Wintersun adds religion and worship. Pray, worship at shrines, and follow the tenets of your deity to strengthen your bond with the deity and eventually reward you with divine (or unholy) strength. In addition to the Divines and Daedric Princes, there are many other deities from Elder Scrolls lore with their own shrines.
Following a Deity
To follow a deity, simply accept their blessing at their shrine. Followers are granted a permanent boon by their patron, for as long as they continue to follow them. Shrine Locations
Prayer and Worship
Adhere to the Tenets of your deity and pray to them at least once a day to raise Favor with your deity. Worshiping a deity at their shrine grants more Favor than praying. There is no additional benefit to praying in quick succession or for long amounts of time. Not praying for long periods or breaking your patron’s Tenets will cause your Favor to decrease. If Favor drops to 0%, the deity will abandon you.
Devotee
Upon reaching 100% Favor, you become a Devotee and receive a second boon that is a dramatic manifestation of your deity's power on Tamriel.
Starting Religion
At the start of your playthrough, when you first step outside, you may choose a deity based on your race.
Relics
Rare lost artifacts of holy or unholy power exist that will improve your relationship with your deity...
Lore
Most of the lore in this guide is pulled directly from the Unofficial Elder Scrolls Pages (UESP). Click on the blue links in this guide to learn more about the deities, races, and religions of The Elder Scrolls.
The Divines are the Aedric deities which make up the official pantheon of the Cyrodilic Empire, and thus have been worshiped all across Tamriel. Their membership was defined by Saint Alessia at the founding of the First Empire in the aftermath of the rebellion she led, blending the Aldmeri religion her people had adopted from their Ayleid captors with the Nordic Pantheon of the people of Skyrim.
This new pantheon would stand for thousands of years, until Tiber Septim's reunification of Tamriel and declaration of the Third Era. Upon his death, so great were his deeds that he achieved apotheosis and joined the ranks of the Divines as Talos.
The Dragon God of Time. Chief among the gods, with mastery over the flow of time. Associated with dragons and the qualities of endurance and virtuous service.
Accepts
Everyone
Starting Deity for: Breton / Imperial / Khajiit / Nord
Tenets
Fulfill your destiny by saving Tamriel. Raise your character level. Absorb dragon souls. Never openly break the laws of Skyrim.
Shrine Blessing
Learn all skills 10%
faster.
Boons
X%
better against dragons (based on favor with Akatosh).
The Mortals' God. God of cycles, particularly that of birth and death. Presides over funerals and burial rites, as well as ushering in the changes of the seasons.
Accepts
Everyone
Starting Deity for: Breton / Imperial / Nord / Wood Elf
Tenets
Slay the undead and their summoners. Perform Arkay's Rites. Never openly break the laws of Skyrim. Never summon the undead or become one of them.
Shrine Blessing
Increases your Health by 25
points.
Boons
5%
of your maximum Health per second based on missing Health. Can perform Arkay's Rites.
15%
favor.
Goddess of beauty and art, and one of the most popular of the Divines. Widespread cults are dedicated to both healing and sexual instruction.
Accepts
Everyone
Starting Deity for: Breton / Imperial / Nord
Tenets
Persuade others. Receive the blessing of Lover's Comfort. Find a new Sybil for my Temple. Pray only in the nude. Never openly break the laws of Skyrim.
Shrine Blessing
Prices are 10%
better.
Boons
5%
.
5%
favor.
God of logic, wisdom, and the arts of magic. His temples act as educational institutions in literature, history, and law.
Accepts
Everyone
Starting Deity for: Imperial
Tenets
Master the skills of the Mage. Strive to raise your Magicka. Never openly break the laws of Skyrim.
Shrine Blessing
Increases your Magicka by 25
points.
Boons
X%
less to cast (based on favor with Julianos).
X%
more effective (based on favor with Julianos).
Goddess of the heavens, winds, and rain. Patron of sailors and travelers, and often propitiated for good fortune in life.
Accepts
Everyone
Starting Deity for: Imperial / Khajiit / Nord
Tenets
Explore new locations. Strive to raise your Stamina. Receive the Voice of the Sky. Pray only outdoors. Never openly break the laws of Skyrim.
Shrine Blessing
Increases your Stamina by 25
points.
Boons
10%
in combat.
