples.

She is sometimes associated with Nir, the female entity of the pre-creation cosmos who gave birth to the 12 "worlds of creation" with Anu. In some traditions, she is variously the wife or concubine of Akatosh or Lorkhan, sometimes both. In the old Nordic tradition, she is the handmaiden of Kyne and concubine to Shor. As Morwha in the Yokudan tradition, she is the wife of Ruptga.

  • Everyone Is Bi: Along with Interspecies Romance, Mara does not place any restrictions on marriage, thus all may marry, irrespective of gender and race, and unite their souls in the holy union.
  • God Couple: Many variations depending on the religious tradition in question. She is variously married to Akatosh, Lorkhan, Ruptga, and Shor. In some tellings, she is a concubine to one of them instead.
  • God in Human Form: During Morrowind's Imperial Cult questline, she can be encountered as the Breton Ama Nin who was captured by Winged Twilights. Giving her a Divine Intervention scroll has her reward you with a set of unique enchanted clothes.
  • Love Goddess: While Dibella focuses more on the carnal pleasures of love, Mara is about commitment, family, fertility, home and matrimony.
  • Multi-Armed and Dangerous: Morwha, her Yokudan aspect, has four arms so that she can "grab more husbands".
  • Polyamory:
    • She's sometimes depicted as one of Shor's wives, along with Kyne. The old Nord tradition also makes references to her being the handmaiden of Kyne, concubine of Shor.
    • Other traditions have her variously the wife of Akatosh, Lorkhan, or both. Sometimes the concubine of both.
    • Yokudan tradition has her, as Morwha, as the wife of Ruptga. However, she has four arms so that she can "grab more husbands".
  • The Power of Love: Essentially the patron deity of the trope. She gave the gift of love to mortals and her teachings indicate that it can change their destiny. Also covers Love Redeems, as her teachings state "those who offer their love to the Divines will never be forsaken."
  • Red Baron: Mother Mara, Mother Mild, Divine Mother, and Mother-Goddess.
  • Stock Gods: The other half of the "Love Goddess" variety along with Dibella.
  • Tuckerization: Mara is named after Marilyn Wasserman, one of the Daggerfall beta-testers and the real life author of the in-universe books, The Real Barenziah and King Edward.


Stendarr (a.k.a. Stuhn, S'rendarr, THENDR)

''"Call him Stendarr, call him Stuhn, call him what you will, but the God of Mercy and Justice is the friend to all the mortals of the Mundus...
...for Stendarr in his benevolence draws no distinction between those who rightfully worship him and those who, in their ignorance and error, do not."
The Friend of All Mortals

Stendarr is the God of Mercy, Justice, Compassion, and Charity. He is also referred to as "Stendarr the Steadfast", and has many associations with being a protector deity. He is heavily associated with Restoration magic as well as healing in general. Some Aldmeri cultures, especially the Altmer, have a more negative view of Stendarr and some sects do not consider him worthy of veneration due to his being an "apologist for Men".

Stendarr is the patron deity of the Imperial Legions, as well as many other orders and organizations. Following the Oblivion Crisis, the Vigil of Stendarr formed in his name, seeking to prevent another such catastrophe by wiping out Daedra and other supernatural creatures (vampires, werewolves, undead, etc.) wherever they are found in Tamriel.

  • Badass Army: Stendarr is the patron deity of the Imperial Legions, who have thrice forged empires in Tamriel.
  • Bodyguarding a Badass: In the old Nordic mythology as Stuhn, he was a shield-thane of Shor with his brother Tsun.
  • Church Militant: The Vigil of Stendarr was founded in his name after the Oblivion Crisis, and seek to rid the world of all manner of supernatural threats.
  • Drop the Hammer: Is typically associated with a massive hammer, following the "hammer of justice" idea.
  • God Is Inept: As S'rendarr, his Khajiiti aspect, he is a "runt" and "the weakest child" of Anhurr (Anu) and Fadomai (Padomay). Khajiiti culture teaches Combat Pragmatism and has no word for "rules", so it makes sense that they would see a god of mercy and justice as weak.
  • Healer God: A role he shares with Kynareth, as one of the more prominent Aedra associated with healing magic, and several of his temples across Nirn are dedicated to this particular aspect of his.
  • Humans Are Special: He is called an "apologist for Men" by the Altmer and has been known to intervene on behalf of mankind when threatened. He's unsurprisingly popular among the Imperials, Nords, and Redguards as a result.
  • I Want Them Alive!: Stendarr was worshipped as Stuhn in the old Nordic pantheon, where he was a shield-thane of Shor and the god of taking prisoners alive for ransom.
  • Knight Templar: One sect of his worshippers, the Vigil of Stendarr, claim that they're doing his will by wiping out any and all traces of Daedra, vampires, werewolves, or any other supernatural creatures that prey on mortals. They generally do only eliminate outright monstrous or malevolent threats. Cut content in Skyrim show they can cross over into this if the Player Character is carrying a Daedric artifact or is actively involved with a Daedric quest, such as escorting Barbas in Skyrim. If you refuse to hand over the artifact(s), even if it is an artifact associated with one of the more benevolent Princes, they will attack.
    Vigilant: "The Vigil of Stendarr cleanses all Daedric filth from Tamriel. Give us any artifacts you have, or we'll purge you like all the others."
  • The Medic: Stendarr is heavily associated with Restoration and healing magic in general. It goes along with his associations with mercy and compassion.
  • Stock Gods: Closest to the "God of Good" variety, being associated with justice, mercy, compassion, and protecting the weak.
  • Tuckerization: Stendarr is named after Daniel Starr, one of the Daggerfall beta testers.
  • We Help the Helpless: "Protect the weak" is part of his commandment.
  • Wine Is Classy: His symbol is wine flowing from a goblet. Within Skyrim, it is instead flowing from a drinking horn.


Shrine to Talos

"You have suffered for me to win this throne, and I see how you hate jungle. Let me show you the power of Talos Stormcrown, born of the North, where my breath is long winter. I breathe now, in royalty, and reshape this land which is mine. I do this for you, Red Legions, for I love you."
The Many-Headed Talos

Talos is the God of War and Good Governance, and Heir to the Seat of Sundered Kings. The Ninth and 'youngest' Divine, Talos is the ascended god form of Tiber Septim (whose Nordic name was Talos Stormcrown) and possibly others. He is referred to as the hero-god of mankind and is believed to have a connection with Lorkhan, possibly being Lorkhan's reascended form.

In the 4th Era, as a term of the White-Gold Concordat ending the Great War between the Empire and the Aldmeri Dominion, Talos worship was banned throughout Tamriel. The Thalmor, agents of the Dominion, have free reign to persecute Talos worshipers wherever they are found.

The below tropes are associated with Talos, the deity. For tropes relating to Tiber Septim the mortal, see his entry on the Historical Figures page. (Some tropes may warrant placement on both, but please be judicious.)

  • Ascend to a Higher Plane of Existence: Widely believed In-Universe to be the mortal emperor Tiber Septim, having ascended to divinity upon his death. He may also be a fusion of Tiber and two others, Wulfharth Ash-King and Zurin Arctus, one or both of whom may also be the Underking of Daggerfall, whose death during the Warp in the West allowed the Fusion/Ascension to finally complete, retroactively.
  • Badass Cape: His statues usually depict him with one.
  • Barrier Maiden: Love him or hate him, he may be the only thing currently keeping Mundus from collapsing back into non-existence. (The problem is that the Thalmor want this to happen and have banned his worship in an attempt to depower him.)
  • Becoming the Mask: One theory about his apotheosis is that he "mantled" Shezarr (Lorkhan). Essentially, to mantle someone, one must become so like them that there ceases to be a functional difference between the two; it seems that at this point the universe itself ceases to distinguish between the two, and they become one entity. According to the theory, Tiber's soul was fused with that of the Underking/Wulfharth/Arctus, several or all of whom were thought to be Shezarrines, incarnations of Shezarr's soul. Doing so allowed Septim/Shezarr to ascend to divinity (or reascend, in Shezarr's case), becoming the deity Talos.
  • Composite Character: In-Universe. Whatever caused his apotheosis, it is theorized that Talos was some or all of Tiber Septim, Zurin Arctus, Wulfharth Ash-King, Lorkhan/Shor/Shezarr, "Emperor Zero" Cuhlecain, and possibly others.
  • Cosmic Retcon: Performed several of these following his ascension. To note:
    • Was he really Talos of Atmora, or Hjalti Early-Beard of High Rock? One prominent theory states that the latter was true at first, but following his apotheosis, he rewrote history to make the former true as well (or instead).
    • Until the events of the Warp in the West, Cyrodiil was a dense tropical jungle. Following his apotheosis, Talos warped reality to turn Cyrodiil into a temperate forest instead. As seen in Online, this change made it so that Cyrodiil was apparently always a temperate forest land.
    • His ascension may well have been one. Daggerfall mentioned a lot of gods, but Talos was nowhere to be seen. One Dragon Break later, and suddenly there are nine main Divines and have been for centuries. One theory for this states that Zurin Arctus and/or Wulfharth Ash-King was the Underking seen in Daggerfall, and in one of the endings (which all happened thanks to the aforementioned Dragon Break) he is able to finally die, thus joining with Tiber to become Talos on his deathbed.
  • Deity of Human Origin: While the exact means and circumstances are hotly debated, he was, at the very least, formerly the mortal Tiber Septim. He is also possibly made up of several other mortals as well.
  • A Father to His Men: Following his ascension, he warped reality to change Cyrodiil from a tropical jungle to a more temperate forest in order to please the legions who served him as a mortal. See the entry quote.
  • Fighter, Mage, Thief: As the deity Talos, as one theory goes, he's actually composed of three men, each of whom represents elements of the archetypes and one of the races of men. Wulfharth (Nord, warrior), Zurin Arctus (Imperial, mage), and Hjalti Early-Beard/Tiber Septim (Breton, thief)note .
  • Freudian Trio: According to the Merger of Souls theory regarding his apotheosis, the three (main) beings who make up Talos fit the trio:
  • God-Emperor: Was a mortal emperor who ascended to godhood following his death. He is still considered this by the Imperials and Nords.
  • God in Human Form:
    • The retired Imperial soldier Wulf, who spoke with and passed a blessing onto the Nerevarine within Ghostgate prior to the battle with Dagoth Ur, is said to have been an incarnation of Talos.
    • The Prophet who guided Pelinal Reborn in defeating Umaril the Unfeathered after his return is believed to have been an incarnation of Talos.
    • There is a theory that the unknown "Friend" who sent anonymous letters to the Dovahkiin revealing the locations of Word Walls at the time of Alduin's return was really Talos.
  • God Needs Prayer Badly: The Thalmor believe this to be the case for Talos, and are attempting to deprive him of said prayer by enforcing a ban on his worship throughout the remnants of the Empire.
  • The Good King: Is the "God of Good Governance", essentially the god of this trope. (He was also one in life as Tiber Septim, at least for the most part.)
  • Greater-Scope Paragon: While the most active Divine by the 4th Era, Talos still rarely takes a direct role in mortal affairs, preferring to empower and act through mortal agents like the other Divines have historically done. The Thalmor instead believe that Talos is a Greater-Scope Villain, not that anyone is listening to their side of the story, for obvious reasons.
  • Heroes Prefer Swords: Is depicted with a sword (of the BFS variety) in his statues. His shrines are in the shape of a sword-hilt.
  • Humans Are Special: Like Lorkhan before him, he clearly believes this, giving the races of Men some indirect divine aid in their struggles. He is specifically referred to as the "god-hero of mankind".
  • Kill the God: The Thalmor are attempting to do this to Talos, though not in the traditional "slay his physical form" sense. Instead, they're hoping to Unperson him from the universe by depriving him of worship, which they believe will then undo creation. (And there are indications that they may be right about this.)
  • Merger of Souls: Several of the most prominent theories behind his apotheosis involve this. One of the most prominent states that Tiber Septim's Imperial Battlemage, Zurin Arctus, who was tasked with finding a replacement power source for the Numidium, attempted to soul-trap Wulfharth Ash-King (a notable Shezarrine, physical manifestations of the soul of Shezarr/Lorkhan) using the Mantella. Arctus succeeded, but Wulfharth killed Arctus with his dying breath. The two beings are theorized to have been merged into the undying entity known as the Underking. Following the Warp in the West, the Underking recovered the Mantella and freed his soul, allowing him to finally die. Septim, who had "mantled" Shezarr, thus ascended with them into godhood as a merged entity. Another theory states that Septim, Arctus, and Wulfharth were all part of the same "oversoul" from the start. Needless to say, things get very Mind Screwy within the ES universe when divinity and mantling are involved.
  • Multiple-Choice Past: There are numerous theories which attempt to explain his apotheosis. The only details that everyone can seem to agree on are that Tiber Septim was involved and that he has some association with Lorkhan.
  • The Paragon: To the Nords, where he is held up as one of the ideals that all Nords should aspire to. It's a big part of the reason why the 4th Era ban on his worship is seen as being so terrible in Skyrim.
  • Reality Warper: He is said to have transformed Cyrodiil from a jungle into a more temperate forest using his power following his apotheosis (see the page quote). This is further supported by Mankar Camoran in the Mythic Dawn Commentaries Part 3:
    Mankar Camoran: "CHIM. Those who know it can reshape the land. Witness the home of the Red King Once Jungled."
  • Real Men Love Jesus: He is held in high regard by the Imperials and absolutely beloved by the Nords, both races which have strong martial traditions.
  • Shadow Archetype: Possibly one to the Tribunal. Both Talos and ALMSIVI are (possibly) made up of three individuals that fit the Enantiomorph pattern, and they were both born from a Dragon Break that made them divine retroactively.
  • That Man Is Dead: Due to the controversial nature of Lorkhan, many followers or enthusiasts of Talos posit that even if Talos was born from the merger of Shezzarine "Oversouls", Talos has emerged as a completely different (and superior entity). For instance, one of the few remaining statues of Talos in 4th Era Skyrim depicts him standing triumphantly atop a serpent representing Lorkhan.
  • Trickster God: His Nordic aspect contains elements of this. Not surprising given his link to the preeminent trickster god, Lorkhan.
  • War God: He's the God of War and Good Governance; this is part of the reason his following is strong among the Nords.


Zenithar (a.k.a. Z'en, Xen, Zeht)

"Remember that Zenithar also teaches us to be wise in our spending, to never steal from others. The rewards he guides us to are not material—no, his rewards are the rewards of the spirit."
Mysteries of the Divines

Zenithar is the God of Work and Commerce, and is considered a more cultivated god of merchants and middle nobility, being the deity of wealth, labor, commerce, and communication. He also has associations with agriculture and with being a "warrior god", though "one who is restrained and reserved in times of peace". It is said that he is the deity most in touch with the mortal world.

Zenithar is sometimes associated with Tsun of the old Nordic pantheon, but most evidence is loose and circumstantial. As such, they are treated as separate entities here. Tropes relating to Tsun specifically should be placed in his entry below.

  • Divine Parentage: As Zeht in the Yokudan pantheon, he is the son of Ruptga. Following the creation of the world, he renounced his father, which is why Ruptga makes it "so hard to grow food".
  • God in Human Form: During Morrowind's Imperial Cult questline, he can be encountered as the Redguard Jon Hawker who was captured by smugglers. Giving him a Divine Intervention scroll has him reward you with a set of unique enchanted gloves.
  • Honest Corporate Executive: He preaches that this is the type of person to be in business, and that the path to peace and prosperity is through earnest work and honest profit.
  • Invincible Hero: According to his followers, he's "the god who will always win".
  • Reasonable Authority Figure: He's described as the most in touch with mortal affairs, due to his belief that hard work and fair play is the key to peace and prosperity. He is also depicted as a warrior god, but one who is restrained and reserved in times of peace.
  • Red Baron: "Provider of Our Ease".
  • Stock Gods: Implied to fill the "Cool God" role, as he's the one said to be "most in touch" with mortal affairs. His sphere of mercantilism, wealth and communication also paint him as a deity that it's very rewarding to worship.
  • War God: He is described as a "warrior god", but one who is restrained and reserved in times of peace.
  • Xanatos Gambit: His field of expertise; no matter what, he'll stand to gain from any action.

The Tribunal and Dagoth Ur

    In General 

The Tribunal (ALMSIVI)
A fresco depicting the Tribunal found in Vivec city. From left to right: Vivec, Almalexia, Sotha Sil

"By the Apotheosis, the Tribunal (Blessed Be Their Holy Names) became the Protectors and High Ancestor Spirits of the Dunmer, and bade the Daedra to give proper veneration and obedience. The Three Good Daedra, Boethiah, Azura, and Mephala, recognized the Divinity of the Triune Ancestors (Blessed Be Their Holy Names). The Rebel Daedra, Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon, refused to swear fealty to the Tribunal (Blessed Be Their Holy Names), and their worshippers were cast out."
The Anticipations

The Tribunal were a trio of living flesh-and-blood gods. They were the advisors of the ancient Chimeri/Dunmeri hero Lord Nerevar, a servant and champion of the Daedric Prince Azura. Following the Battle of Red Mountain and the death of Nerevar, they went against the orders of Azura and used the "profane" tools of the Dwemer on the Heart of Lorkhan, successfully tapping into its divine power. For some 4000 years, they led the Dunmer people as the "God-Kings" of Morrowind, worshiped by the Tribunal Temple. During the events of Morrowind and Tribunal, their ties to the divine power of the Heart of Lorkhan were severed and two of them are killed while the third disappeared. In the New Temple of the Dunmer people, they are still revered as saints, but are no longer considered gods.

