malacath

The Book of Daedra

Author: 
Anonymous

Azura, whose sphere is dusk and dawn, the magic in-between realms of twilight, known as Moonshadow, Mother of the Rose, and Queen of the Night Sky.

 

Boethiah, whose sphere is deceit and conspiracy, and the secret plots of murder, assassination, treason, and unlawful overthrow of authority.

 

Clavicus Vile, whose sphere is the granting of power and wishes through ritual invocations and pact.

 

Hermaeus Mora, whose sphere is scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory.

 

Hircine, whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase, known as the Huntsman and the Father of Manbeasts.

 

Malacath, whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse.

 

Mehrunes Dagon, whose sphere is Destruction, Change, Revolution, Energy, and Ambition.

 

Mephala, whose sphere is obscured to mortals; known by the names Webspinner, Spinner, and Spider; whose only consistent theme seems to be interference in the affairs of mortals for her amusement.

 

Meridia, whose sphere is obscured to mortals; who is associated with the energies of living things.

 

Molag Bal, whose sphere is the domination and enslavement of mortals; whose desire is to harvest the souls of mortals and to bring mortal souls within his sway by spreading seeds of strife and discord in the mortal realms.

 

Namira, whose sphere is the ancient Darkness; known as the Spirit Daedra, ruler of sundry dark and shadowy spirits; associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion.

 

Nocturnal, whose sphere is the night and darkness; who is known as the Night Mistress.

 

Peryite, whose sphere is the ordering of the lowest orders of Oblivion, known as the Taskmaster.

 

Sanguine, whose sphere is hedonistic revelry and debauchery, and passionate indulgences of darker natures.

 

Sheogorath, whose sphere is Madness, and whose motives are unknowable.

 

Vaernima, whose sphere is the realm of dreams and nightmares, and from whose realm issues forth evil omens.

[Especially marked for special interest under the heading "Malacath" you find a reference to SCOURGE, blessed by Malacath, and dedicated to the use of mortals. In short, the reference suggests that any Daedra attempting to invoke the weapon's powers will be expelled into the voidstreams of Oblivion.]

"Of the legendary artifacts of the Daedra, many are well known, like Azura's Star, and Sheogorath's Wabbajack. Others are less well known, like Scourge, Mackkan's Hammer, Bane of Daedra...."

"...yet though Malacath blessed Scourge to be potent against his Daedra kin, he thought not that it should fall into Daedric hands, then to serve as a tool for private war among caitiff and forsaken. Thus did Malacath curse the device such that, should any dark kin seek to invoke its powers, that a void should open and swallow that Daedra, and purge him into Oblivion's voidstreams, from thence to pathfind back to the Real and Unreal Worlds in the full order of time."  

The Doors of Oblivion

Author: 
Seif-ij Hidja

"When thou enterest into Oblivion, Oblivion entereth into thee." -- Nai Tyrol-Llar

 

The greatest mage who ever lived was my master Morian Zenas. You have heard of him as the author of the book 'On Oblivion,' the standard text for all on matters Daedric. Despite many entreaties over the years, he refused to update his classic book with his new discoveries and theories because he found that the more one delves into these realms, the less certain one is. He did not want conjecture, he wanted facts.

For decades before and after the publication of 'On Oblivion,' Zenas compiled a vast personal library on the subject of Oblivion, the home of the Daedra. He divided his time between this research and personal magickal growth, on the assumption that should he succeed in finding a way into the dangerous world beyond and behind ours, he would need much power to wander its dark paths.

Twelve years before Zenas began the journey he had prepared his life to make, he hired me as his assistant. I possessed the three attributes he required for the position: I was young and eager to help without question; I could read any book once and memorize its contents; and, despite my youth, I was already a Master of Conjuration.

Zenas too was a Master of Conjuration - indeed, a Master at all the known and unknown Schools - but he did not want to rely on his ability alone in the most perilous of his research. In an underground vault, he summoned Daedra to interview them on their native land, and for that he needed another Conjurer to make certain they came, were bound, and were sent away again without incident.

I will never forget that vault, not for its look which was plain and unadorned, but for what you couldn't see. There were scents that lingered long after the summoned creatures had left, flowers and sulfur, sex and decay, power and madness. They haunt me still to this very day.

Conjuration, for the layman unacquainted with its workings, connects the caster's mind with that of the summoned. It is a tenuous link, meant only to lure, hold, and dismiss, but in the hands of a Master, it can be much stronger. The Psijics and Dwemer can (in the Dwemer's case, perhaps I should say, could) connect with the minds of others, and converse miles apart - a skill that is sometimes called telepathy.

Over the course of my employment, Zenas and I developed such a link between one another. It was accidental, a result of two powerful Conjurers working closely together, but we decided that it would be invaluable should he succeed in traveling to Oblivion. Since the denizens of that land could be touched even by the skills of an amateur Conjurer, it was possible we could continue to communicate while he was there, so I could record his discoveries.