The Mother-Goddess. Goddess of love, compassion, and the bounty of nature. Presides over marriage ceremonies, befitting her ancient origins as a fertility goddess.
Accepts
Everyone
Starting Deity for: Breton / Imperial / Nord / Wood Elf
Tenets
Be married. Own one or more houses. Be generous to beggars and children. Receive the blessing of Lover's Comfort. Never openly break the laws of Skyrim.
Shrine Blessing
Restoration spells cost 10%
less to cast.
Boons
40
feet.
X
points per second (based on favor with Mara).
The Steadfast. God of mercy, justice, and righteousness. Patron of all those who wield righteous might to protect the weak, from emperors to holy warriors.
Accepts
Everyone
Starting Deity for: Breton / High Elf / Imperial / Nord / Wood Elf
Tenets
Clear dungeons of evil. Slay daedra and the undead. Complete side quests for the people of Skyrim. Never openly break the laws of Skyrim. Never practice the foul summoning arts.
Shrine Blessing
Block 10%
more damage.
Boons
X%
less attack damage from daedra and undead (based on favor with Stendarr).
10%
favor to gain X%
improved physical damage reduction, healing spells and effects and restores Health (based on favor with Stendarr) for 5 minutes or 3 battles.
Hero-god of Mankind. A mortal and emperor who upon death became a Divine. Patron of questing adventurers, warriors, generals, the Empire and all its ideals of civilization, as well as those who go to war to defend it.
Accepts
Everyone
Starting Deity for: Imperial / Nord
Tenets
Bring the Civil War to a conclusion. Learn the dragon tongue. Absorb dragon souls. Slay elves and the Thalmor. Never openly break the laws of Skyrim.
Shrine Blessing
Time between shouts is reduced 10%
.
Boons
X%
, while attacks against all other enemies are increased by half as much (based on favor with Talos).
The Trader God. God of work, commerce, and wealth, invoked for success in business ventures. Teaches prosperity through honest industry, rather than violence or deceit.
Accepts
Everyone
Starting Deity for: Breton / Imperial / Nord
Tenets
Invest in stores and merchants. Seek out skill training. Make weapons and armor. Never openly break the laws of Skyrim.
Shrine Blessing
Able to improve items 10%
better.
Boons
X%
faster and they are up to 10%
better (based on favor with Zenithar).
Daedric Princes are the most powerful of the Daedra, and thus most commonly worshiped as gods. Each has a particular sphere, which it is said to govern. The Daedric Princes seem to view Men and Mer as little more than minor amusements, occasionally applauding the actions of mortals when they exceed their expectations. They do not know the mortal sense of 'good' and 'evil', and usually have extremist tendencies, which is why Men and Mer fear them greatly.
Should you decline the Temptation, the Daedric Prince will not ask again, so choose wisely. (If you decline, you can still become a follower of the Daedric Prince by visiting their shrine.)
The Queen of Dawn and Dusk. Azura is the Prince of Dusk and Dawn—the magic in-between realms of twilight—as well as mystery and magic, fate and prophecy, and vanity and egotism. She is seen as the creator goddess of the Khajiiti and Dunmeri people.
Accepts
Dark Elf / Khajiit / Those who have completed 'The Black Star'
Starting Deity for: Dark Elf / Khajiit
Tenets
Trap souls in my name. Explore new locations. Pray only at twilight, preferably outside. Dark Elves and those skilled in Illusion are most deserving of my favor.
Shrine Blessing
Resist 5%
of magic.
Boons
X%
reduced magic resistance (based on favor with Azura) and can't absorb spells.
X%
Health (based on favor with Azura) to paralyze them with 1 Health. Costs 5%
favor.
The Prince of Plots. Boethiah is the Prince of deceit and conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow of authority, as well as an important deity to the Dark Elves.
Accepts
Dark Elf / Those who have completed "Boethiah’s Calling"
Starting Deity for: Dark Elf
Tenets
Murder the innocent. Strike unseen with sneak attacks. Poison your weapons. Dark Elves are most deserving of my favor.
Shrine Blessing
You are 10%
more effective with one-handed weapons.
Boons
X%
more damage when fighting only one opponent (based on favor with Boethiah).
25%
more damage. Costs 10%
favor.
The Prince of Trickery and Bargains. Clavicus Vile is the Prince whose sphere is power through ritual invocations and Pacts.