Tropes describing the Tribunal as a whole:

  • A God Am I: They take this attitude. Justified, due to them actually being gods.
    Vivec: Can you, mortal, presume to judge the actions and motives of a god?
  • Corrupt Church: What the Tribunal Temple (which worships the Tribunal) has become in recent centuries. Curiously, it was much better when the Tribunal lived and worked among their people. Since they were forced to withdraw to conserve their power and it fell to the mortals to run church affairs, the corruption increased and spread.
  • Deity of Human Origin: All three were once mortal elves.
  • Determinator: By the time of Morrowind, the ALMSIVI are a pitiful shell of what they once had been due to no longer being able to recharge their divinity, and much of Morrowind has suffered as a result. The Tribunal are in a losing battle against Dagoth Ur, and they know this, but they will drag out the inevitable for as long as they can.
  • Discard and Draw: Vivec and Sotha Sil are implied by certain works in the lore to achieved states of existence just as mighty as their Heart-dependent godhood. It's possible the reason Almalexia took the loss of their divinity so much worse than they did was because it genuinely wasn't as much of a radical change for them as it was for her.
  • Fighter, Mage, Thief: Their "mythic roles" fall into these archetypes with Almalexia as the Fighter, Sotha Sil as the Mage, and Vivec as the Thief.
  • Freudian Trio: Almalexia is the id, using her powers directly and repeatedly to defend Morrowind from all manner of threats in ages past, but is also prone to the most A God Am I tendencies. Vivec is the ego, being the mostly reasonable leader of the three who has been the most invested in mortal affairs throughout the ages. Once proven to be the real deal Nerevarine of prophesy, he is willing to help the Nerevarine to defeat Dagoth Ur, even at the cost of his own divinity. Sotha Sil is the superego, "Wizard Mystic" of the trio who prefers not to intervene directly in mortal affairs, instead shaping the world from behind the scenes.
  • The Great Wall: After a re-awakened Dagoth Ur and his minions ambushed the Tribunal and stole two of the Tools of Kagrenac during one of their annual pilgrimages to the Heart of Lorkhan, the Tribunal tried and failed to reclaim them. Despite their efforts, they were unable to destroy Dagoth Ur. So, in order to contain his spreading influence, they erected the Ghostfence around his Red Mountain stronghold. The Ghostfence isn't a solid wall, but a series of pylons connected by a force field. The force field was originally powered by the Tribunal's divine power. However, they weakened over time without access to the Heart, so they were forced to use the souls of dead Dunmer as a supplemental power source. By the time of the game, only Vivec is still channeling his divine power into the Ghostfence, and, as a result, has withdrawn completely from the affairs of mortals.
  • God Couple: Almalexia spent time coupled with both Vivec and Sotha Sil after becoming gods. Neither lasted all that long (at least, on the godly scale of time), with her relationship with Sotha Sil lasting slightly longer (though more intermittent due to his Mad Scientist nature). Almalexia did a lot of coupling, but considered Nerevar to be her lover long after his death. And Nerevar/Almalexia were a political God Couple while they were still mortal.
  • God-Emperor: Though not officially the government, they have exerted great influence over the affairs of the Dunmer through the Tribunal Temple for many millennia and are technically gods.
  • The Gods Must Be Lazy: Averted for the first few thousand years of their reign. They, particularly Vivec and Almalexia, regularly lived and worked among their people, offering guidance and protection, and performing miracles. Played straight after they lost two of the Tools of Kagrenac to a reawaked Dagoth Ur.
  • Gods Need Prayer Badly: After the Nerevarine severs their connection to the Heart of Lorkhan, their connection to divinity is permanently severed. Talking to Vivec afterward reveals they are able to persist with a trace of their divinity intact due to the faith of their followers.
  • Immortality Inducer: The Heart of Lorkhan, tapped into using Dwemer-crafted tools.
  • Immortality Immorality: Their initial act of obtaining immortality. Depending on the version of the story, they at the very least broke a promise to Nerevar (and his patron, Azura) by using the Tools on the Heart. (Vivec even admits directly to this part.) Other versions of the story make them seem even more immoral, with them outright killing Nerevar so that he could not stop them from tapping into the Heart.
  • Masculine, Feminine, Androgyne Trio: Sotha Sil is the masculine, Almalexia is the feminine, and Vivec is the androgyne.
  • Mortality Ensues: After the Nerevarine severs their connection to the Heart of Lorkhan, leading to God Needs Prayer Badly above.
  • No Immortal Inertia: Averted. They are able to persist after losing their immortality thanks to, per Vivec, the faith of their followers.
  • No One Sees the Boss: Vivec and Almalexia were forced into this after being cut off from the power of the Heart. They previously walked and worked among their people, offering guidance and performing miracles. Now, they are basically confined to their temples, communicating only with a select few high level Temple officials and personal guards. (Sotha Sil was always reclusive, even before being cut off.)
  • Our Gods Are Different: A trio of Deity of Human Origin Physical Gods who draw their power from the still-beating heart of the Dead Creator God of Mundus, and in doing so, broke time in such a way that brought together timelines where they were mortal advisors ascending to godhood and one where they had somehow always been gods, regardless of the contradictions that act creates.
  • Physical God: After obtaining their divine power from the Heart of Lorkhan.
  • Portmanteau: They style themselves as "ALMSIVI", which is made up of Almalexia, Sotha Sil, and Vivec.
  • The Rashomon: The accounts of the days leading up to their ascension (as well as the disappearance of the Dwemer and Nerevar's death) conflict greatly. The official stance of the Tribunal Temple, the Dissident Priests, the Ashlanders, Dagoth Ur, Vivec, and Azura all recount it differently. What is known for sure is that Nerevar died at Red Mountain and that, sometime after, the Tribunal ascended to godhood against the wishes of Azura.
  • Really 700 Years Old: 4000 years old, due to them being gods, and thus, immortal. Special mention to Sotha Sil who, as Vivec puts it, is of "Nerevar's generation," being even older than Vivec or Almalexia.
  • Royals Who Actually Do Something: Though not officially the government, each has a royal title. Vivec as the "Guardian God King," Almalexia as the "Face-Snaked Queen," and Sotha Sil as the "Clockwork King." In ages past, they embodied this trope. They led the defense of Morrowind from multiple takeover attempts by the Reman and Septim empires over the course of several millennia, thwarted at least two takeover attempts by Akaviri races, and banished Mehrunes Dagon at least once. They also established and maintained the Ghostfence, which is the only thing keeping Dagoth Ur and the Blight at bay. By the time the game takes place, they've gone several centuries without being able to recharge their divinity, so they've been forced to withdraw from the day to day affairs of mortals in order to conserve energy.
  • Sanity Slippage: Azura implies that this would be their eventual fate, as mortal minds simply aren't equipped to handle the rigors of godhood. Only Almalexia ends up showing this in-game.
  • Semi-Divine: After their their ties to the Heart of Lorkhan are severed, Vivec states that they are able to persist with a "trace" of their divinity in tact thanks to the faith of their followers. It's implied to be a much weaker divine state than they were in before, but still a form of godhood of some sort.
  • Sufficiently Advanced Alien: From a certain point of view, they're the fantasy equivalent of this, using stolen Dwemer Magitek to tap into a divine power source (the Heart of Lorkhan) to give them divine powers.
  • Three-Way Sex: Per Sermon 12 of Vivec's 36 Lessons, although sex amongst gods likely isn't as we mortals understand it.
  • Transhuman Abomination: A trio of mortal Chimer who transformed themselves into beings rivalling the Daedric Princes in both might and inscrutability.
  • Time Crash: When they used the Tools of Kagrenac on the Heart of Lorkhan, they brought together two timelines: one where they were mortal advisers ascending to godhood and one where they had always been gods.
  • Uncertain Doom: Almalexia is the only one confirmed to be dead. Sotha Sil is implied to have not actually been in his body at the point it perished, while Vivec has disappeared.
  • Written by the Winners: Because of Nerevar's death, the disappearance of the Dwemer, Dagoth Ur's presumed death, and the fact that Azura is a Daedric Prince who doesn't often openly communicate with mortals, the Tribunal were the only ones present for the events following the Battle of Red Mountain left in a position to declare how the events took place there. As such, the Tribunal Temple's official story about what happened is the most widely accepted version, even though it is clearly the version most full of Blatant Lies and Metaphorical Truths out of those that comprise The Rashomon once you've done a little research. All stories to the contrary are considered heresy, kept alive only by the actions of the Nerevarine Cult and the Dissident Priests.


Vivec (a.k.a. Vehk, V'Vehk)
Vivec as seen in The Elder Scrolls Online

"For I have crushed a world with my left hand, he will say, but in my right hand is how it could have won against me. Love is under my will only."
The 36 Lessons of Vivec, Sermon 1


"Warrior Poet and Guardian God-King of the Holyland of Vvardenfell."

A Chimer born in Resdayn (modern Morrowind) during the First Era to a poor netchiman (Netch herder) and his wife. He rose to the rank of junior councilor (sometimes referred to as a "General") in service to Lord Nerevar. Formerly one of Nerevar's top advisers and a member of the Tribunal. He resides in his palace in the city of Vivec, named after himself. Sometime around the events of the Oblivion Crisis, Vivec disappears. There are conflicting reports saying that he was taken by the Daedra, was killed by the Nerevarine, or that he escaped into Aetherius (the realm of magic).


"Future Glorious Invisible Warrior-Poet of Vvardenfell, Vivec." One of the members of ALMSIVI, born as the image of an egg to a Netchiman's wife in the days of Resdaynia. During his pre-life, he was taught by many spirits and creatures before his mother was captured and killed by the Dwemer. After being put in the simulacrum of the Netchiman's wife they had made, he returned to the surface world and was eventually found by Nerevar and brought to Almalexia, where he merged with the simulacrum of his mother, gilled and blended in all the arts of the star-wounded East, under water and in fire and in metal and in ash, six times the wise, and he became the union of male and female, the magic hermaphrodite, the martial axiom, the sex-death of language and unique in all the middle world, and was Nerevar's lord, master and teacher until Nerevar's death."

Both of these explanations are true. The use of the heart of Lorkhan brought together two divergent timelines, one where Vivec was a mortal advisor and another where he had always been a god (though the full explanation for how this came about may be a bit more complicated).

  • Amazing Technicolor Population: Even compared to most Mer, who have skin tones ranging from golden to brown to green to ash grey. Presumably his skin was originally Chimeri gold, but after gaining his divinity his skin became split down the middle laterally, with one half Chimer gold and the other Dunmer grey. As seen above, his skin also had an unnaturally shiny, saturated, and metallic hue to it in the Second Era, but this has dulled to a more normal texture by the time of Morrowind (likely due to his waning powers and the technical ability of the time Morrowind came out).
  • Anything That Moves: He's had sex with men, women, and even a Daedric Prince several times throughout the Lessons.
  • As the Good Book Says...: He quotes Tribunal scripture, which he wrote, in conversation. One moment in Online has him make a particularly insightful musing and then make a mental note to write it down later.
  • Ascend to a Higher Plane of Existence: He claims to have achieved CHIM in developer written supplemental works, which could explain his disappearance by the time Oblivion takes place.
  • Barrier Maiden: A male example. He's the only member of the Tribunal still channeling his power to maintain the Ghostfence. He's all but retreated completely from the affairs of mortals in order to conserve his power.
  • Batman Gambit:
    • His plan to defeat Dagoth Ur banks on Dagoth Ur not figuring out until it is too late that the Nerevarine is there to free the Heart of Lorkhan from the enchantments binding it, thus cutting off Dagoth Ur and the Tribunal from its power, rather than to use the heart him/herself to become a god.
    • His Trial after his connection to the Heart Of Lorkhan was severed also counts as a grand one. He played along with the court's queries about his accused crimes, including the murder of Indoril Nerevar, answering them with aplomb and even convincing them to perform a ceremony to summon Azura into the court to give testimony for his supposed crimes. It was all a front to get his just revenge on Azura for all of the pain she put him through, as he bound her to Nirn with her neonymic name and then promptly banished her again with his spear MUATRA before vanishing from the court and Nirn in general.
  • Big Good: While he has some moral ambiguity to him, he's generally used his powers to protect the people of Morrowind (much moreso than the rest of the Tribunal), and therefore serves as the main leader of the opposition to Dagoth Ur.
  • Blatant Lies: He admits that some of his sermons were false. He is also known to tell a number of half-truths, lies of omission, and "Metaphorically True" type truths. His 36 Lessons provide examples of all of these.
  • Brought Down to Badass: He loses his divinity when the Nerevarine severs his connection to the Heart of Lorkhan. He's still a several millenia-old, incredibly powerful Magic Knight.
    • If his claim of achieving CHIM is true, then losing the Heart's power probably wasn't much of a loss for him.
  • Cool Versus Awesome: Lord Vivec's Sword-Meeting With Cyrus the Restless, hero of the The Elder Scrolls Adventures: Redguard game. In it, Cyrus claims he can use the Pankratosword in order to get Vivec to hand over a valuable treasure. (It's implied that Vivec knows that Cyrus is bluffing, but is impressed by the bluff so much that he goes along with it anyway.)
  • Did You Just Punch Out Cthulhu?: The player can kill him if they're strong enough. This is excused/justified in-story by the fact that Vivec is both channelling most of his divine power into the Ghostfence securing Vvardenfell from Dagoth Ur, and hasn't "recharged" his divinity in some time, again because of Dagoth Ur.
  • Et Tu, Brute?: According to one of the conflicting accounts of his final days, Lord Indoril Nerevar is betrayed and murdered by his trio of trusted advisors, the Tribunal, who then go against his (and Azura's) wishes by tapping into the Heart of Lorkhan to become gods. In-game, in conflict with the Tribunal Temple's official story, Vivec will openly admit to the betrayal. In one of his writings, hidden in metaphor, he goes on state that he (as Vehk the mortal) murdered Nerevar.
  • Foreshadowing: If talked to after defeating Dagoth Ur, he calls Almalexia's Face–Heel Turn in Tribunal.
    Vivec: We don't communicate. Without the Heart, our divine powers must diminish. She takes her divinity very seriously, and the loss weighs heavily on her. She tends to brood, and I fear she will do herself and others harm.
  • Flaming Hair: In-game books and depictions (like the fresco further up this page) state and depict Vivec as being "bald except for flame." However, this is not the case when you meet him in the game, possibly because of his declining powers.
  • God Needs Prayer Badly: He claims that Baar Dau (aka the Ministry of Truth) is held up by the power of his peoples' love for him, and if they should stop loving him, he would allow it to fall.
  • Godhood Seeker: Probably the only case of someone who's already divine being this. Vivec's ultimate goal was to hone his Enlightenment Superpowers from CHIM to Amaranth, the possibility he was successful is one explanation for his disappearance in the Fourth Era.
  • Hermaphrodite: Typically referred to as a male, though. It's important to his mythic role as the Trickster/Stranger figure, where Sotha Sil is male (Clockwork King of the Three-And-One) and Almalexia is female (Face-Snaked Queen of the Three-And-One).
  • I Call Him "Mister Happy": In the 36 Lessons, he refers to his penis as a spear named MUATRA. He uses it to kill his monster children (sired with Molag Bal) and to have sex with Almalexia, amongst other things.
  • Informed Attribute: Vivec is supposed to be a hermaphrodite, an important middle ground between the male Sotha Sil and the female Almalexia. In addition to typically being refered to as male, his in-game appearances have shown him to have a distinctly male body and voice.
  • Jerkass Gods: The Baar Dau/Ministry of Truth situation mentioned above, his betrayal of Nerevar, some of the things he does throughout the 36 Lessons... the list goes on.
  • Leaning on the Fourth Wall: His 36 Lessons as well as some of his dialogue choices may suggest that his "godhood" comes from realizing that he was in a video game and using that knowledge to edit the situation around him. He makes vague references to things like the Player Character ("The ruling king who only he can address as an equal"), pausing the game, console commands, and the Construction Set Level Editor. His explanation on what happens if he should "die" also sounds a lot like reloading a saved game:
    Vivec: "When I die in the world of time, then I'm completely asleep. I'm very much aware that all I have to do is choose to wake. And I'm alive again. Many times I have very deliberately tried to wait patiently, a very long, long time before choosing to wake up. And no matter how long it feels like I wait, it always appears, when I wake up, that no time has passed at all."
  • The Lancer: To Nerevar, as well as his Number Two, during the Chimer's war with the Dwemer in the backstory.
  • Levitating Lotus Position: As pictured above, Vivec is almost constantly seen doing this. There have been a few moments where he's let his feet hit the floor, but if he can help he'll be floating.
  • Loose Canon: Any of the miriad Obscure Texts relating to Vivec's fate after Morrowind, especially his Trial are... messy in regards to canon to say the least, with the only official statement being that nobody has seen Vivec since the Fourth Era began. General consensus is that such texts are canon if the reader particularly likes them, but to otherwise disregard them.
  • Mind over Matter: When Shegorath summoned a giant meteor called Baar Dau and sent it hurtling towards his city, Vivec froze it in place with a wave of his hand.
  • My Greatest Failure: Attempted to achieve a state called "Amaranth," which is leaving the Dream of Anu and Dreaming an entirely new universe, but failed to do so. note 
    Your House is safe now
    So why is it—
    Your House is safe now
    So why is it—
  • Nay-Theist: He acknowledges the Aedra and Daedra, but sees "no compelling reason to worship any of [them]".
  • "Not So Different" Remark: He clearly was never a big fan of the Dwemer. As one of Nerevar's companions, Vivec believed that peace could not be had between the Chimer and Dwemer. He later urged Nerevar to make war on the Dwemer when evidence was brought forth that showed they were in possession of the Heart of Lorkhan and were attempting to tap into its power. However, he would later draw his own divine powers from the Heart and the A God Am I-type response he gives if you question his past actions is very similar to the one he attributes to the Dwemer Architect Kagrenac when Nerevar originally questioned him about the Heart in The Battle of Red Mountain:
    Vivec: Can you, mortal, presume to judge the actions and motives of a god?
    Kagrenac: (per Vivec) But Kagrenac took great offense, and asked whom Nerevar thought he was, that he might presume to judge the affairs of the Dwemer.
  • Passing the Torch: To the Nerevarine after he/she defeats Dagoth Ur. The "torch" in this case being the care and protection of the people of Morrowind.
    "There are lesser monsters and villains of all kinds who prey upon the people... The Tribunal and the Temple are happy to yield to you the duties of fighting the enemies of Morrowind."
  • Phallic Weapon: Literally (assuming you can trust the 36 Lessons) with his "spear", MUATRA.
  • Power Floats: Can be found in his palace floating in a Levitating Lotus Position.
  • Reasonable Authority Figure: Vivec is the only member of the Tribunal who still actively opposes Dagoth Ur instead of angsting over his waning godhood (Almalexia) or retreating into complete solitude (Sotha Sil). Once you fulfill enough prophecies to convince him that you are the Nerevarine, he gives you a detailed and succinct explanation on how to defeat Dagoth Ur and instructs everyone else on Vvardenfell to assist you however they can, while he holds the magical fort for you.
  • Sacred Scripture: Penned his 36 Lessons to be this and, if taken seriously, they leave no doubt that Vivec is the absolute god of the ES universe. (Which, of course, isn't necessarily the case...)
  • Supporting Leader: Becomes one towards the end of the main quest of Morrowind when he passes the Wraithguard on to the Nerevarine. He rescinds the order to kill/arrest the Nerevarine and passes on his knowledge of how to unbind the Heart of Lorkhan, the source of Dagoth Ur's (and the Tribunal's) divinity. He also orders the Ordinators and Buoyant Armigers inside Ghostgate to aid the Nerevarine in any way they can.
  • Trickster God: One of his mythic roles, which goes along with being the "anticipation" of Mephala. In the Backstory and throughout the Lessons, he frequently bedevils those (especially the various "bad" Daedric Princes) who would try to bring the Dunmer people harm.
  • Uncertain Doom: While Vivec disappeared during the Oblivion Crisis his true fate remains unknown. Some accounts claim he was captured or killed by the Daedra, while others say he died at the hands of the Nerevarine. It's also possible Vivec could have escaped into a plane of Oblivion or Aetherius or even finally achieved Amaranth and transcended the universe altogether.
  • Unreliable Narrator: As author of the 36 Lessons. He even admits that some of his sermons are false when spoken to, and much of the rest is Metaphorically True at best.
  • Voluntary Vassal: Having been cut off from their source of divine power by a resurrected Dagoth Ur, Vivec and the other Tribunes knew that they would not be able to fend off the legions of Tiber Septim, who were threatening to invade. So, Vivec met with Septim and offered Morrowind to join the Empire peacefully. In addition, he threw in the Numidium and in return, got a number of concessions from the Empire that allowed Morrowind to keep its traditional institutions like the Tribunal Temple, Great House rule, and slavery (which was illegal elsewhere in the Empire).
  • Warrior Poet: Is called this as part of his title. He lives up to it, having been an active defender of Morrowind in ages past (before being cut off from recharging his divinity) and being a prolific writer.
  • What Happened to the Mouse?: He disappears sometime around the Oblivion Crisis. There are conflicting reports saying that he was taken by the Daedra, was killed by the Nerevarine, or that he escaped into Aetherius (the realm of magic).
  • You Can't Fight Fate: He gives this as the explanation for his (and the Temple's) persecution of the Nerevarine. He actually appears to have believed the prophecy himself, and knew that when the real Nerevarine came along, all attempts to stop him/her would fail, giving proof of his/her legitimacy.