The 'Doors to Oblivion,' to use Morian Zenas's phrase, are not easily found, and we exhausted many possibilities before we found one where we held the key.

The Psijics of Artaeum have a place they call The Dreaming Cave, where it is said one can enter into the Daedric realms and return. Iachesis, Sotha Sil, Nematigh, and many others have been recorded as using this means, but despite many entreaties to the Order, we were denied its use. Celarus, the leader of the Order, has told us it has been sealed off for the safety of all.

We had hopes of using the ruins of the Battlespire to access Oblivion. The Weir Gate still stands, though the old proving grounds of the Imperial Battlemages itself was shattered some years ago in Jagar Tharn's time. Sadly, after an exhaustive search through the detritus, we had to conclude that when it was destroyed, all access to the realms beyond, the Soul Cairn, the Shade Perilous, and the Havoc Wellhead, had been broken. It was probably for the good, but it frustrated our goal.

The reader may have heard of other Doors, and he may be assured we attempted to find them all.

Some are pure legend, or at any rate, not traceable based on the information left behind. There are references in lore to Marukh's Abyss, the Corryngton Mirror, the Mantellan Crux, the Crossroads, the Mouth, a riddle of an alchemical formula called Jacinth and Rising Sun, and many other places and objects that are said to be Doors, but we could not find.

Some exist, but cannot be entered safely. The whirlpool in the Abecean called the Maelstrom of Bal can make ships disappear, and may be a portal into Oblivion, but the trauma of riding its waters would surely slay any who tried. Likewise, we did not consider it worth the risk to leap from the Pillar of Thras, a thousand foot tall spiral of coral, though we witnessed the sacrifices the sloads made there. Some victims were killed by the fall, but some, indeed, seemed to vanish before being dashed on the rocks. Since the sload did not seem certain why some were taken and some died, we did not favor the odds of the plunge.

The simplest and most maddeningly complex way to go to Oblivion was simply to cease to be here, and begin to be there. Throughout history, there are examples of mages who seemed to travel to the realms beyond ours seemingly at will. Many of these voyagers are long dead, if they ever existed, but we were able to find one still living. In a tower off Zafirbel Bay on the island of Vvardenfell in the province of Morrowind there exists a very old, very reclusive wizard named Divayth Fyr.

He was not easy to reach, and he was reluctant to share with Morian Zenas the secret Door to Oblivion. Fortunately, my master's knowledge of lore impressed Fyr, and he taught him the way. I would be breaking my promise to Zenas and Fyr to explain the procedure here, and I would not divulge it even if I could. If there is dangerous knowledge to be had, that is it. But I do not reveal too much to say that Fyr's scheme relied on exploiting a series of portals to various realms created by a Telvanni wizard long missing and presumed dead. Against the disadvantage of this limited number of access points, we weighed the relative reliability and security of passage, and considered ourselves fortunate in our informant.

Morian Zenas then left this world to begin his exploration. I stayed at the library to transcribe his information and help him with any research he needed.

'Dust,' he whispered to me on the first day of his voyage. Despite the inherent dreariness of the word, I could hear his excitement in his voice, echoing in my mind. 'I can see from one end of the world to the other in a million shades of gray. There is no sky or ground or air, only particles, floating, falling, whirling about me. I must levitate and breathe by magickal means...'

Zenas explored the nebulous land for some time, encountering vaporous creatures and palaces of smoke. Though he never met the Prince, we concluded that he was in Ashpit, said to be the home of Malacath, where anguish, betrayal, and broken promises like ash filled the bitter air.

'The sky is on fire,' I heard him say as he moved on to the next realm. 'The ground is sludge, but traversable. I see blackened ruins all around me, like a war was fought here in the distant past. The air is freezing. I cast blooms of warmth all around me, but it still feels like daggers of ice stabbing me in all directions.'

This was Coldharbour, where Molag Bal was Prince. It appeared to Zenas as if it were a future Nirn, under the King of Rape, desolate and barren, filled with suffering. I could hear Morian Zenas weep at the images he saw, and shiver at the sight of the Imperial Palace, spattered with blood and excrement.

'Too much beauty,' Zenas gasped when he went to the next realm. 'I am half blind. I see flowers and waterfalls, majestic trees, a city of silver, but it is all a blur. The colors run like water. It's raining now, and the wind smells like perfume. This surely is Moonshadow, where Azura dwells.'

Zenas was right, and astonishingly, he even had audience with the Queen of Dusk and Dawn in her rose palace. She listened to his tale with a smile, and told him of the coming of the Nevevarine. My master found Moonshadow so lovely, he wished to stay there, half-blind, forever, but he knew he must move on and complete his journey of discovery.