Accepts
Dark Elf / Those who have completed 'A Daedra’s Best Friend'
Starting Deity for: None
Tenets
Pray to accept a Pact and complete it as written within the allotted time. Never break or ignore my Pacts.
Shrine Blessing
Conjuration spells cost 10%
less to cast.
Boons
40%
favor.
The Demon of Knowledge. Hermaeus Mora is the Prince of forbidden knowledge and the 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.
Accepts
Wood Elf / Those who have completed 'Discerning the Transmundane'
Starting Deity for: None
Tenets
Read Eldritch Pages and bind them into Eldritch Tomes. Acquire knowledge by reading books. Study a wide variety of spells. Become my Champion at the Summit of Apocrypha.
Shrine Blessing
Spells and effects you cast on yourself last 15%
longer.
Boons
15%
favor.
Lord of the Hunt. Hircine is the Huntsman and Father of Manbeasts. As the progenitor of Lycanthropy, he is recognized as the guardian of werecreatures.
Accepts
Breton / Wood Elf / Werewolf / Those who have completed 'Ill Met by Moonlight'
Starting Deity for: Wood Elf
Tenets
Slay the living in open combat, especially those stronger than you. Live as a werewolf. Pray in the wild. Those skilled in Light Armor are most deserving of my favor.
Shrine Blessing
Regenerate 2%
of your maximum Stamina per second.
Boons
X%
or less Health (based on favor with Hircine).
10%
favor.
Jyggalag is the Prince of Order and Logic, locked in an eternal struggle with Sheogorath. His sphere represents logical order and deduction; his great library once contained a logical prediction of every detail of the world and of every action that would ever take place on Mundus or Oblivion.
Accepts
Everyone
Starting Deity for: None
Tenets
Activate my Obelisks of Order. Clear dungeons of evil. Slay daedra. Never serve Sheogorath. Those skilled in Heavy Armor are most deserving of my favor.
Shrine Blessing
Deal 15%
more attack damage and critical damage against daedra.
Boons
15
points of Health, Magicka and Stamina.
5%
favor.
Lord of Ash and Bone. Malacath is the Prince of Curses, Keeper of the Bloody Oath and the chief deity of the Orcs. His sphere is 'the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse', as well as conflict, battle, broken promises, and anguish.
Accepts
Dark Elf / Orc / Those who have completed 'The Cursed Tribe'
Starting Deity for: Dark Elf / Orc
Tenets
Defeat epic foes. Improve weapons and armor. Never commit a crime against the strongholds. Orcs and those skilled in Smithing are most deserving of my favor.
Shrine Blessing
Your power attacks cost 15%
less Stamina.
Boons
X%
more damage (based on favor with Malacath).
X%
of the amount of overkill damage dealt (based on favor with Malacath).
Sovereign of Destruction. Mehrunes Dagon is the Prince of Destruction, Change and Ambition, and tester of Dark Elves.
Accepts
Dark Elf / Khajiit / Those who have completed 'Pieces of the Past'
Starting Deity for: Dark Elf / Khajiit
Tenets
Slay people who stand in your way. Defile the shrines of my enemies. Those skilled in Destruction are most deserving of my favor.
Shrine Blessing
Destruction spells are 10%
more effective.
Boons
20%
or less to gain more favor and Burning Path activations.
X
damage and explode on death for X
damage (based on favor with Mehrunes Dagon). Pray to recharge.
The Lady of Whispers. Mephala the Webspinner is the mistress of lies, sex, and murder, and is always weaving a web of intrigue and terror. She is revered mainly by Dark Elves.
Accepts
Dark Elf / Khajiit / Those who have completed 'The Whispering Door'
Starting Deity for: Dark Elf / Khajiit
Tenets
Poison your weapons. Strike unseen with sneak attacks. Intimidate the weak. Dark Elves are most deserving of my favor.
Shrine Blessing
Poisons you mix are 15%
more effective.
Boons
X%
more damage from behind (based on favor with Mephala).
5%
favor.
The Lady of Infinite Energies is a fallen Magna-Ge, representing the essence of Light. She has a great and everlasting hatred for the undead and will greatly reward any who eliminate them from the world.