Almalexia (a.k.a. Ayem)
Almalexia as seen in The Elder Scrolls Online

"Ayem came first to the village of the netchimen, and her shadow was that of Boethiah, who was the Prince of Plots, and things unknown and known would fold themselves around her until they were like stars or the messages of stars. Ayem took a netchiman's wife and said: I am the Face-Snaked Queen of the Three in One. In you is an image and a seven-syllable spell, AYEM AE SEHTI AE VEHK, which you will repeat to it until mystery comes. "
The 36 Lessons of Vivec, Sermon 1

"Merciful Healing Mother and Goddess of the Dunmer."

She was born into nobility as a member of the Chimeri Great House Indoril, where she served as a high priestess. She married Nerevar, despite him being a generation older and from a lower class. As Nerevar's wife (usually referred to as "Queen"), she served him as a councilor and trusted advisor. She resides in her temple in the city of Mournhold. During the events of Tribunal, she is slain by the Nerevarine, who she attempted to make a martyr to her cause, within Sotha Sil's Clockwork City.

  • Action Girl: In the backstory (revealed by several in-game books, the 2920 series in particular), she banished Mehrunes Dagon after an epic battle when he was summoned to destroy Old Mournhold. She (along with Wulfharth and the Underking) defeated the forces of Ada'Soom Dir Kamal at Red Mountain during the Akaviri invasion of Morrowind. In-game, she's also one of the toughest opponents you'll face.
  • A God Am I: She was the member of the Tribunal most prone to this even prior to losing their divinity. When confronted at the end of Tribunal, she even calls herself the "One! True! God!".
  • Axe-Crazy: While she appears to be fairly stable initially, the one-on-one confrontation with her at the end of the expansion reveals just how far gone she really is. And the ensuing battle shows just how dangerous she is.
  • Awful Truth: Almalexia wholeheartedly believes in her role as the completely benevolent deity that the Dunmer sees her and venerates her as, by calling her names such as "Lady of Mercy" and "Healing Mother". As such, the truth of how she gained her powers — namely through an act of conspiring with Vivec and Sotha Sil to kill her husband — has become unacceptable to her, because the good and pure "Mother Morrowind" that she see herself as would obviously never have done something so utterly low and cowardly, and especially not to the man she loved. Almalexia has since been her hardest to attempt to use her divine powers to perform a Cosmic Retcon and alter history to have Nerevar's death happen in other ways, so that she doesn't have confront the idea that she was capable of assisting in his murder, something symbolished in her using her power to appear as a Chimer, showing that she actively tries to deny and hold back Azura's curse. In the end though, no matter how much effort she puts into her attempts to alter the truth, her attempts are ultimately in vain, because Sotha Sil and Vivec both know what the truth is, and so does she herself deep down, despite how strong her denial might be. This deeply buried knowledge constantly eating away at her over the years, combined with her having to face her graudual loss of her divine powers, is what ultimately plays a role in driving her murderously insane.
  • Believing Their Own Lies: Sotha Sil is quick to point this out about her. It's very likely that she believed her own lies so much that when they start crumbling around her and she's forced to confront her own Awful Truth, it helps break her mind.
    Sotha Sil: She believes her tales implicitly, as does everyone else. Her capacity for deception appears limitless. She sows lies in the way a master gardener sows seeds.
  • Big Bad: Of the Tribunal Expansion.
  • Black-and-Gray Morality: The Black to Helseth's (dark) Gray in Tribunal.
  • Brought Down to Badass: Loses her divinity when the Nerevarine destroys the heart of Lorkhan. She's still a several millenia-old, incredibly powerful Magic Knight.
  • Cool Mask: She dawns one when she confronts the Nerevarine in the Clockwork City at the end of the Tribunal main quest. It's known as her "war mask" and is made of the same greenish-bronze material as her Cool Crown. It has two long tusks attached and the face is scowling like a Rage Helm. Most depictions of her, such as the frescoes throughout Tribunal Temple sites (including the one above in the "Tribunal" folder), show her wearing it.
  • Did You Just Punch Out Cthulhu?: She, like Vivec, hasn't been able to replenish her divinity for several centuries. Also, if battled after completing Morrowind's main quest, her ties to divinity are severed with the unbinding of the Heart of Lorkhan. See Brought Down to Badass above.
  • The Dreaded: Almalexia is one of only three things that Sotha Sil - a Physical God himself - is actually afraid of. The only other things are the Numidium and the concept of erasure.
  • Evil Redhead: The most mentally unstable of the Tribunal, which eventually drives her to try to kill the other two, she is also notably redhaired.
  • Face–Heel Turn: The loss of her divine powers drives her to insanity. She kills Sotha Sil, tries to kill the Nerevarine, and plans to kill Vivec.
  • Flaming Sword: Her blade, Hopes Fire, is the lightning equivalent.
  • Glory Hound: According to Sotha Sil, Almalexia likes being adored by her people. Much of what she does, she does so that people can admire her.
  • Go Mad from the Revelation: The loss of her powers sends her off the deep end.
  • Hot Goddess: Considered one of the most beautiful people in all of Tamriel, even if the time's polygon graphics don't do her justice.
  • Light Is Not Good: She has numerous connections to "light," such as instructing others to "bask in the light of my mercy." Additionally, her home city of Mournhold is known as the "City of Light, City of Magic." The end of the Tribunal main quest demonstrates that she is NOT good, at least anymore.
  • Nice Job Fixing It, Villain: One of the quests she gives the Nerevarine is to reforge the original Nerevar's blade True Flame, presumably to use against a deranged Sotha Sil. However, she's the bad guy, and basically gave you one of the best swords in the game. It doesn't take a genius to figure out what to do.
  • Praetorian Guard: "Her Hands" elite Ordinators, decked out in powerfully enchanted high Ordinator armor.
  • Springtime for Hitler: She tries this by sending the Nerevarine to Sotha Sil's Clockwork City to die as a martyr for her cause, which is to establish a monotheistic state where only she is worshiped and only she is the savior of the people. This fails, she dies, and this failure leads to the eventual fall of the Tribunal Temple entirely.
  • Uriah Gambit: Sends the Nerevarine to kill Sotha Sil, who was already dead by Almalexia's hand. Sotha Sil's clockwork city contains dozens of strong fabricants and numerous deathtraps. Then, when the Nerevarine survives those, while alone in Sotha Sil's clockwork city, she tries to kill the Nerevarine herself.
  • Vapor Wear: She doesn't wear much. Just look at her picture.
  • With Great Power Comes Great Insanity: Inverted, from what she says and what Vivec and others say if asked after Tribunal's main-quest. What really seems to have driven her off the deep end is losing her divine power.

    Sotha Sil 

Sotha Sil (a.k.a. Seht)
Sotha Sil as seen in The Elder Scrolls Online

"I watch. I wonder. I build. I tear down."
Sotha Sil's Last Words

"Father of Mysteries, Magus, Magician, Sorcerer, Tinkerer, Clockwork God, the Light of Knowledge, and the Inspiration of Craft and Sorcery, Wizard-Mystic God of the Dunmer."

The last survivor of the Chimeri minor house Sotha, he became a great wizard and trusted advisor to Lord Nerevar. Former member of the Psijic Order (or at least a prominent associate), and one of the members of the Tribunal. Resides, withdrawn from the world, in his magical clockwork city. He is killed during the events of Tribunal by a deranged Almalexia within his Clockwork City.

He appears in Online as well, while still alive, as the player is exploring the Clockwork City.

  • A God I Am Not: Speaking to him in Online has him comment that he doesn't view himself as a deity; he only takes on that apparent mantle because Vivec and Almalexia are doing so as well.
    The Vestige: If you believe that, why call yourself a god?
    Sotha Sil: I don't. But my companions, Vivec and Almalexia, see their divinity as essential. Godhood brings them joy and purpose. They find meaning in the theatrical. Who am I to deprive them of that?
  • Blessed with Suck: Unlimited power and knowledge sounds great but for a humble scientist like him, it is unbearable.
    Sotha Sil: I bear the cruel weight of certainty. Total, absolute, relentless certainty. People rarely comprehend the luxury of doubt...the freedom that comes with indecision...I envy you.
  • Brain Uploading: Online indicates that Sotha Sil may have not even been inhabiting his body when Almalexia killed it, having long since abandoned it while building the Clockwork City, uploading his memories and consciousness into literal stars (not simply holes in Oblivion leading to Aetherius like the other stars) in the Mundus' sky.
    Almalexia: Ordinary people keep a journal. Sotha Sil decided to store his memories as star-data in an artificial astronomical matrix keyed to his philosophical musings on the structure of the Aurbis. Of course.
  • Clockworks Area: His Clockwork City, which combines Steampunk and Magitek technology, with plenty of giant moving gears, cogs, and domes. The city is, in fact, a giant computer to which Sotha Sil himself is cybernetically linked.
  • Cyborg: His body in Online takes on this form; he's partially a gray-skinned organic Dunmer, and his arms and part of his head are replaced by mechanical components. His Fabricants are all also cyborgs.
  • Dead All Along: He was killed by Almalexia, most likely right after she received the Mazed Band needed to teleport to his city. She then claims that he is the villain and uses the threat of him to tighten her grip on Mournhold. Then again, he may not have even been in his body anymore.
  • Defector from Decadence: Unlike Vivec and Almalexia, who chose to live and work among their people (at least until they were cut off from the Heart of Lorkhan), Sotha Sil was the least concerned with the affairs of mortals and spent much of his time withdrawn from the world in the seclusion of his Clockwork City. If asked, Vivec will speculate that Sotha Sil may not even notice his godhood is gone once the Nerevarine permanently severs their ties to the Heart.
  • Face Death with Dignity: Per Almalexia's rant at the end of Tribunal:
    "And Sotha Sil... he always thought himself our better, shunning us, locking himself in this hole. He spoke not a word as he died. Not a whisper. Even in death, he mocked me with his silence!"
  • The Fatalist:
    • Big time. Sotha Sil believes everything he does is merely cause-and-effect.
      Sotha Sil: The truth is that my actions, both good and evil, are inevitable. Locked in time. Determined by chains of action and consequence.
    • He also discusses this about Almalexia, and views her in much the same way
      Sotha Sil: Almalexia does what she does because she cannot do otherwise. It will not end well, but then, even the best endings rarely bring joy.
  • Foreseeing My Death: It's hinted at in ESO's Clockwork City DLC — and confirmed in Legends' Return To Clockwork City — that Sotha Sil knew that his death would come at the hands of Almalexia. Because he's resigned to his fate he did nothing to prevent it (probably; see Brain Uploading above), other than make preparations for the Clockwork City to continue after his death.
    Sotha Sil: This day has appeared in all my simulations. The end. My dear friend Almalexia has come to kill me.
  • Go Mad from the Revelation: Almalexia implies that this is the case for him. Subverted, as it's Almalexia who has gone mad.
  • I Did What I Had to Do: Building the Clockwork City in the first place required... extreme methods, but Sotha Sil felt it was necessary.
    Sotha Sil: This City serves a noble goal: the redemption of Tamriel. The unification of competing forces. The destruction of the Daedra. Unfortunately, it is an endeavor built upon a lattice of corpses. Betrayal. Untold horrors.
  • Inexplicably Awesome: His understanding of Nirn and the Tonal Architecture is beyond anyone else's on the planet, to the point where he was powerful enough that he could form a pact that kept eight Daedric Princes (including Azura, Mehunres Dagon, and Molag Bal. Later increased to ten after working with Clavicus Vile and Mephala) from responding to any summons or communication outside of experienced mages like the Psijic Order.... and they agreed, as Sotha Sil was threatening to bind them to Nirn the same way the Aedra were.
  • Last of His Kind: The last member of the ancient minor House Sotha.
  • Leaning on the Fourth Wall: He describes the Vestige as the Prisoner, and thus more powerful in certain ways than him, because they can see beyond the constraints of reality and admits that he is not the Prisoner because he cannot. It sounds rather like he's explaining that they are the Player Character while he is only an NPC.
  • Magitek: Very good at using this, by combining his work as a Mage with his knowledge of Tonal Architecture to create wonders like the Gaslamp Fantasy Clockwork City and other marvels that surpass the Dwemer.
  • Mecha-Mooks: Created the semi-organic "fabricants" to serve as the guardians of his city.
  • Mechanical Monster: Guards his personal chambers with a pair of the Imperfects - borderline Humongous Mechas, standing easily twice the size of the Player Character. They have powerful physical attacks and can can also use powerful Lightning attacks. One serves as a Mini-Boss in Tribunal.
  • My Greatest Failure: Sotha Sil is the only member of the Tribunal who is truly remorseful for their betrayal and murder of Indoril Nerevar. This is underscored by his choice of appearing as a Dunmer, signaling his tacit acceptance of Azura's curse, in contrast to Almalexia, who is in open denial of their crime and choses to exclusively appear as a Chimer, and Vivec, who, while accepting of his part in the crime, chooses to obscure the truth in riddles and ambiguity and chooses a half-Chimer, half-Dunmer appearence.
  • No-Sell: Given the implications that he spends an increasing amount of time away from his body, one interpretation of his lack of a response to Almalexia's attack against him is that he didn't even notice his own murder.
  • The Older Immortal: Stated by Vivec to be of "Nerevar's generation", being older than himself or Almalexia.
  • Only Sane Man: ESO reveals he is one for the Tribunal. Vivec and Almalexia have varying degrees of instability while Sotha Sil mostly just wants to keep the mortals happy and do his research in peace.
  • Order Versus Chaos: "The Truth in Sequence," a sermon delivered by a priest of Sotha Sil, suggests that Sotha Sil's goals were to rebuild Nirn in a perfect and ordered manner, free of the chaos of the Daedra. It argues that the Daedra were "gaps" left in the "machine" that is Nirn, created by accident due to the Aedra being craftsmen with "many hands," and that the Clockwork City is an attempt to rebuild the "machine" in a way that everything is functioning in perfect harmony, without the errors and mistakes that gave rise to the disharmony caused by the Daedra.
  • Schizo Tech: In a time where the most advanced common technology was usually metal swords and breastplates, and even the Dwemer were running around with mechanical robots, Sotha Sil was building massive computer systems, cybernetic lifeforms, and outright artificial intelligences.
  • Screw This, I'm Outta Here: Possibly. As a deity, he was not happy to be an all knowing, all powerful god and he wasn't too pleased with his colleagues growing megalomania. Plus, he saw that he would eventually lose his powers and be killed by one of them. He made some prominent deals on behalf of his people with the daedra then became a recluse. It's hinted that his mind fled to a different part of reality that he didn't understand so that he could start learning new things once again. This would explain why he was so silent when he was "killed".
  • Steampunk: His Clockwork City, with a dash of Magitek. It initially looks like Dwemer technology, but apparently Sotha Sil was using designs even more advanced than they were; many of the walls and structures inside the Clockwork City look suspiciously like modern circuit boards.
  • The Smart Guy: In the Chimer's war with the Dwemer in the backstory. Nerevar, the other Tribunes, and Dagoth Ur filled out the rest of the band.
  • These Are Things Man Was Not Meant to Know: The "hidden world" that he dedicates his time to studying. He also gives this as his reason for refusing to allow Divayth Fyr to study the Tools of Kagrenac in Sotha Sil's Last Words...
    Sotha Sil: The Tools of Kagrenac in your possession? I think not. Were you to have them, I would fear for your life. They are not tools for mortals, Fyr, as you well know.
  • You Can't Fight Fate: According to him, he suffers from a "peculiar ailment":
    Sotha Sil: I bear the cruel weight of certainty. Total, absolute, relentless certainty. People rarely comprehend the luxury of doubt... the freedom that comes with indecision. I envy you. (...) The truth is that my actions, both good and evil, are inevitable. Locked in time. Determined by chains of action and consequence.