'I am in a storm,' he told me as he entered the next realm. He described the landscape of dark twisted trees, howling spirits, and billowing mist, and I thought he might have entered the Deadlands of Mehrunes Dagon. But then he said quickly, 'No, I am no longer in a forest. There was a flash of lightning, and now I am on a ship. The mast is tattered. The crew is slaughtered. Something is coming through the waves ... oh, gods ... Wait, now, I am in a dank dungeon, in a cell ...'

He was not in the Deadlands, but Quagmire, the nightmare realm of Vaernima. Every few minutes, there was a flash of lightning and reality shifted, always to something more horrible and horrifying. A dark castle one moment, a den of ravening beasts the next, a moonlit swamp, a coffin where he was buried alive. Fear got the better of my master, and he quickly passed to the next realm.

I heard him laugh, 'I feel like I'm home now.'

Morian Zenas described to me an endless library, shelves stretching on in every direction, stacks on top of stacks. Pages floated on a mystical wind that he could not feel. Every book had a black cover with no title. He could see no one, but felt the presence of ghosts moving through the stacks, rifling through books, ever searching.

It was Apocrypha. The home of Hermaeus-Mora, where all forbidden knowledge can be found. I felt a shudder in my mind, but I could not tell if it was my master's or mine.

Morian Zenas never traveled to another realm that I know of.

Throughout his visits to the first four realms, my master spoke to me constantly. Upon entering the Apocrypha, he became quieter, as he was lured into the world of research and study, the passions that had controlled his heart while on Nirn. I would frantically try to call to him, but he closed his mind to me.

Then he would whisper, 'This cannot be...'

'No one would ever guess the truth...'

'I must learn more...'

'I see the world, a last illusion's shimmer, it is crumbling all around us...'

I would cry back to him, begging him to tell me what was happening, what he was seeing, what he was learning. I even tried using Conjuration to summon him as if he were a Daedra himself, but he refused to leave. Morian Zenas was lost.

I last received a whisper from him six months ago. Before then, it had been five years, and three before that. His thoughts are no longer intelligible in any language. Perhaps he is still in Apocrypha, lost but happy, in a trap he refuses to escape.

Perhaps he slipped between the stacks and passed into the Madhouse of Sheogorath, losing his sanity forever.

I would save him if I could.

I would silence his whispers if I could.

The Legendary Scourge

Author: 
Anonymous

"Not till the very evening they came," answered he, and then told of his dealings with Mehrunes Dagon's thralls, saying that Mackkan would find it easier to whistle on the wind's tracks and go on a fool's errand than to fight his toads. Then said Mackkan:

"Now see to thy safety henceforward,
And stick to thy parts and thy pride;
Or this mallet of mine, Malacath's Scourge,
Will meet with thine ear of a surety.
For quick as I can cry "Equality,"
Though eight arms thou couldst boast of,
Such bumps thou shalt comb on thy brainpan,
Thou that breakest the howes of the dead.

EXPLICATION: The mace Scourge, Blessed of Malacath, Mackkan's legendary weapon, forged from sacred ebony in the Fountains of Fickledire, has ever been the bane of the Dark Kin, and many a black spirit has been hurled back into Oblivion with a single blow of this bold defender of the friendless. Scourge now hangs within the armory of Battlespire, ready to take up in the name of the Emperor against the Daedric Lords.

 

16 Accords of Madness, v. VII

Author: 
Anonymous

Malacath's Tale

In the days before the Orsinium's founding, the spurned Orc-folk were subjected to ostracism and persecutions even more numerous and harsh than their progeny are accustomed to in our own age. So it was that many champions of the Orsimer traveled, enforcing what borders they could for the proliferation of their own people. Many of these champions are spoken of yet today, among them the Cursed Legion, Gromma the Hairless, and the noble Emmeg Gro-Kayra. This latter crusader would have certainly risen to legendary status throughout Tamriel, had he not been subject to the attention of certain Daedric Princes.

Emmeg Gro-Kayra was the bastard son of a young maiden who was killed in childbirth. He was raised by the shaman of his tribe, the Grilikamaug in the peaks of what we now call Normar Heights. Late in his fifteenth year, Emmeg forged by hand an ornate suit of scaled armor, a rite of ascension among his tribe. On a blustery day, he pounded the final rivet, and draping a heavy cloak over the bulky mantle, Emmeg set out from his village for the last time. Word of his exploits always returned home, whether defending merchant caravans from brigands or liberating enslaved beast folk. News of the noble Orc crusader began to grace even the lips of Bretons, often with a tinge of fear.

Less than two years after ascending to maturity, Gro-Kayra was making camp when a thin voice called out from the thickening night. He was surprised to hear the language of his people spoken by a tongue that obviously did not belong to an Orc.

'Lord Kayra', said the voice, 'tales of your deeds have crossed the lips of many, and have reached my ears.' Peering into the murk, Emmeg made out the silhouette of a cloaked figure, made wavy and ephemeral by the hazy campfire. From the voice alone he had thought the interloper an old hag, but he now decided that he was in the presence of a man of slight and lanky build, though he could discern no further detail.