Accepts
High Elf / Those who have completed 'The Break of Dawn'
Starting Deity for: None
Tenets
Slay the undead. Never summon the undead or become one of them. High Elves and those skilled in Restoration are most deserving of my favor.
Shrine Blessing
Restoration spells are 10%
more effective.
Boons
X%
better against Undead (based on favor with Meridia).
X
damage (based on favor with Meridia) and half to nearby Undead. Costs 15%
favor.
Lord of Brutality. Molag Bal is the Prince of Rape, Domination and Enslavement, and the father of vampires. His ultimate desire is to harvest the souls of all mortals, bringing them within his sway by spreading seeds of strife and discord in the mortal realms.
Accepts
Dark Elf / Vampire / Those who have completed 'The House of Horrors'
Starting Deity for: Dark Elf
Tenets
Slay people who stand in your way. Trap souls in my name. Live as a vampire and never seek a cure. Those skilled in Destruction are most deserving of my favor.
Shrine Blessing
Destruction spells cost 10%
less to cast.
Boons
X
Magicka and Stamina per second (based on favor with Molag Bal) from nearby enemies in combat.
50%
favor.
The Lady of Decay. Namira is The Goddess of the Dark, ruler of shadows and patron of revolting creatures and people, whose sphere is the ancient Darkness. She is the Daedric Prince of spirits and shadows, as well as the patron of vermin and squalor.
Accepts
Dark Elf / Those who have completed 'The Taste of Death'
Starting Deity for: None
Tenets
Murder the innocent. Poison your weapons. Eat the corpses of the dead with my Ring. Be generous to beggars.
Shrine Blessing
Increases Disease Resistance by 25%
.
Boons
X%
(based on favor with Namira).
X%
and dealing X
disease damage (based on favor with Namira).
The Empress of Murk. She is the oldest Daedra, known as the Mistress of Mysteries, the Unfathomable, and Lady Luck, whose sphere is the night and darkness.
Accepts
Dark Elf / Those who have completed 'Darkness Returns'
Starting Deity for: None
Tenets
Pickpocket Mysterious Coinpurses. Pick locks successfully. Pray only at night, preferably in darkness. Those skilled in Sneak are most deserving of my favor.
Shrine Blessing
You are 10%
harder to detect.
Boons
X
gold (based on favor with Nocturnal).
The Blighted Lord. Peryite is the Prince of natural order and disease. He is one of the weakest Princes, whose sphere of influence includes tasks, natural order, contamination and pestilence.
Accepts
Diseased / Those who have completed 'The Only Cure'
Starting Deity for: None
Tenets
Catch as many diseases as you can. Accept my Gifts of pestilence. Pray only while diseased. Never accept a cure for your afflictions.
Shrine Blessing
Increases Poison Resistance by 50%
. (The shrine does not cure diseases if you are a Follower of Peryite.)
Boons
X%
faster (based on favor with Peryite). Pray for Peryite's Gifts to gain favor.
5
disease damage per second for each gift. Pray to recharge.
Lord of Revelry. Sanguine's sphere includes debauchery and passionate revelry. He is the patron of brothels.
Accepts
Dark Elf / Those who have completed 'A Night to Remember'
Starting Deity for: None
Tenets
Make mischief and commit misdemeanors and crimes worthy of a bounty. Indulge in mead, wine and ale. Find your own way out of jail.
Shrine Blessing
Using beneficial potions and alchemical ingredients is 15%
better.
Boons
60%
faster while a potion, food item or ingredient is active.
5
nearest hostile people to dance for 20 seconds. Costs 10%
favor.
The Mad God. Sheogorath is the Prince of Madness, whose motives are fickle and unknown.
Accepts
Dark Elf / Khajiit / Those who have completed 'The Mind of Madness'
Starting Deity for: Dark Elf / Khajiit
Tenets
Pray often and receive Sheogorath's Touch of Madness. Never disrespect cheese.
Shrine Blessing
Grants a random blessing!
Boons
The Lady of Dreams and Nightmares. Vaermina is the Weaver of the Panoply and the terrifying Prince of Nightmares and Evil Omens. All mortals come under her sway as they sleep.
Accepts
Dark Elf / Those who have completed 'Waking Nightmare'
Starting Deity for: None
Tenets
Witness the death of those under your mind affecting spells. Kill people in their sleep. Sleep to pray. Those skilled in Illusion are most deserving of my favor.