    Dagoth Ur 

Dagoth Ur (a.k.a Voryn Dagoth, Sharmat)
Dagoth Ur with Akulakhan

The 36 Lessons of Vivec, Sermon 15

Former Lord of Great House Dagoth and trusted adviser of Nerevar. Was trusted to guard the tools of Kagrenac, but instead became corrupted by them and was the first to use them to obtain divinity from the Heart of Lorkhan. (Depending on who you choose to believe, he refused to let them use the tools, and only ended up using the tools himself out of bitterness after they forced him to betray this trust.) His physical body was slain at the time of Nerevar's death, but he coalesced during the millenia the Tribunal reigned. During one of their pilgrimages to Red Mountain to recharge their divinity, a reformed Dagoth Ur ambushed them and captured two of the tools of Kagrenac (Keening and Sunder) before they could escape. Since then, his power has waxed with the spreading of the Blight, while the power of the Tribunal has waned since they can no longer replenish their divine powers. He is finally slain during the events of Morrowind, when the Nerevarine severs his (and the Tribunal's) ties to the Heart of Lorkhan.

He also has been the Sharmat since the beginning of time, waiting for Nerevar in the bowels of Red Mountain, one of the ones in their inelegant eleven. His misunderstanding as to the nature of the world and his insistence that there exists a true symbology of the center is the cause of his contagious madness.

Like Vivec above, both of these explanations are true as his use of the Heart of Lorkhan brought together two timelines.

  • A God Am I: Justified, as he really is a god despite having once been mortal.
    Dagoth Ur: What a fool you are. I'm a god, how can you kill a god? What a grand and intoxicating innocence. How could you be so naive?
  • Affably Evil: When you confront him, he politely explains why his plans to spread blight disease and create a giant magical killer robot are really in the best interests of his people. He answers every question you put to him (whether he's telling the truth, lying or mistaken is up to the player). Finally, he offers you the opportunity to buff yourself up before you start to fight him. Though the last part is largely because he needs Wraithguard (the gauntlet you need to hold the weapons required to thwart him) in order to bring his plan into action. And if you approach him without the items needed, he'll politely point out you have come unprepared and that you can not win as you are, suggesting you return when ready to face him.
  • Artifact of Doom: Beyond the Heart and Tools, he has also created the Ash Statues and in some way imbued them with his power. He can spread his influence to anyone who possesses one. In one case, a loyal Temple follower murdered his friend with no memory of the event after being gifted an Ash Statue.
  • Big Bad: Of the main Morrowind questline.
  • The Big Guy: In the Chimer's war with the Dwemer in the backstory. Nerevar and the Tribunal filled out the rest of the band.
  • Boss Banter: He will speak to you throughout your battle with him, usually taunting you. When you go to strike the Heart, his banter becomes noticeably angrier and more panicked.
  • The Clan: He was the titular head of House Dagoth, the sixth Great House of the Chimer. For his (perceived) betrayal, the House was forcibly dissolved. (Its members were either cast out or absorbed into the other Great Houses.)
  • Cool Mask: A circular golden one with a third eye slot.
  • The Corruption: His Corprus disease. It kills plant life, turns animals into homicidal monsters before killing them, and mutates people into mindless, horrible monstrosities while also turning them into The Ageless, giving them Ideal Illness Immunity, and increasing their physical strength and endurance. He can communicate with those it has infected via subliminal messages in their dreams, turning them into his Mooks.
  • The Dark Side Will Make You Forget: Depending on who you believe. According to one account of his history, he only started using the power of the Heart in order to protect it from being abused by the Tribunal; but it corrupted him and he became worse than they ever were.
  • Dramatically Missing the Point: The idea of CHIM that made Vivec and Talos gods is that they realized that they were part of the dream of the godhead, the being from which all others are created. Those who realize this and can't hold on to their individuality "zero-sum" and become one with the dreamer once again, ceasing to exist entirely. Those who realize they are an a small aspect of the dreamer, but declare that they are still independent and an individual achieve CHIM and can control the world around them. Dagoth Ur on the other hand died and "awoke" on the other side instead of passing on. When he "sleeps", he dreams of reality and came to the false conclusion that he is the one creating reality via his dreams, instead of being created via the godhead's dream like everything else. Because of this, Dagoth Ur is considered a deranged and highly dangerous "false-dreamer" having achieved "anti-CHIM". His insane misconception of reality means that he believes that no one besides him matters and that he should rule the world no matter how many people he hurts and since he is powered by one of the most important and energetic sources of energy on the planet... Yeah, no wonder Azura and many others wanted him dead or, well, Deader than Dead technically.
  • Duel Boss: How he expects your fateful final encounter to unfold. He conducts your conversation as if it prefaces a formal duel between honorable men, and even offers you the first blow and time to prepare yourself as the challenger. And if you come without the artifacts, he warns you that you have no chance to face him as you are and to come back when you're ready. Granted, that may be because he needs the tools just as much as good manners.
  • Evil Cannot Comprehend Good: A big part of the reason why he is able to be defeated by the Nerevarine. He believes the Nerevarine, who possesses each of the tools of Kagrenac, has brought them to draw power from the heart to make him/herself immortal. Thus, he spends much of the fight toying with the Nevevarine and taunting him/her about his own power. He doesn't realize until it's too late the the Nerevarine actually intends to destroy the enchantments on the heart, denying its power to anyone. (Power that Dagoth Ur requires to exist.)
  • Evil Overlord: He is a complicated case; he tics almost all boxes for the trope like living active volcano surrounded by a blighted wasteland and many twisted mutants serve as his minions and worship him like a god. He is a legitimate supernatural force rather than a mere mortal warlord and plots to take over Tamriel using Akulakhan, a Humongous Mecha created from the blueprints of the Numidium. But as it turns out, he has a somewhat sympathetic backstory and he has shades of being a Well-Intentioned Extremist, since he wants to liberate Morrowind from the Empire's influence.
  • Evil Sounds Deep: Speaks with a deep, booming voice.
  • Face–Heel Turn: Originally one of Nerevar's trusted advisers along with the Tribunal. He was corrupted by the tools of Kagrenac when he was tasked to guard them.
  • Fallen Hero: Depending on which version of Nerevar's life and death you choose to believe. He may have been a loyal servant of Nerevar who refused to let the Tribunal use the Tools of Kagrenac after they murdered Nerevar, and then only used the Tools himself in bitterness over their betrayal.
  • Foil: He shares many similarities with the Underking. In life they were advisors to a powerful and respected military leader, who died when they were betrayed by someone they trusted. Centuries later, they returned as a powerful, God-like being, whose life force is tied to an object that is both the stone to one of the Towers of creation and the power source for the Numidium, and act as the primary antagonist of their game. However, while Dagoth-Ur presents himself as an Affably Evil, Well-Intentioned Extremist, he is actually a power-mad despot who only wants to secure his own power forever, and wants his game's MacGuffin (the Tools of Kagrenac) to tap into the power of the Heart of Lorkhan and activate Akulakhan (built from Numidium's blueprints). Meanwhile, the Underking appears to be an evil, demonic lich, but is actually the most reasonable character in his game, who only wants to die, and he wants his game's MacGuffin (the Mantella) to prevent anyone from using the Numidium for war. Fittingly, the Hero of Daggerfall is able to join the Underking, but the Nerevarine is unable to join Dagoth-Ur. (Though this wasn't always the plan.)
  • Humanoid Abomination: Technically. He's using the divine powers he channels from the heart of a dead god to twist his followers into Body Horror abominations and spread a magical disease. Further, very much steeped in dream-imagery as he "sleeps awake" at Red Mountain. "The Dreamer Is Awake" is often found scrawled by the mad cultists in their strongholds. On another level, to further get into esoteric "lore speak" via the 36 Lessons: The implication is that Dagoth Ur has discovered an unspeakably dangerous middle-ground between CHIM, Amaranth and Zero-Sum where he exists in a godlike state because of his awareness of Anu's Dream but, unlike CHIM where he exists as one with it and maintains his own individuality, Amaranth where he exits the Dream to make his own, or Zero-Sum where he simply fades into the Dream, Dagoth Ur's twisted, traumatized and broken mind is being imprinted on the Dream of Anu. Through Corprus, the manifestation of Dagoth's will, he is turning Anu's Dream into his own.
  • Humongous Mecha: He is constructing Akulakhan from Numidium's blueprints. He plans to use it as the champion of his armies, a spreader of the power of the Heart to his followers, and to be the symbol of his cause of casting down the old gods.
  • Just Between You and Me: Gives the Nerevarine an opportunity to ask him questions regarding his plans and motives prior to the final battle. Unusually for the trope, he'll also ask questions, which the player can answer however he or she sees fit.
  • King in the Mountain: A villainous version. Many thought he was dead before he returned as a god, and there are many allusions to him having been sleeping for the thousands of years the Tribunal ruled.
  • Large Ham: Speaks with a deep, booming voice and makes a lot of grand boasts and cryptic statements in his dialogue. He even manages this for his non-voiced lines, such as the dramatic dreams he sends you.
  • Load-Bearing Boss: Indirectly. He is a god, and you cannot actually kill him, because he'll just immediately resurrect again. However, when you sever his ties to the Heart of Lorkhan, he will die and, due to the bindings on the Heart being removed, the room you are in will collapse into the lava below. Crosses over with Empathic Environment, as his death will also cause the raging blight storm around Red Mountain to cease for the first time in centuries.
  • Mad God: Vivec explicitly calls him one. He has a chaotic and distorted personality. He can go from polite and benevolent at one moment to bloodthirsty and murderous the next. However, only the polite side is seen in game.
  • Never Found the Body: His last words certainly seem to indicate that he is dying, but indeed, his body is never found and the chamber he was in collapses into the lava below.
  • Nice Job Breaking It, Hero: From his point of view and following his logic, he hates the Empire and blames the Tribunal for having "sacrificed the honor and dignity of the Dunmer race" when they acquiesced to Tiber Septim. In reality, it was only because he cut the Tribunal off from their source of divine power in the Heart of Lorkhan that they were forced to surrender to the Empire. When the Tribunal was still at full power, they helped to repel multiple Imperial, Akaviri, and Daedric invasion attempts over the course of several millennia. And even then, Vivec managed to secure a number of concessions and autonomy for Morrowind that the other provinces did not get by handing over the Numidium. Unfortunately, you don't get the chance to point this out to Dagoth Ur.
  • No Immortal Inertia: Unlike the Tribunal, who are able to persist after being cut off from the Heart due to the faith of their followers, Dagoth Ur does not, as he is directly connected to the heart in a way that the Tribunal was not. And even if that alone did not kill him, the chamber he was in collapsing into the lava below likely did.
  • Not So Stoic: He's rather calm and amused by the prospect of the Nerevarine defeating him and encourages you to try. Once you reach the heart with the tools in hand, however, he begins to panic.
  • Occupiers Out of Our Country: Kicking the Empire out of Morrowind is an open part of Dagoth Ur's plan. This sentiment is actually shared by quite a few other groups, ranging from the ruthless gangster Camonna Tong to even honorable groups like House Redoran. It's just that those groups lack the resources to actually drive the Empire out, while Dagoth Ur certainly would if he gets his hands on all of the Tools of Kagrenac.
  • Pet the Dog: After countless hours of buildup as evil incarnate and the Big Bad, Dagoth Ur is unexpectedly pleased to see you. He actually recognizes you as Nerevar and addresses you warmly with terms of endearment as though no time has passed. He even gives you ample opportunity to flee, surrender, prepare yourself or join forces. He may simply be mocking you, but if the claims that Dagoth Ur loyally guarded the tools as Nerevar ordered, his affection may be genuine. He might be a deranged, genocidal Physical God, but it's entirely possible that he still holds Nerevar dear.
  • Physical God: Like the members of the Tribunal, thanks to the Heart of Lorkhan.
  • Plaguemaster: He has channeled his divine powers into creating and spreading the Corprus Disease. Spread via Blight Storms and through those already infected, it turns its victims into Plague Zombies with a bad case of Body Horror and severe mental degradation. However, for his chosen few, he can mold how the disease changes them, turning them into various forms of Ash creature or, eventually, into various lesser Dagoth creatures.
  • Psychic Dreams for Everyone: How he communicates with his agents, the Sleepers and Dreamers. The Nerevarine will start getting them as he/she progresses in the main storyline.
  • Really 700 Years Old : Like the Tribunal, thanks to the heart of Lorkhan. According to Vivec, he was of "Nerevar's generation, older than we."
  • Religion of Evil: His Sixth House Cult. In particular, the Tribunal Temple sees them as deranged and mutated heretics who will be killed on sight.
  • Sanity Slippage: Like the Tribunal, because mortal minds simply aren't equipped to handle godhood. However, because he was much less restrained in his consumption of power from the heart, he went off the deep end much more quickly.
  • Sealed Evil in a Can: Since he reemerged and stole two of the tools of Kagrenac, cutting the Tribunal off from replenishing their divinity, the Tribunal constructed the Ghostfence, trapping he and his minions within Red Mountain. However, as their power has waned, his has grown, and his influence is now expanding to all of Vvardenfell.
  • Take Over the World: Part of his plan, using Akulakhan and spreading his "blessing" from the Heart of Lorkhan.
  • Teleport Interdiction: Uses it to prevent you from teleporting out of the Heart chamber.
  • Villain Has a Point: He is pretty well established as a particularly homicidal Well-Intentioned Extremist once you look past the Tribunal Temple dogma, but it goes even further when you look at his hatred of outlanders. The Tribunal pretty much set themselves as undisputed rulers that freely encourage slavery and look down on the native Ashlanders. And the Imperials are arguably not much better for allowing this all.
  • Walking Shirtless Scene: As seen in the picture.
  • Well-Intentioned Extremist: Wishes to drive the Empire out of Morrowind, throw down the Tribunal, and perhaps make all mortals gods.
  • We Can Rule Together: Offers this to the Nerevarine at one point, and an actual chance to do so was cut from the game before release.
  • Woobie, Destroyer of Worlds: Possible interpretation, if you believe that the Tribunal cast him away to do exactly what Nerevar had told them explicitly not to do, while convincing him that Nerevar had betrayed him in the process.

Other Deities

Aside from the Aedra and Daedra, other varieties of divine beings are present in the Elder Scrolls universe. Below is a list of the remaining "Gods" who do not fit neatly in with the Aedra or the Daedra.


Alduin the World-Eater
"And the Scrolls have foretold of black wings in the cold, that when brothers wage war come unfurled..."

Voiced by: Daniel Riordan (English)note 

Alduin's wings, they did darken the sky
His roar fury's fire, and his scales sharpened scythes
Men ran and they cowered, they fought and they died
They burned and they bled as they issued their cries
The Tale of the Tongues

Alduin, the self-proclaimed "Firstborn" of Akatosh, is the Nordic God of Destruction, World-Eater, Devourer of Souls, and Harbinger of the Apocalypse. It is his divine duty to emerge at the end of every "kalpa", or cycle of time, to destroy the current world so that it can be reborn anew. Alduin takes the form of a colossal and massively powerful black dragon. His name, in Draconic, translates to "Destroyer Devour Master".

In a past age, Alduin was considered the greatest of Akatosh's creations and he was responsible for the creation of the draconic civilization. However, in the Merethic Era of the current kalpa, Alduin grew proud and forsook his role as World-Eater in favor of conquering Mundus and being worshiped as a god. Several other dragons, most notably his chief lieutenant Paarthurnax, rebelled against him and allied with the ancient Nords. Paarthurnax taught the ancient Nords to use the Thu'um, but this alone was not enough. Three Nord heroes faced Alduin at the top of the Throat of the World, and when all else had failed, used the power of an Elder Scroll to banish Alduin by casting him out of the stream of time. This defeat was only temporary, and those involved knew that Alduin would one day return.

Thousands of years later, in 4E 201, Alduin did return. He began resurrecting fallen dragons and absorbed the souls of the recently dead in Sovngarde to increase his power. (The ongoing Skyrim Civil War ensured that the flow of warrior spirits was plentiful.) However, Akatosh sent the Last Dragonborn to Skyrim in order to oppose Alduin. Under the guidance of the Greybeards, Paarthurnax, and the Blades, the Last Dragonborn was able to defeat Alduin. However, Alduin's spirit was not absorbed by the Last Dragonborn, implying that he will one day return to fulfill his duty as World-Eater.