'Perhaps,' the wary Orc began, 'but I seek no glory. Who are you?'

Ignoring the question, the stranger continued, 'Despite that, Orsimer, glory finds you, and I bear a gift worthy of it.' The visitor's cloak parted slightly, revealing nothing but faintly glinting buttons in the pale moonlight, and a bundle was withdrawn and tossed to the side of the fire between the two. Emmeg cautiously removed the rags in which the object was swathed, and was dazzled to discover the item to be a wide, curved blade with ornately decorated handle. The weapon had heft, and Emmeg realized on brandishing it that the elaborate pommel disguised the more practical purpose of balancing the considerable weight of the blade itself. It was nothing much to look at in its present condition, thought the Orc, but once the tarnish was cleaned away and a few missing jewels restored, it would indeed be a blade worthy of a champion ten times his own worth.

'Her name is Neb-Crescen' spoke the thin stranger, seeing the appreciation lighting Gro-Kayra's face. 'I got her for a horse and a secret in warmer climes, but in my old age I'd be lucky to even lift such a weapon. It's only proper that I pass her on to one such as yourself. To possess her is to change your life, forever.' Overcoming his initial infatuation with the arc of honed steel, Emmeg turned his attention back to the visitor.

'Your words are fine, old man,' Emmeg said, not masking his suspicion, 'but I'm no fool. You traded for this blade once, and you'll trade for it again tonight. What is it that you want?' The stranger's shoulders slumped, and Emmeg was glad to have unveiled the true purpose of this twilight visit. He sat with him a while, eventually offering a stack of furs, warm food, and a handful of coins in exchange for the exotic weapon. By morning, the stranger was gone.

In the week following Emmeg's encounter with the stranger, Neb-Crescen had not left its scabbard. He had encountered no enemy in the woods, and his meals consisted of fowl and small game caught with bow and arrow. The peace suited him fine, but on the seventh morning, while fog still crept between the low-hanging boughs, Emmeg's ears pricked up at the telltale crunch of a nearby footfall in the dense snow and forest debris.

Emmeg's nostrils flared, but he was upwind. Being unable to see or smell his guest, and knowing that the breeze carried his scent in that direction, Emmeg's guard was up, and he cautiously drew Neb-Crescen from its sheath. Emmeg himself was not entirely sure of all that happened next.

The first moment of conscious memory in Emmeg Gro-Kayra's mind after drawing Neb-Crescen was the image of the curved blade sweeping through the air in front of him, spattering blood over the virginal powder coating the forest floor. The second memory was a feeling of frenzied bloodlust creeping over him, but it was then that he saw for the first time his victim, an Orc woman perhaps a few years younger than himself, her body a canvas of grisly wounds, enough to kill a strong man ten times over.

Emmeg's disgust overwhelmed the madness that had overtaken him, and with all his will enlisted, he released Neb-Crescen from his grip and let the blade sail. With a discordant ringing it spun through the air and was buried in a snowdrift. Emmeg fled the scene in shame and horror, drawing the hood of his cloak up to hide himself from the judging eyes of the rising sun.

The scene where Emmeg Gro-Kayra had murdered one of his own kind was a macabre one. Below the neck, the body was flayed and mutilated almost beyond recognition, but the untouched face was frozen in a permanent expression of abject terror.

It was here that Sheogorath performed certain rites that summoned Malacath, and the two Daedric Lords held court in the presence of the disfigured corpse.

'Why show me this, Mad One?' began Malacath, once he recovered from his initial, wordless outrage. 'Do you take such pleasure in watching me grieve the murder of my children?' His guttural voice rumbled, and the patron of the Orismer looked upon his counterpart with accusing eyes.

'By birth, she was yours, brother outcast,' began Sheogorath, solemn in aspect and demeanor. 'But she was a daughter of mine by her own habits. My mourning here is no less than your own, my outrage no less great.'

'I am not so sure,' grumbled Malacath, 'but rest assured that vengeance for this crime is mine to reap. I expect no contest from you. Stand aside.' As the fearsome Prince began to push past him, Lord Sheogorath spoke again.

'I have no intention of standing between you and vengeance. In fact, I mean to help you. I have servants in this wilderness, and can tell you just where to find our mutual foe. I ask only that you use a weapon of my choosing. Wound the criminal with my blade, and banish him to my plane, where I can exact my own punishment. The rights of honor-killing here belong to you.'

With that, Malacath agreed, took the wide blade from Sheogorath, and was gone.

Malacath materialized in the path of the murderer, the cloaked figure obscured through a blizzard haze. Bellowing a curse so foul as to wilt the surrounding trees, the blade was drawn and Malacath crossed the distance more quickly than a wild fox. Frothing with rage, he swung the blade in a smooth arc which lopped the head of his foe cleanly off, then plunged the blade up to its hilt in his chest, choking off the spurts of blood into a steady, growing stain of red bubbling from beneath the scaled armor and heavy cloak.