Shrine Blessing
Illusion spells cost 10%
less to cast.
Boons
X
levels higher and cost 50%
less magicka while out of combat (based on favor with Vaermina).
5%
favor.
The body of the divine wills us into being. Venerate the gods as one. For we are one with the gods.
The Altmer and Bosmer believe themselves to be descended from the divine Aedra who populated Mundus after Lorkhan deceived them into creating the mortal plane. Many of the deities they worship are the most powerful or well-known of these ancestors.
The priests of Auri-El teach that the Hand of Auri-El, the Eye of Magnus, the Arm of Trinimac, the Bones of Y'ffre, the Mouth of Xarxes, and the Heart of Mara form a single 'divine body' which must be venerated as one, and with which the Altmer themselves are one.
Abandoning the mortal world as a mistake, the King of the Gods challenges his Elven children to attain perfection and regain their lost divinity. Most Altmeri and Bosmeri claim direct descent from Auri-El.
The Hand of Auri-El is always on our shoulder. Guiding us through life and protecting us from harm.
Accepts
Breton / High Elf / Wood Elf
Starting Deity for: High Elf / Wood Elf
Tenets
Fulfill your destiny by saving Tamriel. Master all skills. Become my Champion at my sacred Chantry. High Elves are most deserving of my favor.
Shrine Blessing
You are 10%
more effective with missile weapons.
Boons
X%
faster (based on favor with Auriel).
100
in a skill improves that skill by X%
(based on favor with Auriel).
Jephre the Storyteller and Spirit of the Now is the most important Bosmeri god and patron of Valenwood. He is said to have given up his form to establish the rules and principles of nature and life on Nirn, the first of his kind to do so.
The Bones of Y'ffre surround us, giving us food, shelter, warmth, and companionship.
Accepts
Everyone
Starting Deity for: High Elf / Wood Elf
Tenets
Explore new locations. Read the stories of others. Hunt animals. Wood Elves are most deserving of my favor.
Shrine Blessing
Carrying capacity increased by 25
points.
Boons
10%
when out of combat.
25%
faster in combat and 50%
faster out of combat. Praying to Jephre brings clear weather.
The architect of creation, Magnus left the sun in his wake, through which magic enters the world.
The Eye of Magnus is always upon us, in the spells and enchantments that devout Mages conjure.
Accepts
Everyone
Starting Deity for: Breton / High Elf / Wood Elf
Tenets
Practice magic successfully while praying. Safeguard the Eye of Magnus. Create enchanted items.
Shrine Blessing
5%
chance to absorb a hostile spell and recharge your Magicka.
Boons
30%
less to cast. Additionally, cost is further reduced by X%
based on favor with Magnus.
X%
longer (based on favor with Magnus).
Ancestor god of Summerset, Phynaster taught his people to live longer by using a shorter stride. He is associated with the Ring of Phynaster.
Accepts
Breton / High Elf / Wood Elf
Starting Deity for: Breton / High Elf / Wood Elf
Tenets
Explore new locations. Find the standing stones of Skyrim. Harvest the fruits of nature. Bretons are most deserving of my favor.
Shrine Blessing
Potions and poisons you mix are 10%
stronger.
Boons
100%
faster when standing still but 40%
slower when moving.
2%
favor.
An Aldmeri ancestor-god, Syrabane the Apprentices' God was once a mortal archmage.
Accepts
Breton / High Elf / Wood Elf
Starting Deity for: High Elf
Tenets
Acquire knowledge by reading books. Study a wide variety of spells. High Elves are most deserving of my favor.
Shrine Blessing
Regenerate 2%
of your maximum Magicka per second.
Boons
X%
faster (based on favor with Syrabane).
An Aldmeri ancestor-god, Trinimac the Warrior led the armies of the original Elven tribes against mankind.
The Arm of Trinimac bears arms against our enemies, shielding us in our darkest hour.
Accepts
High Elf / Orc / Wood Elf
Starting Deity for: High Elf / Orc
Tenets
Slay humans. Defeat epic foes. Never accept Boethiah's blessing or serve her. Those skilled in Two-Handed are most deserving of my favor.
Shrine Blessing
You are 10%
more effective with two-handed weapons.
Boons
X%
more damage and critical damage to humans (based on favor with Trinimac).
5%
favor.