  • Abstract Eater: In addition to his ability to eat entire worlds and consume souls, in some stories Alduin is able to eat more abstract concepts. One tale involved him eating the lifespans of the Nords so that they died at the age of six.
  • All There in the Manual: His nature, and how it relates to Akatosh, is a bit convoluted but it has been talked about in previous games and texts. There seems to be a disagreement among scholars as to whether or not Alduin is Akatosh, or at least an aspect of him (for the record, Alduin himself states that he isn't as part of one of his Badass Boasts, as he claims to be Akatosh's son). His role as the Greater-Scope Villain also counts, as you can only find it in really obscure texts.
  • Aloof Big Brother: Technically speaking. He's the firstborn of Akatosh's children, which includes all other dragons, Dragonborn, and even some of the Divines, but he's by no means a friend to any of them.
  • Ambition Is Evil: The reason why many dragons turned on him at Kyne's command, including Paarthurnax, and the reason why the Dragonborn is sent after him in Skyrim. According to Paarthurnax, Alduin attempted to usurp Akatosh's dominion as the god over Nirn, abandoning his purpose as the World Eater to try and control the planet. The Dragon War and the subsequent thrashing he gets from the Dragonborn is Akatosh forcing him to get back in line and do his divine duty.
    Paarthurnax: Alduin wahlaan daaniinote . His doom was written when he claimed for himself the lordship that properly belongs to Bormahu — our father Akatosh.
  • Anthropomorphic Personification:
    • As with the Daedric Princes and the Divines, who themselves are the personification of natural forces, some more obscure texts and threads on the Bethesda forums indicate that Alduin is the embodiment of the end of the world itself.
    • Within the context of Skyrim, Alduin may be a personification of the Civil War itself, and with the cyclical nature of time on Nirn, Alduin himself could be embodied in any event that causes the world to return back to the Dawn Era, and that Dragon Breaks are events involving Alduin temporarily resetting time to the Dawn Era's chaos.
    • Another theory is that Alduin is an aspect of Aka, the original oversoul of the dragon-god of time, which was split apart into different pieces. In this theory, the elven god Auri-El is the dawn, or beginning of time, Akatosh is the linear progression of time and causality, and Alduin is the termination of linear time and the return to the Dawn Era.
  • Asskicking Equals Authority: He's the leader of the dragons because he's the strongest. Of course, because of this attitude, the other dragons turn on him after he flees from the Last Dragonborn.
  • Badass Boast: He is fond of these.
    I am AL-DU-IN! First born son of Akatosh! Mulagi zuk latnote ! I cannot be slain here, by you or anyone else!
  • Beast of the Apocalypse: He is a massive black dragon and the purpose of his existence is to devour the world at the end of every kalpa, so that a new kalpa can begin and a new world can be born in its place.
  • Because Destiny Says So: It is repeatedly stated that Alduin is destined to destroy the world so that it can be reborn, and so there are some (like the Greybeards) who don't automatically accept that stopping him is a good thing. Paarthurnax also argues this, believing that Alduin is doing what he was created to do. The problem is that, while he's meant to cause the destruction of the world, he seems to want to rule it even more.
    Paarthurnax: Paaz. A fair answer. Ro fus... maybe you only balance the forces that work to quicken the end of this world. Even we who ride the currents of Time cannot see past Time's end Wuldsetiid los tahrodiis. Those who try to hasten the end, may delay it. Those who work to delay the end, may bring it closer.
  • Big Bad: In the Skyrim main quest, Alduin serves as the primary antagonist and the one that the Last Dragonborn must defeat to save Mundus.
  • Big Eater: By his nature, as his purpose is to eat the entire world so it can be reset. Even as a mere dragon, his appetite for mortal souls is boundless and he can feed on mortal souls in Sovngarde to strengthen himself.
  • Blue-and-Orange Morality: Alduin's purpose is to end the world, which most mortals understandably see as a bad thing. The Greybeards just see it as fulfilling his duty as the World-Eater. Interestingly, Alduin's chief failing is that he had too much of a conventional morality, desiring power and dominion over mortals, instead of sticking to his divine task of ending the world when its time comes.
  • Brought Down to Badass: In a manner of speaking. As Alduin is embodiment of the end of the world itself, he can only manifest his full power when it is time to actually end the world, at which point he becomes a titanic monster with such divine power that he can even curse the Daedric Princes themselves into different forms. Anytime outside of that, however, he is "merely" an invincible dragon who needs a very specific realty-warping Shout (Dragonrend) to even render him into a state where he can be hurt.
  • Combat Compliment: After the Last Dragonborn beats him at the Throat of the World, he admits that the Dragonborn has become extremely powerful.
  • Cain and Abel: He and his younger brother Paarthurnax.
  • Complete Immortality: The Last Dragonborn "kills" him in Sovngarde, but his soul isn't absorbed. This strongly implies that he will return in the future to fulfill his duty and cannot truly be killed.
  • Contrasting Sequel Antagonist: To Mehrunes Dagon in Oblivion. While Dagon was a Daedric Prince who sought to destroy all of Mundus, Alduin is the spawn of the Aedra whose divine purpose is to do just that... but prefers to rule it instead. Hence his banishment at the end of the game - he will return one day to perform his duty when the time is right.
  • Damage-Sponge Boss: In the final battle in Skyrim, he has an obscene amount of health, which itself is effectively doubled with his 50% resistance to everything. It takes a lot to bring him down.
  • Dark Is Evil: He's the only known dragon to be completely black, and it is his duty to bring about the end of the world. He should fall under Dark Is Not Evil due to his role being a natural part of reality's cycle, but his ruthless ambition and desire for to rule Mundus instead of fulfilling his duty denies him this.
  • Defeat Equals Explosion: Unlike other dragons who just have their flesh burn off when they die, Alduin has a much more dramatic death ending with him detonating in a screen covering explosion.
  • Destroyer Deity: Besides his role as World-Eater, he is actually revered as the ancient Nordic aspect of Akatosh.
  • Dirty Coward: When he is defeated by the Last Dragonborn on the Throat of the World, he runs away rather than face his defeat with dignity. It is this moment that the other dragons realize he doesn't deserve to lead. A true dovah would fight to the end or submit to his better.
  • Divine Parentage: He claims to be the "firstborn" of Akatosh. Other sources claim that he may be a fragment of Akatosh's being, or even an aspect of Akatosh himself.
  • Dual Boss: Inverted. Each time you fight Alduin, you're the one with backup (Paarthurnax and any follower you may have at the Throat of the World, the ancient Nord heroes in Sovngarde).
  • Draconic Abomination: While his primary appearance is that of a conceivable black dragon — albeit an incredibly powerful and massive one, he is an inconceivably ancient and eternal entity who is arguably beyond human rationality and ethics. Alduin is said to predate the existence of Nirn/Mundus (the world of the Elder Scrolls series) and to have destroyed the previous incarnation of the world; to have fought the creator-god Lorkhan/Shor at the beginning of time and come out no worse for wear; to be able to eat literally anything, in one myth devouring the lifespan of the entire Nord population down to six years; and is prophesized to devour the world at the end of time. When he is defeated by the Last Dragonborn, his soul is not absorbed, indicating that it's possible that Alduin can never be truly killed. Furthermore, there are hints that, when it is time for him to properly end the world, he grows to titanic proportions and wields a power beyond even the Daedric Princes so that he can unmake the world.
  • Dragons Are Demonic: Crossing over with Dragons Are Divine. While technically a being Above Good and Evil (like most of the series' deities), he takes the form of a black dragon with the divine duty of ending the world, an act which, at least from the point of view of mortals, is about as "evil" as it gets.
  • The Dreaded: "Even the Daedra fear me!" Indeed, as shown in the Seven Fights of the Aldudagga, even the most malevolent of the Daedric Princes pale in comparison to Alduin when it is at full world-ending power.
  • Drunk with Power: Alduin's "proper role" is that of World-Eater and the harbinger of the end times. However, after he and his fellow dragons conquered Skyrim eons ago, Alduin came to rather like ruling the world he was supposed to be destroying, and became even more petty and cruel than a dragon deity should be. This is stated to be part of the reason Paarthurnax turned against him.
  • The End of the World as We Know It: A very literal case of this trope, because it is repeatedly stated that Alduin, as the World-Eater, is not going to erase all of Creation from existence; he is "merely" going to destroy the current incarnation so that a new one can take its place. Consequently, some characters (like the Greybeards) question whether stopping him is actually the right thing to do. Since world-eating is as much metaphorical as it is physical, there are some suggestions that Alduin may very well be "the end of the world" personified.
  • Eternal Recurrence: Alduin was created to destroy the world, so the next can take its place. Then he'll destroy that one for the next. And again. And again... this is implied to be why his soul cannot be absorbed, as he is an intrinsic part of the world that can never be destroyed.
  • Ethnicity Monarch: He's the leader and ruler of all dragons, by virtue of age and power.
  • Evil Is Hammy: Even for a dragon, Alduin sure loves the sound of his own voice.
    "My belly is full of the souls of your fellow mortals, Dovahkiin!"
  • Evil Overlord: Of dragons, and by extension the Dragon Priests. He wants to be one for all of Mundus, as he seems to enjoy ruling the world and being worshiped as a god more than he does destroying it.
  • Evil Sounds Deep: Like most of the dragons, he has a deep booming voice.
  • Evil Versus Oblivion: In an absolute tailspin on the trope, Alduin manages to be both; he is the oblivion destined to bring about the End Times, but he'd rather lord over the world than destroy it.
  • Fantastic Racism: Towards mortals in general, and those who are Dragonborn in particular because they're not true dragons.
  • Foil: To the Last Dragonborn. Those who are Dragonborn are (eventually) immensely powerful mortals that can eat the souls of dragons. Alduin is an immensely powerful dragon that eats the souls of mortals. Alduin was the first dragon in existence, while the Last Dragonborn is said to be the last Dragonborn in existence. Both are said to have been created by (or are aspects of) Akatosh.
  • God Is Evil: In the old Nordic religious tradition, Alduin is an aspect of Akatosh in his role as both creator and destroyer of time. Paarthurnax and even Alduin himself state that he is the firstborn of Akatosh. Of course, being Akatosh's firstborn does not contradict him being an aspect; it's more like an outright confirmation of it.
  • Greater-Scope Villain: In Battlespire and Oblivion, according to the Seven Fights of the Aldudagga, which reveals that Alduin was responsible for the corruption of Mehrunes Dagon, Daedric Prince of Destruction. That's right, the Oblivion Crisis and most of the following fallout was indirectly his doing; this means that he actually pushed along the fulfillment of the "Prophecy of the Dragonborn".
  • The Grim Reaper: He's the Nordic version of it. He is impossible to overcome, but the misfortune he weaves comes not from his function, but the fact that he's now become a power-mad Satanic Archetype.
  • Guttural Growler: It adds to the effect of his deep voice.
  • Hypocrite: Calls the Last Dragonborn "arrogant" for assuming the title of "Dovah", when he himself is essentially the personification of draconic arrogance.
    • Alduin's role as the World-Eater is defended by some as a necessary part of Creation, yet Alduin himself seems to care little about his position beyond it being a tool to validate his tremendous arrogance. He at one point punished a kindly spirit who refused to let him erase past Kalpas by turning him into Mehrunes Dagon, who's come close numerous times to destroying Mundus long before Alduin is supposed to.
  • Jerkass: Whether or not he's evil, whether or not he's in the right, it's hard to deny that Alduin is an asshole.
  • Kryptonite Factor: The Dragonrend shout. Unless under its effects, he is literally invincible.
  • Mad Libs Catchphrase: He seems to be rather fond of expressing his enmity with someone by saying "My teeth to [person who earned his ire]'s neck".
  • Make Me Wanna Shout: He possesses the Thu'um, like all dragons.
  • Meteor-Summoning Attack: Alduin has a unique Dragon Shout which only he can perform. When he uses it, the sky turns darker, a vortex of clouds appears in the sky, and meteors start raining down. This attack first gets unleashed in Helgen at the beginning of the game, contributing to the village's destruction at the dragon's hands; and it also gets unleashed during your battles with him toward the end of the game.
  • Mind Screw: Alduin and his connection to Akatosh, Auri-El, and the Aka oversoul is a complicated and muddy matter that is hotly debated both in- and out-of-universe precisely because of how mind screwey it gets. He is simultaneously both an aspect of Akatosh and separate from him, while at the same time being a part of the Aka oversoul while also being a creation of Akatosh. In other words, he's the same being as Akatosh and Auri-El, while also a separate being, and the creation/child of them, all simultaneously. To make it even screwier, Alduin backs up different parts of this in different accounts.
  • Names to Run Away from Really Fast: His name means "Destroyer Devour Master." He is also known as the "World-Eater".
  • Nice Job Fixing It, Villain: He shows up in Helgan just as the Dragonborn was about to be beheaded. If he had waited even a second longer, the world would have been screwed.
  • No True Scotsman:
    • Berates the Last Dragonborn for having the sheer audacity to take for themselves the name of "Dovah", apparently seeing them as little more than an abomination or pale imitation. At one point, he mocks the Dragonborn in the draconic language, before getting even more offended when he realizes the Dragonborn can't even understand it.
    • Alduin in turn gets this the other way when many other dragons consider him fleeing from the Dragonborn rather than submitting or dying makes him no true Dovah.
  • Obviously Evil: He's a black and spiky dragon with glowing red eyes who desires to rule the world and be worshiped as a god. Subverted, however, in that his ultimate function of destroying the world is a necessary one and, as with most deities in the series, he (supposedly) operates on a level Above Good and Evil.
  • Omnicidal Maniac: He's called "The World-Eater" for a reason. Though depending on your interpretation of the mythology behind him, he may or not fit the 'maniac' part of this trope as his destroying the world is actually a regulated process, although, as Mehunres Dagon learned, he gets absolutely livid if you interfere with the process.
  • One-Man Army: During the Dragon War, his presence (and eventual absence) alone was enough to decide the battle between the dragons and the human/dragon alliance. When he returns, he is able to destroy the entire garrison at Helgen and raze much of the town to the ground by himself, without taking a scratch, despite the presence of elite Imperial soldiers and battlemages. When the Dragonborn finally battles him face to face, Alduin is virtually invincible unless they use Dragonrend on him, which briefly weakens him enough that the Dragonborn can hurt him. In terms of lore, he's easily able to destroy the entire world when the appropriate time comes along, although he prefers to rule it instead.
  • Orcus on His Throne: Defied. He's meant to be doing this, waiting until it's the appropriate time for him to destroy the world as he is foretold to do. Unfortunately, Alduin found that he preferred to rule the world and be worshiped as a god instead. Upon finding himself thrown forward through time to the 4th Era, he didn't let it deter him and got right back to it by destroying Helgen. After, he can be found resurrecting other dragons at burial mounds throughout Skryim.
  • Pieces of God: Like the other dragons and Dragonborn, Alduin is believed to be a fragment of Akatosh's very being. In his case, he is the first and most powerful of them.
  • Physical God: As the strongest and firstborn of the dovah, he has access to powerful Shouts that no other dragon can use, and is literally invincible unless he gets hit by Dragonrend. When he is fulfilling his duty as World-Eater, he enters another level entirely, wielding greater power than even the Daedric Princes.
  • Planet Eater: He is the "World-Eater" for a reason. In The Seven Fights of the Aldudagga, he is described as exhaling entire farms out of his nose and dwarfing even the Throat of the World itself.
  • Pride: His dominant flaw is his arrogant security in his own power. For his first defeat, the ancient Nord heroes spoke his name with the Thu'um, which in dragon language is basically a challenge, and upon his arrival they hit him with Dragonrend. When he returns to linear time in the 4th Era, the Last Dragonborn does this again and once more hammers him with Dragonrend. After this confrontation, Alduin retreats to Sovngarde to recover strength - which makes the rest of the dragons question his leadership and leads directly to his second, and far more comprehensive defeat.
  • Public Domain Character: He is essentially the Elder Scrolls version of Jormungandr, the world-eating serpent.
  • Red and Black and Evil All Over: Well, he certainly looks the part, and he is the Big Bad of Skyrim.
  • Red Eyes, Take Warning: In fact, he's one of the few dragons to have them.
  • Reset Button: His divine duty in the cosmic order is to serve as one of these for Mundus. By eating the world, Alduin effectively resets time back to the chaotic and primordial Dawn Era, allowing the Aedra to once more establish Convention and redefine the rules and nature of the new kalpa. His discovery that the daedra that would become Mehrunes Dagon was defying this by hiding away parts of previous kalpas sent him into an immense fury, and Alduin cursed him into his current form.
  • Satanic Archetype: Dragons, as creations of Akatosh, are analogous to angels as a whole in this setting. Alduin is the first and most powerful among them, and sought to usurp Akatosh's hold over Mundus. This results in him being pitted against the Dragonborn and defeated.
  • Sealed Evil in a Can: He wasn't actually defeated in the Dragon War, merely banished from the stream of time. He reemerges during the 4th Era, during the events of Skyrim. It's also potentially what happened to him after being slain by the Dragonborn, he's lost the ability to manifest a physical form beyond the appointed time for Nirn's destruction
  • Secret Art: SLEN TIID VO, the shout he uses to revive dead dragons, is exclusive to him. His Meteor Storm Shout is also one (though "Storm Call" is very similar in function and is obtainable). Another is "VEN MUL RIIK", "Wind Strong Gale", which shrouds an area in thick concealing mist.
  • Soul Eating: Alduin can devour the souls of mortals. He travels to Sovngarde near the end to do that.
  • Soul Power: A big fan of this as devouring mortal souls replenishes himself.
  • Spanner in the Works: For General Tullius, who managed to capture Ulfric Stormcloak, the leader of the Nordic rebellion that had almost managed to rout the Empire completely from Skyrim before Tullius arrived to head the Legion forces there. Had Alduin not shown up when he had, it's likely the Empire would have won the Civil War not long after.
  • Spikes of Villainy: All the dragons are pretty spiky, but Alduin is especially so. "The Tale of the Tongues" even calls attention to this, describing his scales as "sharpened scythes".
  • A Storm Is Coming: Invoked by Alduin himself. Among the many, many powers that Dragon Shouts have is the ability to summon storms, ominous clouds, and fog. Alduin does so several times in Skyrim.
  • Take Over the World: Alduin eventually forsook his duties as the World-Eater and gave in to his draconic desire to dominate, which in this case, wanting to take over and rule over all of Nirn.
  • Trash Talk: When he's not making Badass Boasts, he's outright mocking his foes.
  • Villainous Breakdown: When the Last Dragonborn defeats him in Sovngarde. In fact his exact words (which he screams in his highest ever pitched voice) are:
    "Zu'u unslaad! Zu'u nis oblaan!" (I am immortal! I cannot die!)
  • Villainous Rescue: Indirectly. In Helgen, the Imperial forces have captured the Last Dragonborn and Ulfric Stormcloak and are seconds away from executing them when Alduin arrives on the scene and promptly starts burning the village to the ground. The Last Dragonborn and Ulfric easily escape Imperial custody during the ensuing chaos (as the Imperial forces are a little preoccupied by Alduin attacking the village), kicking off the main quest of Skyrim.
  • We Can Rule Together: In Sovngarde, he compliments the Last Dragonborn and mentions that s/he would have been an excellent slave. For someone whose fundamental nature is to dominate, that is probably as close as he can come to this trope.
  • Worthy Opponent: When he realizes he can't make the Last Dragonborn a slave, he basically concedes that he sees the Last Dragonborn as the only real threat he's ever encountered.
  • Your Soul Is Mine!: As firstborn of Akatosh, Alduin has the "right" to consume the souls of the fallen warriors in Sovngarde to replenish his strength. When he is defeated the first time by Paarthurnax and the Last Dragonborn, he retreats to Sovngarde to feed on the fallen and regain strength. Of course, Shor is displeased with this, and while he doesn't directly intervene, he does dispatch the old heroes of Skyrim to assist the Last Dragonborn in putting a stop to it.