Panting from the unexpected immediacy and fury of his own kill, Malacath rested on a knee as the body before him collapsed heavily backwards and the head landed roughly upon a broad, flat stone. The next sound broke the silence like a bolt.

'I - I'm sorry...' sputtered the voice of Emmeg Gro-Kayra. Malacath's eyes went wide as he looked upon the severed head, seeping blood from its wound, but somehow kept alive. Its eyes wavered about wildly, trying to focus on the aspect of Malacath before it. The once-proud eyes of the champion were choked with tears of grief, pain, and confused recognition.

To his horror, Malacath recognized only now that the man he had killed was not only one of his Orismer children, but very literally a son he had blessed an Orc maiden with years hence. For achingly long moments the two looked upon each other, despondent and shocked.

Then, silent as oiled steel, Sheogorath strode into the clearing. He hefted Emmeg Gro-Kayra's disembodied head and bundled it into a small, grey sack. Sheogorath reclaimed Neb-Crescen from the corpse and turned to walk away. Malacath began to stand, but kneeled again, knowing he had irreversibly damned his own offspring to the realm of Sheogorath, and mourned his failure as the sound of his son's hoarse pleas faded into the frozen horizon.

Malacath

Author: 
Xan

Malacath, whose sphere is the patronage of the spurned and ostracized, and the sworn oath, and the bloody curse.

Malacath (God of Curses): Malacath is the reanimated dung that was Trinimac. A somewhat weak but vengeful Daedra, the Dark Elves say he is also Malak, the god-king of the orcs. He always tests the Dunmer for physical weakness.
-
Varieties of Faith in the Empire

As recorded in "The Doors of Oblivion", Malacath maintains a realm called Ashpit; an ash-grayed realm without sky or ground, only particles or ashes that floating, falling and whirling, it is where anguish, betrayal, and broken promises like ash filled the bitter air.

The summoning date of Malacath is 8th of Frost Fall. Malacath can also be summoned in his shrine, if the summoner offered Troll Fat.

According to "Darkest Darkness", the giant but dim-witted Ogrim is a servant of Malacath. And recently we noted that Ogre is also one of Malacath's creatures.

Malacath in DaggerfallMalacath's statue in Morrowind

Malacath's statue in Oblivion

During the exodus of the Chimer in the Merethic Era, one of the most powerful Aldmeri heroes, Trinimac, tried to stop the movement. Daedric Prince Boethiah as the mastermind behind of the movement confronted Trinimac. It was a legendary battle. It is said that Trinimac was eaten by Boethiah, then Boethiah spoke with Trinimac's voice, in order to increase the morale of the Chimer while in the same time mocking the opposed Aldmer. The remain of Trinimac was transformed to Daedric Prince Malacath, and Trinimac's followers were changed as well. They are now known as the Orcs, and they worship Malacath as their god. This is recorded in the "Changed Ones."

This information is also written in "The True Nature of Orcs": 

"Orcs were born during the latter days of the Dawn Era. History has mislabeled them beastfolk, related to the goblin races, but the Orcs are actually the children of Trinimac, strongest of the Altmeri ancestor spirits. When Trinimac was eaten by the Daedroth Prince Boethiah, and transformed in that foul god's insides, the Orcs were transformed as well. The ancient name for the Orcs is 'Orsimer,' which means 'The Pariah Folk.' They now follow Malauch, the remains of Trinimac."

Malacath is also one of the Dunmeri Four Corners of the House of Troubles. Four Corner of the House of Trouble consists of Molag Bal, Mehrunes Dagon, Malacath and Sheogorath. These Daedric Princes rebelled against the counsel and admonition of the Tribunal, causing great kin strife and confusion among the clans and Great Houses. They are holy in that they serve the role of obstacles during the Testing. Through time they have sometimes become associated with local enemies, like the Nords, Akaviri, or Mountain Orcs. As written in the "The House of Troubles" and "Varieties of Faith in the Empire", Malacath is the reanimated dung that was Trinimac, Malacath is a weak but vengeful god. The Dunmer say he is Malak, the god-king of the orcs. He tests the Dunmer for physical weakness.

An interesting record in the "Varieties of Faith in the Empire" says:

"Mauloch (Malacath): An Orcish god, Mauloch troubled the heirs of King Harald for a long time. Fled east after his defeat at the Battle of Dragon Wall, ca. 1E660. His rage was said to fill the sky with his sulphurous hatred, later called the "Year of Winter in Summer"."

We know the year is the time when the Red Mountain erupted that brought disasters throughout Tamriel, so I think the claim that says that his rage fill the sky with sulphurous hatred is rather exaggerated.