Once a mortal scribe to Auri-El, the historian-god keeps track of all Elven accomplishments.
The Mouth of Xarxes whispers in our ear, encouraging us to always learn, always seek, and always discover.
Accepts
Breton / High Elf / Wood Elf
Starting Deity for: Breton / High Elf / Wood Elf
Tenets
Explore new locations. Read the stories of others. Study a wide variety of spells. Bretons are most deserving of my favor.
Shrine Blessing
Scrolls are 25%
more effective.
Boons
The Wood Elven God of Agriculture and Toil is similar to, but distinct from, the Imperial Zenithar.
Accepts
Wood Elf
Starting Deity for: Wood Elf
Tenets
Bribe people as needed. Harvest the fruits of nature. Eat as much food as you want. Those skilled in Speech are most deserving of my favor.
Shrine Blessing
Alteration spells cost 10%
less to cast.
Boons
50%
longer and are X%
better (based on favor with Z'en) if consumed while praying.
The Yokudan faith was built around the concept of Satakal consuming the world to begin another. They believed Satakal has done this many times over, a cycle which prompted the birth of spirits that could survive the transition, notably Ruptga, the first who learned how to do so. Ruptga set the stars in the sky to show lesser spirits how to do this, and these spirits ultimately became the Yokudan pantheon. The Redguards brought many of these deities with them from their ancestral home of Yokuda.
This new pantheon would stand for thousands of years, until Tiber Septim's reunification of Tamriel and declaration of the Third Era. Upon his death, so great were his deeds that he achieved apotheosis and joined the ranks of the Divines as Talos.
The gods of the Redguards aid their followers in straightforward and effective ways. Many Redguard deities, particularly those of the Forebears, mirror the Imperial pantheon. However Redguards, especially the Crowns, also have their own unique deities that are not worshiped anywhere else on Nirn. The Yokudan pantheon does not penalize worshippers for committing crimes.
Saint of the Spirit Sword. Daughter of Tall Papa and goddess of swordsmanship, she is one of the most commonly worshiped Yokudan gods.
Accepts
Redguard
Starting Deity for: Redguard
Tenets
Bring the Civil War to a conclusion. Make and improve weapons. Master the skills of the Warrior.
Shrine Blessing
Armor rating of light armor pieces is increased by 10%
.
Boons
X%
of an opponent's armor (based on favor with Leki).
5%
favor to gain X%
melee damage (based on favor with Leki) for 10 minutes or 5 battles. Costs 5%
favor.
Morwha is the four-armed Yokudan goddess of food and fertility, and Tall Papa's favorite wife.
Accepts
Redguard
Starting Deity for: Redguard
Tenets
Be married. Receive the blessing of Lover's Comfort. Harvest the fruits of nature. Eat as much food as you want.
Shrine Blessing
Healing spells restore 15%
more Health.
Boons
X
Health per second for you and nearby allies (based on favor with Morwha).
The Serpent God. Satakal the Worldskin is the god of everything, who creates and eats new worlds over and over.
Accepts
Redguard
Starting Deity for: Redguard
Tenets
Fulfill your destiny by saving Tamriel. Strive to raise your Health. Absorb dragon souls.
Shrine Blessing
Health regenerates 25%
faster.
Boons
X%
more effective and last X%
longer (based on favor with Satakal).
15%
favor.
Tall Papa, also known as Ruptga, is the chief deity of the Yokudan pantheon. He guides the most powerful spirits to the next lifetime.
Accepts
Redguard
Starting Deity for: Redguard
Tenets
Touch the Fractures scattered around Skyrim. Create enchanted items. Those skilled in Enchanting are most deserving of my favor.
Shrine Blessing
Items are enchanted 5%
stronger.
Boons
X%
more powerful (based on favor with Tall Papa).
X
seconds, brings you back to life (based on favor with Tall Papa) for 20%
favor. Pray to reset.
The spirit of perseverance over infidels helps the Redguards 'make way' for their people.
Accepts
Redguard
Starting Deity for: Redguard
Tenets
Slay your foes in open combat, especially those stronger than you. Those skilled in One-Handed are most deserving of my favor.
Shrine Blessing
Stagger from attacks and bashes is 50%
more effective.
Boons
X
points for 30 seconds (based on favor with the HoonDing).