    The All-Maker 

The All-Maker

"For the Skaal, the All-Maker is the source of all life and creation. When a creature dies, its spirit returns to the All-Maker, who shapes it into something new and returns it to Mundus. The concept of death as an ending to life is unknown to the Skaal. Rather, death is seen as simply the beginning of the next stage of an endless journey."
Children of the All-Maker

The All-Maker is a deity that was revered widely by the ancient Atmorans and is still worshipped by the Skaal of Solstheim. Revered as the creator of all things, Skaal belief holds that all life flows from and back into the All-Maker, and that all of the natural world is a gift created by him to bless those who are strong, wise, and try to live in harmony with the world. Opposing the All-Maker is the Adversary, which the Skaal hold is all of the evils of the world, including the Daedra. In some Skaal stories the two are compared to Anu and Padomay, although one Skall in Skyrim claims that the All-Maker is simply their culture's name for Akatosh.

Despite the differences with mainstream Tamriel religions, there is no doubting that there is a tangible power in the lands of the Skaal, particularly around the All-Maker Stones on Solstheim.

  • Crystal Dragon Jesus: The All-Maker is a rarity in that it is one of the only monotheistic religions on Tamriel. In the Skaal interpretation, the many beings that make up the polytheistic religions of Tamriel are all part of the All-Maker, and the Daedra are just different parts of the Adversary.
  • Distinction Without a Difference: The Altmeri concept of Anui-El is very similar to the Skaal concept of the All-Maker. A few parallels can be drawn between the two forces such as each of them being considered beings that encompass the souls of all living things. Anui-El and the All-Maker are also known to have equal yet opposite forces, in Anui-El's case being Sithis, and the All-Maker's case, The Adversary.
  • Fluffy Tamer: One of the blessings that the All-Maker Stones offer is the power to summon a werebear
  • God Is Good: The All-Maker is generally held as a benevolent deity, although he has been known to curse those who commit crimes such as cannibalism with undeath as punishment, and to abandon those who are lazy or disrespectful of nature.
  • Our Gods Are Different: In a setting where this is already rife, the All-Maker stands out simply due to being a monotheistic deity.
  • Reincarnation: The All-Maker is believed to reincarnate those who die. Rather than making this a case of Death Is Cheap, however, the Skaal believe that every life is a gift and must be treasured.

The soul of Anu, created by the cosmic force as a soul to self-reflect on. Thus, he is considered the soul of all things. Anui-El is described as an equal but opposing force to Sithis, the personification of the voi, being considered "Anuic" to Sithis's "Padomaic" basis. Anui-El is also frequently associated with Auri-El/Akatosh, with some tellings, especially those of the Aldmer, stating that Anui-El "begat" Auri-El to impose order of the Primordial Chaos. This order was considered an "imperfect stasis", which allowed Sithis and its soul, Lorkhan, to meddle with it. Anui-El is not considered to be Aedric or Daedric in nature, but rather something else entirely. That said, some divine entities are believed to have associations with Anui-El, including Akatosh and the Skall's All-Maker.
  • Light Is Good: The representation of everlasting ineffable light as well as the soul of all living things.
  • Minor Major Character: For being the soul of Anu, the progenitor of Auri-El, and the opposite of Sithis, he is barely present in the plot and lore of the games


Ebonarm (aka Reymon Ebonarm, The Black Knight)

"He rides into the middle of the blood soaked field and dismounts. He is a very imposing figure. His very tall and heavily muscled body is encased in ebony armor. His ebony helmet does not hide the flowing reddish blonde hair and beard which appear almost as shimmering gold, nor does it shield the steel blue eyes that seem to pierce all they fall upon. In his left hand he carries a massive ebony tower shield on which is emblazoned a fiery red rose. As he raises his right arm, all see an arm and a magnificent ebony blade which are extensions of each other. The fused arm and sword are a result and symbol of the wounds suffered by this god during titanic battles in the youth of this world."
The Ebon Arm

Ebonarm is a god of war worshiped in the Iliac Bay region as the companion and guardian of all warriors. His ebony sword is fused to his right arm and he is never seen without his ebony armor. Despite being a god of war, he usually appears to prevent bloodshed and reconcile the opposing sides. He is held in particularly special regard by the Redguards, who keep shrines to Ebonarm in their homes, and is a noted adversary to most Daedric Princes.

  • Arch-Enemy: To most Daedric Princes (save Sheogorath), the Temple of Stendarr, and The Cabal.
  • Black Knight: His preferred form, constantly outfitted in dark ebony armor.
  • Blade Below the Shoulder: Has an ebony sword fused to his right arm.
  • Chuck Cunningham Syndrome: He hasn't been mentioned in any form since Daggerfall. Possibly even Unpersoned in Online, where a book that originally appeared in Daggerfall containing mentions of him appears again with those mentions removed.
  • Cool Horse: His golden stallion, War Master.
  • Deity of Human Origin: He supposedly is one and can create others, such as Sai, the God of Luck.
  • Fantasy Metals: He has an ebony sword fused to his right arm and is never seen without his suit of ebony armor.
  • Magpies as Portents: He is followed by two ravens who portend his appearance on the battlefield. However, the "portending calamity" aspect can be Downplayed once he appears, as he may deem the battle baseless and demand that it end.
  • Meaningful Name: He has an ebony sword fused to his right arm.
  • Significant Name Overlap: The similarly between his first name "Reymon" and that of Reman Cyrodiil have led to some Epileptic Trees relating the two. Evidence for any connection beyond their names is rather loose and circumstantial, however.
  • Something about a Rose: His symbol is a red rose, which is said to bloom on battlefields where he appears.
  • Technical Pacifist: He is a god of war, but he won't fight in any war that started for petty reasons. When he appears on the battlefield, it is usually to prevent bloodshed and reconcile the opposing sides.
  • 24-Hour Armor: He is "never seen" without his suit of ebony armor.
  • War God: He is one in the Iliac Bay region, though one who tries to avoid bloodshed and reconcile the opposing sides.

    The HoonDing 

The HoonDing

"The Hoon Ding guides us; all others can Make Way. That is, unless those others do not come from this world at all, and are instead spirits of the Far Shores or the In-Between — against these gods and demons and mad shapers, all men can be humbled."
Lord Vivec's Sword-Meeting with Cyrus the Restless

The HoonDing is the Yokudan spirit of perseverance over infidels and the "Make Way" god. The HoonDing has historically manifested whenever it is needed to "make way" for the Yokudan/Redguard people. In Tamriellic history, this occurred twice in the 1st Era and once again during the 2nd Era Tiber Wars.

For details on the mortal avatars of the HoonDing, see their entries on the series' Historical Figures page.

  • Cool Versus Awesome: In the Obscure Text Lord Vivec's Sword-Meeting with Cyrus the Restless, the HoonDing, in its most famous form as Cyrus the Restless, has a battle with the Dunmeri Physical God Vivec. In it, after being badly defeated once, Cyrus returns and claims he can use the Pankratosword in order to get Vivec to hand over a valuable treasure. (It's a bluff, but it works.)
  • Empathic Weapon: In some tellings, the HoonDing does not manifest as a person, but as a weapon. Specifically, a sword.
  • God in Human Form: Manifests itself using mortal avatars. According to some interpretations, these avatars aren't necessarily the HoonDing itself, but the HoonDing taking over and/or working through the avatar. To note:
    • Frandar Hunding was one form. Hunding led an army of "sword singers" to victory over Emperor Hira of Yokuda. He later led the Redguard people to Hammerfell and "cleansed" it of hostile threats in order to make it safe for Redguard habitation.
    • Diagna, "God of the Sideways Blade," was another. Diagna defeated the Left Handed Elves of Yokuda and later, defeated the Orcs of Orsinium at the height of its ancient power.
    • Cyrus the Restless, hero of the Redguard game, was the most recent. Through the events of that game, Cyrus forced the Septim Empire into a treaty with better terms for Hammerfell while freeing the island of Stros M'Kai from its corrupt Imperial governor and the threat of a Sload necromancer.
  • The Juggernaut: The HoonDing is said to be totally unstoppable once it gets going, and able to make its way "through anything."
  • Master Swordsman: Each of the mortals known to be its manifestations excelled in swordsmanship. Frandar Hunding in particular was quite possibly the greatest swordsman in the history of Nirn.
  • Odd Job Gods: Manifests whenever the Redguards need to "make way" for their people. Since they're the Redguards, "making way" generally involves kicking copious amounts of enemy ass.
  • Spell My Name with a "The": Usually referred to as "the HoonDing".

    The Ideal Masters 

The Ideal Masters
Gem Form of an Ideal Master

"The Ideal Masters who rule the Soul Cairn pocket realm were once mortals like yourself. If you get a chance to visit that, frankly, rather unattractive little reality, perhaps the Ideal Masters will tell you how they worked it. I wouldn't count on it, though: they're notoriously short on empathy, and at the first excuse will confine you inside a tight little crystal 'for all eternity,' whatever that means."
Lord Fa-Nuit-Hen

The Ideal Masters are immortal beings who were once powerful mortal sorcerers during the Merethic Era. After finding their mortal forms to be too weak and limiting, they entered Oblivion as beings of pure energy and settled an area of "chaotic creatia", forming the Soul Cairn. The Ideal Masters do not usually manifest within the Soul Cairn, but have been known to take the form of giant soul gems through which individuals can communicate with them, and through which they can drain the souls of approaching mortals. Though immortal, the Ideal Masters are loathe to expend magicka, as doing so "diminishes their eternity".

The Ideal Masters are most infamous for their trafficking in souls, especially "Black" sapient souls. All souls trapped in soul gems end up in the Soul Cairn and are considered property of the Ideal Masters. Individuals seeking power have been known to contact the Ideal Masters, who have been known to grant it in exchange for more souls (often including the soul of the individual in question).

  • All of the Other Reindeer: Despite ruling over a plane of Oblivion, they are not Daedra. Actually, nobody is quite sure what they are anymore, though it is known that they were once mortal sorcerers.
  • Ascended to a Higher Plane of Existence: They are stated to have once been mortal sorcerers, but felt their physical bodies were too weak and limiting. Through an unknown means, the ascended into Oblivion as beings of pure energy; immortal and capable of creating the Soul Cairn.
  • Blue-and-Orange Morality: They believe that by dooming souls to eternal undeath, they are giving them eternal peace. Terrifyingly, there is some evidence to support this.note 
  • Convenient Weakness Placement: Soul Husks, a plant(? fungus? thing?) found throughout the Soul Cairn, can be ingested to protect a mortal's soul from absorption by the Ideal Masters in their soul gem forms.
  • Crystalline Creature: The Ideal Masters take the physical form of giant soul gems.
  • Deal with the Devil: The Ideal Masters specialize in these. Individuals seeking power, especially mortal necromancers, have long contacted the Ideal Masters. The Ideal Masters grant it in exchange for souls, which often includes the soul of the necromancer themselves.
  • Dracolich: They struck a deal with the dragon Durnehviir to guard Valerica until her death, not telling Durnehviir that she was a vampire and thus The Ageless. He spent so much time in the Soul Cairn that it corrupted his very being, making it so that he could no longer live outside of it.
  • Eldritch Abomination: They are immortal beings of pure energy who, in the rare instances they do take form, take the form of giant soul gems.
  • Eldritch Location: Their plane of Oblivion, the Soul Cairn, which competes with the Deadlands and Coldharbour for the most hellish realm of Oblivion. The Ideal Masters are up there with Mehrunes Dagon and Molag Bal in terms of malevolence.
  • Enemy Mine: Due to their displeasure with Mehrunes Dagon's forces using the Soul Cairn as a waystation while destroying their undead and plundering their treasure, they allied with the Hero of Battlespire who they helped to escape the Soul Cairn.
  • Energy Beings: They are now said to be beings of pure energy, having become so after finding their former mortal forms too weak and limiting.
  • Exact Words: They'll promise you great power, but they'll word it so as to get the maximum benefit for themselves while screwing the one who made the deal over as much as possible. Durnehviir learned that the hard way by promising to guard Valerica until she died... unaware she was a Vampire, and as such The Ageless.
  • Fate Worse than Death: While they consider the Soul Cairn to be a place of eternal peace for the souls they take, spending eternity in its desolate planes seems like anything but.
  • Horror Hunger: Implied. They are desperate to fill the Soul Cairn up with more souls, often making deals with mortals to give them more. In their giant soul gem forms, they can drain the souls from any mortals who get too close.
  • Jackass Genie: Their deals with mortals tend to invoke this. In Durnehviir's case, it was a case of You Didn't Ask and Exact Words; they ordered him to guard Valerica in the Soul Cairn until her death, while failing to mention the fact that, since she's a vampire, she'll never die, meaning he was doomed to their service forever.
  • Manipulative Bastards: Very much so. In addition to the Exact Words example above, they pulled something similar with Valerica. She wanted to stay in the Soul Cairn for safety, and struck a deal with the Masters: safety for souls. What they didn't tell her is that they wanted her soul.
  • Necromancy: They were powerful sorcerers as mortals, with a particularly specialty in necromancy. Now, they commune with necromancers who are seeking power and offer it in exchange for more souls.
  • Nonindicative Name: Malicious, malevolent, manipulative jerkasses who will double cross you the first chance they get in order to claim your soul. Nobody considers them "ideal masters".
  • Spirit World: They created the Soul Cairn to specifically be this as an eternal prison for souls trapped within soul gems.
  • The Unseen: The Ideal Masters are now said to be beings of pure energy, and thus have never been actually seen. They will use gem forms to communicate with mortals (as well as capture their souls).
  • Was Once a Man: The Ideal Masters were once mortal sorcerers who felt their mortal forms were took weak and limiting. Now they exist as beings of pure energy who, if they take form, do so as giant soul gems.
  • Year Inside, Hour Outside: Passage of time within the Soul Cairn is stated to be "strange", though the exact details are unclear. Valerica, a vampire, was able to live within for thousands of years without succumbing to the feral insanity that afflicts most vampires who go too long without feeding.
  • You Cannot Grasp the True Form: They never take a 'physical' form in the Soul Cairn. The closest thing they have for a physical form is taking the form of a giant soul gem that drains the souls of anyone who gets too close.
  • You Can't Go Home Again: Souls within the Soul Cairn are trapped there for eternity.
  • Your Soul Is Mine!: Every soul that gets soul trapped ends up in the Soul Cairn. They also tend to do this to those who make a Deal with the Devil with them. In their own giant soul gem forms, they can also drain the souls of any mortal who gets too close. Bartering in souls as mortals eventually granted them power enough to ascend into Oblivion as immortal beings of pure energy.

    Magnus and the Magna-Ge 

Magnus (aka Magrus)
The Eye of Magnus

"Penitent, the lives of all living are touched by Magnus, He Who Abstained. Lord Magnus drew up the schematics for our world, intricately sketching the diagrams of Creation. Magnus is with us always, in the magics of Mages and the warming breath of the sun."
The Gifts of Magnus

Magnus is one of the et'Ada, often referred to as the "Architect" of Mundus. Though he participated in the creation of the Mundus, Magnus isn't normally counted among the standard Aedra; he rules the Magna-Ge, or "Star Orphans", that left midway through creation. While Lorkhan was the one who came up with the idea of Mundus, Magnus was the chief architect of Mundus. However, as the architect of Mundus, he eventually realized that in order to create it, the Aedra would have to make great sacrifices and would become forever bound to the world he was designing. Thus, he abandoned the project, and, along with the Magna-Ge, formed the sun and stars in the process.

Magnus is considered the God of Magic to the Altmer and Bretons, and was a major deity worshiped by the Ayleids. Many other religious traditions acknowledge him in some way, but do not worship him. Nirn's sun is named Magnus in honor of him.