During the time of the Nerevarine, Malacath was summoned by the Nerevarine in his shrine of Assurdirapal. The Prince of Curses asked the Nerevarine to track and kill the last of the Oreyn Bearclaw family line. He was upset that Oreyn Bearclaw took all the glory to be a hero while in fact all the deeds were done by Kharag gro-Khar, Oreyn's Orcish companion. The target person was finally killed by the Nerevarine and Malacath rewarded the Helm of Oreyn Bearclaw. However Malacath was wrong believing that the Oreyn Bearclaw's family line has ended, while in fact one of the family members is still alive. This person, named Modryn Oreyn, became a rather important person in the Fighters Guild after his role in the quest to eliminate the dangerous competitor of the guild, the Blackwood Company. Detail conversation of the event in Morrowind can be read here.

Malacath is also reported quite upset when certain minor lord enslaved some Ogres. It seems that the Ogres are one of his creations. He calls the Ogre as "little brother." Malacath tasked the Champion of Cyrodiil to free the Ogres and punish the minor lord. The champion did as he asked and Malacath was pleased. He rewarded the champion the famous dwarven hammer, Volendrung. Detail conversation of the event can be read here. On the side note, Volendrung was also rewarded by Malacath to the hero of Daggerfall. It is unknown to us, why the famous hammer of the Rourken Clan came to Malacath's possession.

Rourken Clan is one of the Dwemer factions that refused to peace with the Chimer. They decided to exile themselves out of Resdayn (now Morrowind). The chief of Rourken Clan was said threw his hammer Volendrung and then he and his fellow clan members took a long march following the hammer's flight. Where it landed, the Rourken would create a new kingdom. It was landed in Hammerfell.

The Hero of Daggerfall received this hammer, decades before, after he did a service for Malacath, which had asked the Hero of Daggerfall to slay a troublesome Daedra Seducer. After wandering throughout Tamriel, the hammer returned to Morrowind and came to be in the possesion of Yagrum Bagarn, the Last Living Dwarf, who had the hammer in his closet. At that time all the enchantment of the hammer vanished, with no apparent reason. It was just a mundane hammer. However, in 3E 433 the hammer came into the possession of Malacath again, and all its powerful enchantment returned. As written above, it was eventually rewarded to the Champion of Cyrodiil. Volendrung is best known for the paralyzing and strength leeching effects it has when hit an enemy.

There is a less well-known artifact of Malacath, named Scourge. The "Requisite Book of Daedra" (under the heading of Malacath) says:

"...yet though Malacath blessed Scourge to be potent against his daedra kin, he thought not that it should fall into daedric hands, then to serve as a tool for private war among caitiff and forsaken. Thus did Malacath curse the device such that should any dark kin seek to invoke its powers, that a voidhole should open and swallow that daedra, and purge him into Oblivion's voidstreams, from thence to pathfind back to the Real and Unreal Worlds in the full order of time."

and "Legendary Scourge" states:

"EXPLICATION: The mace Scourge, Blessed of Malacath, Macckan's legendary weapon, forged from sacred ebony in the Fountains of Fickleire, has ever been the bane of the Dark Kin, and many a black spirit has been hurled back into Oblivion with a single blow of this bold defender of the friendless."

This mace was found in the Battlespire by the unnamed hero of the Battlespire. It changed owners, and finally the mace came to the possession of the Telvanni lord, Divayth Fyr. As any Fyr's artifacts, it was free for the thieves to steal - if they could. Most likely it is in the possession of the Nerevarine today.

 

Tal Marog Ker's Researches

Author: 
Tal Marog Ker

Harvest's End, 3E 172

Chimere, Master Sorcerer, Summoner, and Direnni retainer:

Chimere Graegyn was a retainer of the ambitious Direnni clan. The Direnni derived the bulk of their power from their traffickings with Daedra, a very profitable but risky path to success. Chimere was perhaps the cleverest and most ambitious of the Direnni summoners. He dared to scheme against Lord Dagon, and won. When his trick succeeded, Dagon was cast into Oblivion. However, in the instant of his betrayal, Dagon struck out against the mortal who tricked him. Chimere's pact assured that he would live forever in his home town among the happy voices of his friends and countrymen. Twisting the literal words of Chimere's pact, Dagon scooped up tiny Caecilly Island (a small island off the coast of Northmoor) and hurled in into the void. All Chimere's friends and countrymen were instantly killed, though the sounds of their voices remained to torment Chimere's memory. Chimere was condemned to live forever, to grow progressively old and crippled with arthritis, and to contemplate the tragic consequences of his defiance of fate and fortune in cheating a Daedra Lord.

Armor of the Saviour's Hide:

Created by the Daedra Lord Malacath, this armor has the marvelous property of turning the blow of an oathbreaker. Chimere tricked Dagon into swearing an oath against the Powers which he had no intention of keeping. The Hide of the Savior turned Dagon's titanic fury long enough for Chimere to deliver his own attack -- an incantation invoked upon Dagon's "Protonymic" (i.e., Incantory True Name). Unfortunately, like many of Malacath's gifts, the armor is a mixed blessing. It also makes its wearer exceptionally vulnerable to magical attacks, so one should only wear it for particular occasions.