The Khajiiti pantheon encompasses myriad Aedric and Daedric gods, which are recognized as spirits. Various gods rose and fell out of prominence over the eras due to events and cultural changes. Indeed, after the unification of Anequina and Pellitine into one kingdom, and the event known as the Riddle'Thar Epiphany, the Riddle'Thar cult would rise and scrub many of these spirits from the Khajiit pantheon.
This new pantheon would stand for thousands of years, until Tiber Septim's reunification of Tamriel and declaration of the Third Era. Upon his death, so great were his deeds that he achieved apotheosis and joined the ranks of the Divines as Talos.
The Trickster God. As a mortal, the Thief-God of the Khajiit was the most famous burglar in Elsweyr history. He has Seven Shadows, each representing different aspects of his being, that still roam Nirn after his death.
Accepts
Khajiit
Starting Deity for: Khajiit
Tenets
Explore new locations. Bribe people as needed. Pick locks successfully. Those skilled in Lockpicking are most deserving of my favor.
Shrine Blessing
Lockpicking is 10%
easier.
Boons
5%
favor. No effect on locks that can’t be picked.
Riddle’Thar, The Two-Moons Dance, is the deity of cosmic order who challenges the Khajiiti people to become the strongest they can be.
Accepts
Khajiit
Starting Deity for: Khajiit
Tenets
Master the skills of the Warrior, Thief and Mage. Strive to raise your Health, Magicka and Stamina. Each is as important as the others. Pray only at night.
Shrine Blessing
Unarmed strikes do 10
additional damage.
Boons
X%
(based on favor with the Riddle'Thar).
In addition to the established pantheons, the common denizens of Tamriel worship many local or less powerful deities. While the power of the Divines and Daedric Princes is unmistakable, a quick prayer to a minor deity may also bring success in trade, travel, or thievery.
Almalexia was one of the three Living Gods of the Dunmer people, and known as 'Mother Morrowind' and 'The Lady of Mercy.' She also served as Morrowind's protector in times of foreign invasion.
Accepts
Dunmer / Those who have completed 'Ghosts of the Tribunal'
Starting Deity for: None
Tenets
Vanquish the threats facing Solstheim. Be generous to beggars and children. Receive the blessing of Lover's Comfort. Never openly break the laws of the Great Houses. Dark Elves are most deserving of my favor.
Shrine Blessing
Increases your Health by 25
points.
Boons
X%
more damage to Nords and Argonians (based on favor with Almalexia).
X%
more effective (based on favor with Almalexia).
The Bandit God is known by few and worshiped by even fewer, mostly cutthroats and brigands.
Accepts
Khajiit / Wood Elf
Starting Deity for: None
Tenets
Pick locks and pockets successfully. Khajiit and those skilled in Archery are most deserving of my favor.
Shrine Blessing
Pickpocketing is 10%
easier.
Boons
X%
more lucrative. Pickpocketing is X%
easier (based on favor with Baan Dar).
X
damage (based on favor with Baan Dar). Costs 5%
favor.
Once a mortal lich, the King of Worms is the god of necromancers and enemy of Arkay.
Accepts
Everyone
Starting Deity for: None
Tenets
Trap souls in my name. Pray only at night. Never accept Arkay's blessing. Those skilled in Conjuration are most deserving of my favor.
Shrine Blessing
Conjuration spells are 10%
more effective.
Boons
X%
longer (based on favor with Mannimarco).
X%
more attack damage and regenerate Health (based on favor with Mannimarco).
Queen Alessia freed mankind from the Ayleids, and made a sacred Covenant with Akatosh and the Divines, establishing the Imperial Pantheon as it is known today.
Accepts
Breton / Imperial / Nord / Redguard
Starting Deity for: None
Tenets
Have a follower at your side. Slay elves. Receive the blessing of a Divine.
Shrine Blessing
Followers within 20 feet gain 50
points of armor and 10%
magic resistance.
Boons
X%
better (based on favor with St. Alessia).
10%
favor.
The Nordic aspect of Lorkhan, the traitor deity who created the world, Shor is patron of mankind. His realm is Sovngarde, where the greatest Nord heroes go when they die to enjoy an eternity of feasting and merriment.
Accepts
Breton / Imperial / Nord / Redguard
Starting Deity for: Nord
Tenets
Fulfill your destiny by saving Tamriel. Master the skills of the Warrior. Slay elves. Defeat epic foes.