  • The Archmage: As the God of Magic. He is sometimes called this specifically as part of his title.
  • Artifact of Doom:
    • The Eye of Magnus. To note:
      • While it's unclear exactly what it does, it clearly possesses enough raw magical power to potentially destroy the entire world. One theory is that the Eye was originally intended to serve as Mundus' version of the sun, channeling magic into Mundus from Aetherius, before Magnus aborted his plans and abandoned the project, which ended up creating something that would have the same effect anyway. Another theory is that the Eye of Magnus is actually another time-traveling robot called "KINMUNE," and that the College of Winterhold's excavation and Ancano's meddling with it was part of a plan to escape from being imprisoned under Saarthal by Ysgramor.
      • Indirectly, the Eye of Magnus doomed the ancient Falmer civilization. Due to both the Ancient Nords and the Falmer vying for control of the Eye, it led to a war in which both the Nord capital Saarthal and the Eye were lost. The Ancient Nords drove the Falmer underground into the arms of the Dwemer, who betrayed, enslaved, and twisted them into the blind, bestial Morlock-like creatures they are today.
    • Magnus may have also had a hand in the creation of the Elder Scrolls, as the Eye has similar patterns and glyphs in its surface. The Scrolls are also stated to be "fragments of creation", the process of which Magnus explicitly abandoned and potentially leaving the Scrolls behind as his half-finished work.
  • Disabled Deity: As Magrus, he was already blind in one eye thanks to Boethra ripping it out, before Azurah took the other.
  • Eye Scream: In Khajiit tradition, Magnus as Magrus had their sole working eye ripped out by Azurah (stories differ over whether it was punishment for being too fearful to rule a sphere after falling into Moonshadow while fleeing Boethra and Lorkhaj, or was a willing offering to Azurah and her children), and turned into the Aether Prism which reflects the Varliance Gate.
  • God in Human Form: Some legends tell that Magnus can inhabit the bodies of powerful mages and lend them his power.
  • Light The Way: Heavily associated with light and magic. When he fled to Aetherius, he punctured the hole that would become the sun, allowing both light and magic to flow into Mundus.
  • Magic Staff: The Staff of Magnus, which is capable of channeling, absorbing, and suppressing extreme amounts of magical energy. Magnus is said to have used it during the creation of Mundus as a "metaphysical battery". Some legends claim that it was abandoned when he fled during the creation of Mundus. Others claim that it was a gift to mortals. Still others claim that it was stolen from him by mortals. Whatever the case, it has been one of the preeminent magical staves on Nirn. It is also said to leave its wielder whenever that wielder becomes too powerful, so it doesn't upset the mystical balance of Mundus.
  • Magnus Means Mage: He is the God of Magic, after all.
  • The Power of the Sun: Indirectly. Magnus created the sun (which is named after him) when he fled Mundus, punching a hole through to Aetherius, the realm of magic. The magical energy flowing into Mundus through the sun is what allows for the use of magic among mortals.
  • Red Baron:
    • The Arch-Mage. Also "The God of Sight, Light, and Insight" among the Ayleids.
    • As Magrus he is known to the Khajiit as the Cat's Eye and the Third Eye of Azurah.
  • Screw This, I'm Outta Here: Left Mundus part way through creation when he realized that Lorkhan's plan was going to permanently bind the et'Ada to his creation. In the process, he and the Magna-Ge ended up puncturing holes into Aetherius through which magic and light flow into Mundus.

The Magna-Ge

"This pantheon is made up of the Filters, Chromes, Penumbras, and Capricious Glows that influence the day-by-may fortunes of the myriad creatures that play among the Magne-Ge’s many-and-shattered floating untimes. All of them are days that may."
Magne-Ge Pantheon

The Magna-Ge (sometimes spelled Magne-Ge and singular Magna Get), also known as "Star Orphans" and the "Children of Magnus", are the lesser et'Ada who fled Mundus along with Magnus during the creation of Mundus. The stars are said to be the "holes" the Magna-Ge punctured into Aetherius while escaping and they are naturally associated with the constellations and birthsigns. Relatively little is known about the Magna-Ge, though they do seem to be divine entities associated with energy as well as all manner of light, color, patterns, and other sight-based phenomenon. Some sources say that the Magna-Ge are a subset of Aedra, while others say that they're their own separate category of Et'Ada, having arisen exclusively from the blood of Anu, as opposed to from the blood of Padomay as with the Daedra, or a mixture of Anu's and Padomay's blood as with the Aedra.

Meridia, the Daedric Prince associated with the energy of living things, is said to have originally been a Magna-Ge by the name of Merid-Nunda, but was cast out of their ranks for associating with "illicit spectra" (implied to be the Daedra). Tropes relating specifically to Meridia should go under her entry on the Daedric Princes sub-page.

  • All There in the Manual: While the Magna-Ge themselves are fully canon and mentioned in-game, many of the details about them come from the Magne-Ge Pantheon, a supplementary work written by former series writer/developer Michael Kirkbride.
  • Fictional Zodiac: They are heavily associated with the constellations and birthsigns of Nirn.
  • Gratuitous Greek: One of the Magna-Ge is named Leλ, spelled with the lambda.
  • Humans Are Flawed: The Magna-Ge seem to view mortals as such, calling them "M-Null", while believing they are "affected by tainted magic" and owe their growth and prosperity to greater beings.
  • The Magnificent: One of the Magna-Ge is known as Mnender-Foil the Amazing.
  • Odd Job Gods: Some of the Magna-Ge seem to govern over or are associated with some unusual, often mind-bending concepts. The commonality between them seems to be that they are all fleeting things, perhaps associated with luck or chance. Examples include synesthesia, the catching of fish, burping, the doom of new ideas, ideas that too quickly come to fruition, divide-the-line wisdom... This makes sense, of course, as the Magne-Ge were those et'Ada who had interest in the idea of the world Lorkhan wanted to create, but weren't committed enough to make the sacrifice needed to become a part of that world like the Aedra. The concepts they are associated with are thus fleeting or bizarre or otherwise things that only happen momentarily or in possibilities.
  • Pieces of God: Like the Aedra and Daedra, they arose from the spilled blood of Anu and Padomay. According to some creation myths, whereas the Daedra arose exclusively from the blood of Padomay, and the Aedra from the mixed blood of Padomay and Anu, the Magna-Ge fill the missing niche in the grid by having arose exclusively from the blood of Anu.
  • Screw This, I'm Outta Here: Left Mundus part way through creation following Magnus. The holes they punched through Oblivion on the way out are now known as the stars and, in the case of Magnus' specific hole, the Sun.
  • Time Crash: The Magna-Ge are associated with various "untimes" and "untime folk". One of the most famous of the Magna-Ge is Mnemo-Li, aka Mnemoli the Blue Star and the "wayward daughter of Anu", who is visible even in the daytime sky during Dragon Breaks.
  • What Happened to the Mouse?: They bailed on the world during the process of creation and have gone unaccounted for ever since.


Numidium (a.k.a. Anumidum, Walk-Brass, The Brass God, Brass Tower)
Dwemer Blueprints for Anumidum

"The most nefarious Tower, Walk-Brass, refuted even more, refuting unto dis-creation... Walk-Brass is appropriately ambulatory, and (most of the time) anthropomorphic."
Nu-Mantia Intercept

"But most profane is this: the walking horror that bears the Name, NM. The Brass Tower of Vanity. The mindless guardian of the Nirn-Prior. The Antipodal-God-Thing that reigns on the darkest pole of the sacred Nirn-Sphere. Of all the threats to Tamriel Final, NM is the greatest."
The Truth In Sequence

Race: Dwemer Automaton
Constructed: Sometime prior to 1E 700 (Red Mountain, Morrowind)
Destroyed: 3E 417 (Iliac Bay)

A gigantic Dwemer-crafted golem seized by the Dunmeri Tribunal following the Battle of Red Mountain. Engineered by Kagrenac to house the Heart of Lorkhan and become Anumidium, the Dwemer's new mechanical god. It sat inactive for thousands of years before Vivec gave it to Tiber Septim as part of the Armistice joining Morrowind to Septim's Empire in exchange for special privileges for the province. After finding a replacement to the Heart as a power source, Septim used it to almost single-handedly crush the forces of the Aldmeri Dominion, finalizing his empire. Due to the actions of an entity known as the "Underking", it was lost for centuries until the events of Daggerfall, and then lost again, presumably for good.

  • Anthropomorphic Personification: One theory, and commentary from Michael Kirkbride supports this, is that Numidium was the personification of the Dwemer's ideas of skepticism and refutation. In this theory, much of Numidium's effects stem from it embodying the concept of "is not" and using that to literally negate things like people or physical laws from existence.
  • Arbitrary Skepticism: Some of the obscure texts by Kirkbride posit that Numidium is the weaponization of this, and that its main tool is the ability to look at an object or person and reveal the "lie" of their existence as a mere construct of the Aedra, who are a construct of Anu and Padomay, themselves a creation of the dream of the Godhead. Apparently, the key to countering this weapon is the opposing concept of belief and love and the affirmation of your own existence. It's unclear if Numidium actually is revealing the "lie" or if it is simply enforcing the idea of something not existing so hard that it becomes the truth. Those with the will and self-determination to define themselves as being real in the face of Numidium's overwhelming, reality-enforcing skepticism can survive and, in the case of the Underking, even destroy Numidium.
  • Beat Still, My Heart: Was originally designed to be powered by the Heart of Lorkhan. (Dagoth Ur uses its blueprint to create Akulakhan, his own Heart-powered mecha, thousands of years later.)
  • Big Bad: In Michael Kirkbride's "Obscure Text" C0DA, in which it is refutation incarnated, or the "Fuck it" in a world in which love is the answer. It's that kind of story.
  • Cessation of Existence: Just about the only thing in the setting that can completely unexist something, simply by disbelieving in it hard enough.
  • Curb-Stomp Battle: Was used to great effect against the Altmeri forces of the Summerset Isles. Alinor, their capital city, fell in less than an hour of fighting and their army was decimated. It allowed Tiber to succeed where Reman failed: he conquered the Summerset Isles.
  • Deity of Human Origin: A twist in that's a machine built to be a god instead of a mortal directly transformed into one, Though some sources posit that the reason the Dwemer disappeared is because they're all currently serving as one of it's components.
  • The Ghost: Due to the limitations of the hardware at the time Daggerfall was released, the Numidium never appears onscreen and it's only mentioned during the story. However, a copy built from its blueprints (Akulakhan) is shown onscreen in Morrowind.
  • Humongous Mecha: Numidium stands at 1,000 feet (304.8 meters) tall, making it slightly taller than the Eiffel Tower. Here's a size comparison, with the specks being full-sized people.
  • Instant Awesome: Just Add Mecha!: A thousand-foot-tall reality warping mecha, at that.
  • Logical Weakness: As logical as C0DA can be, at least. At the end of the comic, it is defeated by being forced to make an assertation, to say "yes" for once. As an embodiment of refutation, the cosmic principle of "no", this weakens it to the point that Jubal is able to use its own trick against it and refute it. Said assertation? Admitting that what it wanted was simply to 'win'.
  • Mechanical Abomination: It's a giant mechanical golem that distorts reality around it merely by existing, intended to be powered by the heart of a dead god (and later it's powered by what is believed to be that god's soul), and whose mere activation caused the Warp in the West at the end of Daggerfall, where all the endings (each of which being otherwise mutually exclusive) took place at once. (Though none to the same extent they would have individually.)
  • Mind Screw: Its mere existence can cause these, especially once it starts moving around and warping reality. At one point Numidium apparently refuted itself out of existence, and then refuted that fact so hard that it came right back into reality.
  • Order Versus Chaos: Ironically, despite being constructed by the extremely orderly and logical Dwemer, Numidium was a personification of the idea of refutation, or "is not." In effect, this made it a Padomaic entity, as Padomay is the original entity of chaos, denial, and refutation. Its mere presence caused chaos due to how it altered time and space seemingly at random.
  • Organic Technology: It's powered by the heart of Lorkhan or rough equivalent thereof, and some blueprints/drawings depict it as having a ribcage and spine. (Akulakhan, built from Numidium's blueprints, also has these organic-looking components.) It's also theorized that its armour or another of its structural components are what all the Dwemer were transformed into.
  • Reality Warper: Simply being activated for a short time after the end of Daggerfall caused time to split into many streams, recombining violently. One theory is that, being a construct that embodied the Dwemer's skepticism and tendency to refute even divine beings, Numidium simply refutes things like causality and time. Its main weapon is refusing to accept that something exists, and enforcing that fact so hard that they stop existing.
  • Superweapon: When active, absolutely nothing in the setting has been able to defeat it. It was notably used by Tiber Septim to crush the second Aldmeri Dominion and their armies of Magic Knights, a nation never previously conquered by force, in less than an hour of fighting.
  • The Tower: Considered one of the mythic Towers, which also include White-Gold Tower, the Throat of The World, Red Mountain, and others. In esoteric lore-speak, it's known as "Walk-Brass". Its "stone" was designed to be the Heart of Lorkhan, the stone of Red Mountain, but would later be replaced by the Mantella.
  • That Which Must Not Be Named: The Clockwork Apostles of Sotha Sil certainly seem to think so, overlapping with The Dreaded. In The Truth in Sequence they refer it only as the Walking Horror, NM.
  • Time Crash: Has caused several. One in Elsweyr, where Tiber Septim's mages were trying to figure out how to control it, and another known as the "Warp in the West".
  • Transforming Mecha: Numidium was usually anthropomorphic, but could apparently change its shape from time to time. Considering its reality-warping abilities and how it was a walking exemplification of refutation, it makes sense that Numidium would not necessarily stick to one discrete shape.
  • Your Soul Is Mine!: The Mantella, an unimaginably powerful soul gem filled with the soul of a Shezarrine, eventually serves as the replacement power source for the Heart.



"Ruptga was able to sire many children through the cycles and so he became known as the Tall Papa. He continued to place stars to map out the void for others, but after so many cycles there were almost too many spirits to help out. He made himself a helper from the detritus of past skins and this was Sep, or Second Serpent. Sep had much of the Hungry Stomach still left in him, multiple hungers from multiple skins. He was so hungry he could not think straight. Sometimes he would just eat the spirits he was supposed to help, but Tall Papa would always reach in and take them back out. Finally, tired of helping Tall Papa, Sep went and gathered the rest of the old skins and balled them up, tricking spirits to help him, promising them this was how you reached the new world, by making one out of the old. These spirits loved this way of living, as it was easier. No more jumping from place to place. Many spirits joined in, believing this was good thinking. Tall Papa just shook his head."
The Monomyth

Ruptga, also known as the "Tall Papa", is the chief deity of the Yokudan pantheon. He was the first deity to discover a means to survive Satakal's cyclical devouring of the worlds, known as the "Walkabout", where he would reach the Far Shores which Satakal could not consume. He helped other spirits to accomplish this as well, but soon, there were too many spirits for he alone to save. He created a helper in Sep, the serpentine Yokudan version of Lorkhan, out of the "worldskins" that Satakal left behind. However, Sep convinced other spirits to help him build an easier alternative to the Walkabout, even though Ruptga did not participate or approve. When the plan proved to be a failure, leaving many spirits stranded on a dying patchwork worldskin, Ruptga punished Sep for trapping the spirits. However, he refused to save the stranded spirits who had allowed Sep to trick them, instead proclaiming that they would have to find new ways to jump to the Far Shores.

Some sources associate Ruptga with Akatosh. Other sources make a connection between them, but consider them different entities. The biggest difference seems to be that Akatosh participated in Lorkhan's plan to create Mundus, while Ruptga did not "participate or approve" of Sep's plan. Tropes relating specifically to Akatosh should go in his entry above.

  • Alien Sky: According to Yokudan myth, Ruptga placed the stars in the sky so weaker spirits could follow them to the Far Shores.
  • Carry a Big Stick: He "punished" Sep for creating Mundus by "squashing him with a big stick".
  • Divine Delegation:
    • Ruptga gave purpose to Tu'whacca, another greater spirit who did not previously have one. Tu'whacca would be the caretaker of the Far Shores and help guide souls there.
    • Ruptga created Sep to help him save the lesser spirits from Satakal's hunger. Sep immediately began consuming the souls instead, forcing Ruptga to save them. Sep then devised the idea of Mundus, which was supposed to be an easier alternative to the Walkabout, but instead it trapped the souls and made it harder for them to reach the Far Shores.
    • Some of Ruptga's children (Leki, Zeht, HoonDing) and his wife (Morwha) are also deities in the Yokudan pantheon.
  • God Couple: With Morwha, the Yokudan aspect of Mara.
  • Hijacked by Jesus: One of the few deities to avert being absorbed by his counterpart from the Nine Divines. While sometime associated, Akatosh and Ruptga, the chief deities of their respective pantheons, are typically treated as separate entities. The biggest difference seems to be that Akatosh participated in Lorkhan's plan to create Mundus, while Ruptga did not "participate or approve" of Sep's plan.
  • Large and in Charge: He is a massive being, said to be large enough to place the stars in the sky by hand, and is also the chief deity of the Yokudan pantheon.
  • Offing the Offspring: Ruptga created Sep to help him save the lesser spirits from Satakal's hunger. However, Sep was driven by that same hunger (being created from the worldskins Satakal left behind) and would devise Mundus as an easier alternative to the Walkabout. After Sep convinced other spirits to help him create Mundus, which quickly proved a failure, Ruptga punished Sep by "squashing him with a big stick". Sep could then only slink around in a dead skin or swim about harmlessly in the sky.
  • Top God: Of the Yokudan pantheon, and still held in high regard by the Redguards.
  • Warrior Heaven: He guides spirits into reaching the Far Shores, where there is no hunger or thirst, and there are plenty of martial challenges to keep warrior spirits engaged and entertained.



"They lay down rules and if you obey them and pay homage to the god, why then he or she grants you favor. And the better you keep the rules and the more you worship the god, the higher you rise in his favor. Those rules aren't always easy to keep, and one god's rules may require you to violate another's but you know where you are. Well, Sai's not like that. He's not a daedra, but he's got a daedric side to him, for sure. One thing, if you worship him too much, he'll abandon you altogether."
King Edward, Book IX

Sai is a God of Luck celebrated in the Iliac Bay region. He was originally a mortal man with the uncanny ability to spread good luck to others, but not to himself. After he died in battle (while all of this fellow soldiers survived), he was granted immortality by Ebonarm to use his gift of luck to help "balance" the world. After sticking to his task for a time, he met and settled down with a Nord woman named Josea. He lingered too long with her and brought all of Skyrim uncanny good luck. Sai was visited by a procession of other gods, including Ebonarm and Mara, who, as punishment, took away his physical body and demanded that he make things right.