Dagon's Protonymic:

Chimere used Dagon's Protonymic in an incantation to invoke a sorcery that would gradually drain all of Dagon's power into the void. Chimere miscalculated, however, not realizing that Dagon's resistance could slow the draining of his power, even if it could not stop it. As a result, Dagon had the time to curse Chimere with a literal fulfillment of the terms of his bargain with Chimere. Rather than let his power drain into the void, Dagon cast it all into his curse. As a result, Caecilly Island was cast into the void, all its citizens were horribly slain, and Chimere was condemned to live forever among the ruins of his greatest ambition.

Rituals of the Hunt:

The Chapel of the Innocent Quarry: Chimere believes that Dagon had Caecilly Island established as the site of the Chapel of the Innocent Quarry to personally mock and torment Chimere. The green crystal structure was created by enchantments, and is the only building on the island erected since it was ripped from Tamriel and loosed in the void.

The Spear:

Supposedly the Spear of Bitter Mercy used in the Wild Hunts could not be handled by any mortal or immortal save the ones sanctified to the Hunt and bound by its strictures. However, Chimere has determined that though the Spear's power is great, it is not unlimited, and that certain enchanted items -- for instance, the Armor of the Savior's Hide, forged by Malacath -- are sufficient to protect a mortal or immortal bearer from its maleficent energies.

Imperial Census of Daedra Lords

Author: 
Michael Kirkbride

Hey kids,

Still working on the sword-meeting, so in lieu of its presence and in honor of Propitiation Day, I give you "The Imperial Census of Daedra Lords" by the Imperial Geographic Survey. This version of the Census was written before Uriel VII's demise, and is contemporary with the current Pocketguide.

Enjoy.

-MK

***
The Imperial Census of Daedra Lords
Azura, Lord of Dusk and Dawn, maintains the domain of Moonshadow, a twilight country of shades and half-thoughts. Visitors to this isle have historically come mainly from the Dunmer of eastern Morrowind and the catfolk of Elsweyr, whose people both hold a great affection for the mother of immanence, though by separate roads. At the time of this writing, regular gateways to Moonshadow have been inaccessible for the last several years. Whether this has to do with the unlawful incidents at Hogithum Hall in the Capital City or mere whim of Azura herself, no one can say. Of course, Azura’s most famous acts of recent times is the Incarnation of the Nerevarine, a subject that while far beyond the scope of this pamphlet has been felt to the present day.

Boethiah, the so-called Prince of Plots, has renamed his country of labyrinthine policy and betrayals yet again. Formerly “Snake Mount”, Prince Boethiah’s maze gardens and twisted towers is called “Attribution’s Share”, a realm best avoided by those that live outside the arcano-politic. Boethiah, like his cohort Azura, is much revered by the followers of the former Tribunal Temple, but sub-cults of his are entrenched in nearly every terrestrial seat of governance. His traditional festival date is the 2nd of Sun’s Dusk, when many contracts are writ between kings and commoners alike.

Clavicus Vile, child-god of the Morningstar, bestows a strange tranquility to his lands that seem concordant to his spheres of mockery and oath breaking, though what shape such concepts might take is admittedly unfathomable. Perhaps by rendering his domains as idyllic countryside the Prince exemplifies his greatest aspect, and that which ingratiates him to his many followers, the power of serenity through wish fulfillment. Only the strongest of the Emperor’s servants are advised to make covenant with Prince Clavicus, and even then are warned against sipping from the Bitter Cup.

Hermaeus Mora, “the Gardener of Men”, claims that he is one of the oldest Princes, born of thrown-away ideas used during the creation of mortality in the Mundus. Imperial Mananauts have verified that his influence on fate and time is real and unfeigned, implications of which tie this Prince directly with Akatosh, chief of the Nine Divines. Since Akatosh is the prime temporal spirit whose appearance led to the formation of the world, perhaps Hermaeus Mora speaks the truth. Nevertheless, it is the will of His Majesty Uriel VII that only on the official holiday of 5th First Seed should any propitiation to this Daedric Prince be delivered. “All else is mutation.”

Hircine’s Hunting Grounds have been closed by consensus of the Elder Council until further notice. It is mentioned here only for the sake of completeness.

Malacath holds the hardest to access of Oblivion’s extant lands, the Ashpit. As Prince Patron of the disenfranchised and cast out, it is only reasonable that the pathways to his domain take on a characteristic level of concealment. Orsinium, kingdom of the Orcs, gives Malacath its highest esteem, which is surprising when one considers the normal Orcish revilement of Daedric spirits. One might conjecture then that the rumors of Malacath not being a true Daedroth but an imprisoned aetherial spirit are true. It would certainly fit the Prince of Exile that he be one himself.