Shrine Blessing
Deal 15%
more attack damage and critical damage against elves.
Boons
X%
less attack damage and stagger from elves (based on favor with Shor).
Sithis, or Padomay, is the primordial force of chaos. Some Argonians are given to the Dread Father at birth.
Accepts
Argonian / Those who have completed “Innocence Lost”
Starting Deity for: Argonian
Tenets
Murder the innocent. Pray while sacrificing a Human Heart or Human Flesh. Send your victims to the Void. Argonians are most deserving of my favor.
Shrine Blessing
Sneak attacks deal 15%
more damage.
Boons
25%
harder to detect by those within 30 feet. Chance to find Human Hearts on people you kill.
5%
favor.
Sotha Sil was one of the three Living Gods of the Dunmer people, known as the 'Father of Mysteries.' He created the Clockwork City, a pocket realm of impossible complexity intended to study and mimic the structure of Nirn.
Accepts
Dunmer / Those who have completed 'Ghosts of the Tribunal'
Starting Deity for: None
Tenets
Uncover the secrets of Dwemer ruins. Create enchanted items. Master the skills of the Mage. Dark Elves and those skilled in Enchanting are most deserving of my favor.
Shrine Blessing
Increases your magicka by 25
points.
Boons
20%
stronger (based on favor with Sotha Sil).
The monotheistic creator deity of the Skaal of Solstheim, the last practitioners of the religion. His followers believe all life flows from the All-Maker like a great river, and, in time, this river flows back to its source. Death is simply the next stage of this endless journey.
Accepts
Breton / Imperial / Nord / Redguard
Starting Deity for: None
Tenets
Cleanse the All-Maker Stones. Hunt animals. Explore new locations. Pray only outdoors. Nords are most deserving of my favor.
Shrine Blessing
Deal 15%
more attack damage and critical damage against animals.
Boons
X%
more Health (based on favor with the All-Maker).
The Hist is a race of divine sentient trees that Argonians claim to be the original forms of life on Tamriel. Most Argonians are dedicated to the Hist as hatchlings. The Hist are said to have foreseen the Oblivion Crisis of the 3rd Era, and called Argonians home to Black Marsh to assault the invading Daedra.
Accepts
Argonian
Starting Deity for: Argonian
Tenets
Explore new locations. Slay daedra. Pray only outdoors. Never summon a daedra.
Shrine Blessing
Tough scales increase armor by 50
points.
Boons
X
point bonus to Stamina and Magicka for X
seconds (based on favor with the Hist).
X%
of the Magicka and Stamina of dead creatures and people within 60 feet (based on favor with the Hist).
The Magna Ge, literally the 'Children of Magnus' left behind the stars and constellations as they fled to Aetherius in the wake of Magnus.
Accepts
Everyone
Starting Deity for: None
Tenets
Create enchanted items. Explore new locations. Pray only outdoors at night. High Elves and those skilled in Alteration are most deserving of our favor.
Shrine Blessing
Alteration spells are 10% more effective.
Boons
5
points of weapon charge per second, up to their charge level when last equipped or recharged.
4%
favor.
The animal gods represent the original religion of Skyrim, preached by the fearsome Dragon Priests.
Accepts
Breton / Nord
Starting Deity for: None
Tenets
Slay people who stand in your way. Absorb dragon souls. Assume our powers through prayer. Nords are most deserving of our favor.
Shrine Blessing
Deal 15%
more attack damage and critical damage against animals.
Boons
100
gold worth of gemstones to assume the powers of an animal god.
2%
favor per hour.
Vivec was one of the three Living Gods of the Dunmer people, known as a Warrior-Poet and much beloved among his people. His disappearance is widely believed to have caused the Red Year, but his worship persists all the same.
Accepts
Dunmer / Those who have completed 'Ghosts of the Tribunal'
Starting Deity for: None
Tenets
Fulfill your destiny by saving Tamriel. Read the stories of others. Defeat epic foes. Never openly break the laws of the Great Houses. Dark Elves and those skilled in Speechcraft are most deserving of my favor.
Shrine Blessing
You are 10%
harder to detect.
Boons
X%
easier (based on favor with Vivec).
X%
more powerful (based on favor with Vivec).