  • Babies Ever After: Settled down with a Nord woman Josea with whom he had a daughter. After his physical form faded away entirely, his decedents are said to be able to "feel" his presence once a year.
  • Born Lucky: Even as a mortal, he had the uncanny ability to bring good luck to others, but not to himself.
  • Deity of Human Origin: Originally a mortal man with the uncanny ability to spread good luck to others, but not to himself. When he died in battle, Ebonarm granted him immortality so that he may continue to spread his luck and help "balance" the world.
  • Noble Wolf:
    • Traveled with a gray wolf named Grellan after his resurrection.
    • Some time after settling down, his physical body began to fade as punishment, leaving him as a spirit and unable to interact with his loved ones. He begged Mara for a body, and she allowed him to occasionally take the form of a wolf. To this day, many Nords are hesitant to kill a wolf except in self defense because it might be Sai.
  • The Gambler: "Sai's Disease" is essentially gambling addiction. Those afflicted are driven to incessant gambling, seeking proof of the god's favor.
  • Walking the Earth: What he did for a time after he was brought back, which is exactly what he was supposed to do, spreading his good luck all over. After he met Josea, he settled down in one place with her and unbalanced the world by bringing too much good luck to it.


Shrine to Sithis

"All Tamrielic religions begin the same. Man or mer, things begin with the dualism of Anu and His Other. These twin forces go by many names: Anu-Padomay, Anuiel-Sithis, Ak-El, Satak-Akel, Is-Is Not. Anuiel is the Everlasting Ineffable Light, Sithis is the Corrupting Inexpressible Action. In the middle is the Gray Maybe ('Nirn' in the Ehlnofex)."
The Monomyth

Sithis, referred to as a "great void", is a force representing chaos, change, and limitation. Sithis is described as an equal but opposing force to Anui-El, the soul of all things, being considered "Padomaic" to Anui-El's "Anuic" basis. Sithis is also frequently associated with Lorkhan, with some tellings, especially those of the Aldmer, stating that Sithis "begat" Lorkhan to spread chaos into the "imperfect stasis" of Anui-El. Sithis is not considered to be Aedric or Daedric in nature, but rather something else entirely. That said, some Daedric Princes are believed to have associations with Sithis, including Sheogorath (who is said to be a "Sithis-shaped hole in the world") and Mephala.

Sithis is worshiped by the Dark Brotherhood as the "Dread Father", while his "wife", the Night Mother (believed by some to be an aspect of Mephala), serves to guide the Brotherhood. Sithis is also "acknowledged" by the Hist of Argonia as the "true" creator of the universe. Outside of these groups, Sithis is venerated by most cultures throughout Tamriel as a force of change, though outright worship is rare.

Sithis and Padomay are sometimes considered the same entity. Other sources make a connection between them, but consider them different entities. Tropes relating specifically to Padomay should go in his entry above.

  • Almighty Idiot: Much like Padomay, Sithis is believed to be more of a primordial force than something with a true "mind". That doesn't stop him from being anthropomorphized in various religions.
  • Alternate Character Interpretation: In-universe with the Argonians. While pretty much every other religious group on Nirn views Sithis as a figure of evil (or at least a primordial force fundamentally hostile to life), the Argonians view him as the personification of change, without whom no purposeful existence would be possible. His argonian Shadowscale followers regard themselves as "agents of necessary change" who guide the flow of history by killing those who stand in its way.
  • Angels, Devils and Squid: Loosely, Sithis is the "squid" to the Aedric "angels" and Daedric "devils".
  • Anthropomorphic Personification: The Dark Brotherhood anthropomorphizes Sithis as a a male "Dread Father" figure.
  • The Anti-God: In some versions, Sithis is the spirit of Padomay or even is Padomay, the original Anti-God and dark twin of the progenitor God of Gods Anu. In any case, Sithis is described as an equal but opposing force to Anui-El, "the soul of all things", making Sithis the antithesis of all things.
  • Brotherhood of Evil: The Dark Brotherhood, an illegal assassins guild, worships and operates in service to Sithis.
  • Creation Myth: The Hist - a race of ancient, sentient, possibly omniscient trees native to Black Marsh - "acknowledge" Sithis as the true creator of the universe. It also helps to explain the Argonian Shadowscales who are sent to the Dark Brotherhood, as the Argonians revere the Hist.
  • Dark Is Evil: Sithis is associated with darkness and is described as a "great void", and those who worship him are almost universally seen as evil or at the very least extremely amoral.
  • Dark Is Not Evil: For Argonians, who view the change Sithis represents as an overall positive force.
  • Destroyer Deity: "Destroyer" is perhaps too strong of a word, but Sithis is at least an injector of chaos into creation. According to some tellings, he "begat" Lorkhan to do this for him.
  • Eldritch Abomination: Sithis "Is Not", and is referred to as a "great void". Unlike the many other personified deities in the series, Sithis is most commonly described as a "force" representing chaos and change. He is said to be an equal but opposing force to "the soul of all things".
  • Eviler than Thou: At least to its followers when comparing Sithis to the Daedra. From the perspective of his worshipers, the Daedric Princes are a bunch of pansies compared to Sithis. Given that Sithis is considered a primordial entity and if it is indeed that true personification of chaos and the void, there may be something to his followers' claims.
  • God Couple: With the Night Mother in the religion of the Dark Brotherhood. There is evidence that the Night Mother may be an aspect of the Daedric Prince Mephala, who has strong connections to Sithis in the religion of the Dunmer. (The Morag Tong, off of whom the Brotherhood originally split, has Mephala as a patron deity while also having special reverence for Sithis.)
  • God of Evil: Loosely, at least to most of the denizens of Tamriel (with the notable exception of the Argonians). While there is at least some moral ambiguity with the majority of the Daedric Princes, a worshiper of Sithis will typically be considered evil.
  • Mind Screw: Sithis is the primal "Is Not".
  • The Nothing After Death: Those who have pledged their soul to Sithis enter "the Void" for all eternity. Apparently, according to the Dark Brotherhood, they serve him there in some capacity and can have their spirits summoned back to the world of the living to serve the Brotherhood.
  • Power of the Void: Sithis represents the primordial state of chaos and is referred to as the "great void."
  • Powers That Be: Affects the universe much more subtly than most of the other divine beings on this page. It is said that he "begat" Lorkhan to disrupt the imperfect stasis of Anui-El and the spirits that would later become the Aedra.
  • Red and Black and Evil All Over: Red and black are the colors most commonly associated with Sithis.
  • Red Baron: The Dread Father.
  • Literal Split Personality: Theorized to have "begat" Lorkhan to sow chaos into the universe. It's possible they have a relationship similar to Alduin and Akatosh's.
  • Religion of Evil: Anyone who outright worships Sithis is typically viewed as evil, or at least very amoral. This includes the Dark Brotherhood, especially given that their primary means of worshiping Sithis includes murder.
  • Unholy Matrimony: The Night Mother is said to be his "wife". She is said to have sacrificed her five children to him while she was still a mortal woman.
  • Void Between the Worlds: Or in this case, surrounding the "worlds". Sithis is the embodiment of that void.



"Finally Trinimac, Auriel's greatest knight, knocked Lorkhan down in front of his army and reached in with more than hands to take his Heart. He was undone. The Men dragged Lorkhan's body away and swore blood vengeance on the heirs of Auriel for all time."
The Monomyth

Trinimac was a prominent deity among the early Aldmer and served as the champion of Auri-El. Trinimac was a warrior spirit, said to be the strongest of the et'Ada, and in some places was even more popular than Auri-El. According to Aldmeri religious tradition, it was Trinimac who led the Aldmeri armies against Lorkhan's supporters, the races of Men. Trinimac slew Lorkhan and removed Lorkhan's heart from his body.

However, Trinimac would later be "eaten" by the Daedric Prince Boethiah so that Boethiah could manipulate Trinimac's followers, who would become the Chimer. After being tortured in Boethiah's stomach, the remains of Trinimac were "excreted". These remains became the Daedric Prince Malacath and his remaining followers were transformed into the Orsimer (Orcs). Malacath somewhat confirms this story, but complains that it is "too literal minded".

The below tropes are associated with Trinimac. For tropes relating to Malacath, see his entry on the Daedra page. (Some tropes may warrant placement on both, but please be judicious.)

  • Ancestor Veneration: Originally a mortal Aldmer, he was elevated to the status of a god through the collective adulation and worship of the Aldmeri people.
  • Black Knight: It is theorized that Boethiah's "black knight" appearance is the corrupted appearance of Trinimac, who Boethiah swallowed and briefly impersonated.
  • Bodyguarding a Badass: Trinimac was said to have been Auri-El's champion.
  • Deity of Human Origin: As Aldmeri society evolved, commoners stopped worshiping their own ancestors and began worshiping the ancestors of their social "betters", elevating them to the level of gods through collective adulation. Trinimac was one such ancestor. After being eaten and excreted by Boethiah, Trinimac would become the Daedric Prince Malacath.
  • Distracted by the Sexy: According to one Cyrodiilic tale, Trinimac was caught by Boethiah by the Daedric Prince first pretending to be two helpful but ugly old people who made bargains with him to help him find Boethiah (who Trinimac was seeking to chastise for his cruel deceptions) in return for him treating their noxious, boil-riddled bodies. Afterward, Boethiah took the form of a beautiful woman who offered to tell him where Boethiah was in exchange for a kiss. After having to deal with the ugly old people from before, Trinimac was happy to offer the disguised Boethiah a kiss, and when he leaned in close, Boethiah revealed himself and swallowed Trinimac whole.
  • Feeling Oppressed by Their Existence: Trinimac popularized and spread the Aldmeri version of the events surrounding Lorkhan and the creation of Mundus, preaching that it was a cruel trick and fomenting war against Lorkhan's followers, the races of Men.
  • Heroes Prefer Swords: Trinimac is associated with "the blade". The end of the Almderi veneration to Trinimac reads:
    "By the blade of Trinimac I swear, and call for his aid."
  • Hijacking Cthulhu: Trinimac was "eaten" by Boethiah, who spoke with Trinimac's voice in order to convince the Chimer to migrate to Morrowind. Trinimac was "tortured" in Boethiah's stomach and later excreted, with these excreted remains becoming Malacath and Trinimac's remaining followers becoming the Orcs.
  • War God: Trinimac was said to be a "warrior spirit" and the strongest of the et'Ada. He led the Aldmeri armies in war.


Tsun, as seen in Skyrim

Voiced by: Thor Edgell (English)note 

"I am Tsun, shield-thane to Shor. The Whalebone Bridge he bade me guard and winnow all those souls whose heroic end sent them here, to Shor's lofty hall where welcome, well earned, awaits those I judge fit to join that fellowship of honor."
Tsun's dialogue in Skyrim

Tsun is the old Nordic God of "Trials Over Adversity" and shield-thane of Shor, along with his brother Stuhn. Tsun was killed defending Shor from "foreign gods" and now stands guard over the Hall of Valor in Sovngarde, testing warrior spirits in combat to ensure their worthiness to enter.

Tsun is sometimes associated with Zenithar of the Nine Divines pantheon, but most evidence is loose and circumstantial. As such, they are treated as separate entities here. Tropes relating to Zenithar specifically should be placed in his entry above.

  • Animal Motifs: He is associated with bears and is typically represented in Nordic barrows by a bear totem.
  • Antiquated Linguistics: In Skyrim, Tsun tends to speak using an old-fashioned, almost "sing-songy", word order, in addition to throwing out some rather archaic terms.
  • Badass Baritone: Speaks with a deep voice and is a god who tests warrior spirits for their worthiness of entering Shor's hall.
  • Berserk Button: In Skyrim, he is much more hostile towards you if you introduce yourself as either a Nightingale or the Listener. He has a good reason, of course, since you're admitting to being in the service of either a Daedric Prince or Sithis, in addition to neither profession being exactly compatible with honorable combat. In both cases, he ends his response with "your errand I will not hinder, if my wrath you can withstand."
  • Bodyguarding a Badass: Along with his brother Stuhn, he was a shield-thane to Shor. He fell in battle while defending Shor against "foreign gods".
  • Brutish Character, Brutish Weapon: One of the greatest gods of the Nords, and guardian of their equivalent of Valhalla. His weapon of choice is a beefed-up ancient Nord battleaxe. Skyrim game files reveal that it is actually the most powerful axe in the game, exceeding even Dragonbone weaponry in damage.
  • Combat Compliment: If you do well in fighting him, he'll give you several as the fight goes on.
    "I have long awaited such a worthy adversary!"
  • Contractual Boss Immunity: In Skyrim, he is completely immune to any stagger, knockdown, paralysis, or disarm attacks. If he falls into the chasm beneath the Whalebone Bridge, he'll reappear and exit from the Hall of Valor to continue the fight.
  • Duel Boss: He must be fought and defeated in one-on-one combat to prove one's worthiness to enter Shor's hall.
  • Death Is Cheap: He died defending Shor from "foreign gods", and yet serves as what is essentially a bouncer of Sovngarde, by guarding the Whalebone Bridge into the Hall of Valor.
  • Klingon Scientists Get No Respect: Laments that the children of Skyrim have fallen into this regarding Nord mages. Should you declare yourself to be The Archmage of the College of Winterhold in Skyrim, he comments that the "Clever Craft" is still respected by those who reside in Shor's Hall.
  • Large and in Charge: He towers over even the tallest mortals and serves as the gatekeeper of Shor's hall. In Skyrim, only the Ebony Warrior is taller.
  • Last Stand: Died defending Shor from angry "foreign gods".
  • Let Me at Him!: Tsun desired to battle Alduin when the latter began consuming the souls within Sovngarde. For unknown reasons, Shor held him back.
  • Make Me Wanna Shout: He knows and can use the Thu'um.
  • Pet the Dog: If you introduce yourself as the Archmage of the College of Winterhold in Skyrim, Tsun makes a remark about how badly mages have been treated as of late, and mentions how mages are honored in Shor's hall. A nice moment after enduring snarky remarks about magic during the rest of the game. You still have to fight him, but he sees you as an equal, same as if you introduced yourself as Dragonborn or the Harbinger of the Companions.
  • Physical God: He is a god who served as shield-thane to Shor, but died defending Shor from "foreign gods". He still has a physical form within Sovngarde, and now tests warrior spirits for their worthiness to enter Shor's hall.
  • Pre-Final Boss: In Skyrim, the Dragonborn must defeat him in a duel in order to enter Shor's hall as the penultimate boss of the main quest.
  • Reasonable Authority Figure:
    • According to Kodlak Whitemane's journals, in his dreams he saw Tsun turn his back and refuse to let any Harbinger of the Companion enter Sovngarde after they chose to embrace Lycanthrophy, instead letting the Daedric Prince Hircine drag their souls off to his realm. However, when it came Kodlak's turn, Tsun came down from his post to watch the Dragonborn fight alongside Kodlak's spirit to cleanse it of the curse, before gladly accepting him into Sovngarde as a true Nord.
    • Even if you earn his disgust and hatred by declaring yourself Nightingale or Listener, he'll still give you a chance to prove yourself in combat. After all, what matters to him isn't that you were a good person in life, but a valorous warrior in death.
  • Threshold Guardian: He guards the bridge to Shor's Hall, testing warrior spirits for their worthiness to enter.
  • Walking Shirtless Scene: He doesn't wear anything on his upper body.
  • Warrior Heaven: He resides in Sovngarde where he stands guard over the Whalebone Bridge to Shor's Hall of Valor, testing warrior spirits for their worthiness to enter.
  • What the Hell Is That Accent?: His accent in Skyrim doesn't directly match up with any real life source. Different listeners hear different accents, with the only agreement seeming to be that it sounds quite archaic.
  • Worthy Opponent: All those seeking entry to the Hall of Valor must prove their worthiness by besting him in a fight.


Y'ffre (aka Jephre)
Depiction of Y'ffre from the book "Prayer to Y'ffre"

"Feel the solidity of the ground under your feet, and taste the wind. By his will is our world manifest, and the rocks, and the trees, and the birds in the sky. Y'ffre is with you at every turn, in every moment."
Bones of the Forest

Y'ffre, the God of the Forest and the Spirit of the Now, is the most important god in the Bosmer religion and also present in the religions of the Altmer, Bretons, and Falmer. He (sometimes she) was one of the strongest pre-creation spirits and was the first to transform into the Ehlnofey, the "Earth Bones", which allowed for the laws of physics, nature, and life on Nirn. Y'ffre is also heavily associated with story telling, which is an integral part of Bosmeri culture.

  • The Beastmaster: As essentially the god of nature. This is a trait he passed on to his Bosmeri followers.
  • Gaia's Vengeance: Among the Bosmer, failure to adhere to the Green Pact is said to result in being "consigned back into the Ooze".
  • Nature Spirit: Essentially brought nature (referred to as "the Green") into existence in the early world.
  • Otherworldly and Sexually Ambiguous: Different stories refer to Y'ffre as variously male or female. Like the other et'Ada, Y'ffre is a technically genderless spirit.
  • Precursors: As one of the Ehlnofey (and in some tellings, the very first Ehlnofey), who are the ancestors to all of the mortal races on Nirn (save for possibly the Argonians).
  • Red Baron: The God of Song and Forest. The Spirit of the Now.
  • Veganopia: Inverted. Bound the Bosmer to the "Green Pact", which prevents them from harming plants and eating living plant matter in their homeland of Valenwood, which leaves them on a heavily carnivorous diet. The Green Pact is more relaxed for Bosmer outside of Valenwood, and even inside the forest the Bosmer can get away with following the exact wording of the rules. For example, fallen deadwood and fruit that falls off trees doesn't count as harming plants, and mushrooms aren't plants.
  • Wise Tree: Some depictions of Y'ffre have him taking the form of a large, bearded tree.