Mehrunes Dagon, Lord of Razors, has proven himself time and again the enemy of the Empire. Of terrible aspect and crowned in beaten copper, the four-armed Prince of Destruction has troubled the borders of the Mundus with warfare, foul rumor, and force of arms. Banished to dissolution during the Weir Gate massacre and again at Kvatch by battlemages of the 33rd, Mehrunes Dagon is returned to Oblivion once more, and the stars have foretold that his tenacity has known no forfeiture. All heroes of Cyrodiil are called upon to stand vigil against his hidden agencies.

Mephala’s domains in Oblivion are numerous and obscured, collected together by vast strands of magical ghostweb. All of them are devoted to her spheres of sex and secret murder. Echoing this same structure are the various esoteric cults devoted to her across Tamriel, many of which are forbidden by Imperial law. Her aspect is shrouded and manifold, even when she appears in the crowds that gather within her temples during Frost Fall.

Meridia’s holdings in Oblivion are collectively known as “The Colored Rooms”. Another Prince whose origins may not entirely be outside of the aetherial, Meridia has at several times been linked to Magnus the Sun. The most famous account of this association is the Tract of Merid-nunda, which overtly casts Meridia in the role of a wayward solar daughter, cast from the heavens for consorting with illicit spectra.

Molag Bal, King of Strife, is second only to his brother Prince Mehrunes Dagon in the enmity of our Emperor. His lands are the charnel houses the slave pens of Coldharbour, which hold no contrition for those travelers that visit them in error or purpose. That Molag Bal is allowed his holiday at all hearkens back to a treaty of ancient times, when he reputedly lent his infernal power to the creation of the first soulgems.

Namira’s Scuttling Void has been closed by consensus of the Elder Council until further notice. It is mentioned here only for the sake of completeness.

Nocturnal is accorded the title Ur-dra by nearly all the Royalty of Oblivion. As the mother of night, she claims to be an aspect of the original Void itself, and it is generally deemed best to fortify this declaration in one’s evening prayers.

Peryite’s pits have always been inaccessible to mortals. Our only real knowledge of them comes from reports of the other diabolical Princes. It is said that Peryite guards the lowest orders of Oblivion and that his summoners are to regard his likeness to Akatosh as some primordial and curious jest.

Sanguine, Prince of Hedonism, lords over no less than ten times ten thousand pleasure pockets of the Void. As revelry and drunken stupor fall under this Prince’s influence, he has been a favorite of many Emperors since the first foundation. Records even indicate that he resided in White-Gold Tower during the reign of Reman Cyrodiil and helped in the somewhat dubious draftsmanship of the Crendali Festivals, whose vulgarities did little to help Imperial expansion into Alinor and the other Summersets.

Sheogorath’s Asylums have been closed by consensus of the Elder Council until further notice. It is mentioned here only for the sake of completeness.

Vaernima, Prince of Omen and Dream, shares a special mageographic connection with the Mundus, since mortal sleepers often slip into her realm without any help at all. Traditional sacrifice to Vaernima is held on the 10th of Suns Height, but as with most luck spirits, prayers to this Daedric Prince occur quite frequently, and not always before bedtime.

 

The House of Troubles

Author: 
Anonymous

Among the ancient ancestral spirits who accompanied Saint Veloth and the Chimer into the promised land of Morrowind, the four Daedra Lords, Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath, are known as the Four Corners of the House of Troubles. These Daedra Lords rebelled against the counsel and admonition of the Tribunal, causing great kinstrife and confusion among the clans and Great Houses.

Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath are holy in that they serve the role of obstacles during the Testing. Through time they have sometimes become associated with local enemies, like the Nords, Akaviri, or Mountain Orcs.

Malacath is the reanimated dung that was Trinimac, Malacath is a weak but vengeful god. The Dark Elves say he is Malak, the god-king of the orcs. He tests the Dunmer for physical weakness.

Molag Bal is, in Morrowind, the King of Rape. He tries to upset the bloodlines of Houses and otherwise ruin the Dunmer gene pool. A race of monsters, said to live in Molag Amur, are the result of his seduction of Vivec during the previous era.

Sheogorath is the King of Madness. He always tests the Dunmer for mental weakness. In many legends he is called upon by one Dunmer faction against another; in half of these stories he does not betray those who called him, further confusing the issue of his place in the scheme of things (can he help us? is he not an obstacle?). He is often associated with the fear other races have of the Dunmer, especially those who, like the Empire, might prove as useful allies.

Mehrunes Dagon is the god of destruction. He is associated with natural dangers like fire, earthquakes, and floods. To some he represents the inhospitable land of Morrowind. He tests the Dunmer will to survive and persevere.

The worship of these four malevolent spirits is against the law and practice of the Temple. However, the Four Corners seldom fail to discover those greedy, reckless, or mad enough to serve them. By ancient Temple law and custom, and also by imperial law, the lives of witches and warlocks are forfeit, and Imperial garrisons join Ordinators and Buoyant Armigers of the Temple in tracking down and destroying these foul covens in the wilderness refuges and ancient ruins where they conceal their profane worships.

Syndicate content