Skyrim – HundoDex

LoreRim Religions – Every God, Shrine, Blessing and Taboo

Every god a LoreRim character can follow: the faiths the start menu offers each race, the ones opened later at shrines and through books, and each god's blessings, tenets and taboos.

  • At the end of LoreRim's character setup a menu lists the gods your race may start with, plus None; it is shown once and never again.
  • Later you follow a god by praying at its shrine, if your race or finished quests allow it; this replaces your current god, and saying no still gives you the shrine's blessing.
  • Daedric Princes also make one-time offers to follow them, whatever your race: when you read certain books about them, at a point in their quest, and the first time you sleep after finishing it.
  • Following a god gives its Follower power at once; most powers grow with favor, and at 100% favor you become a Devotee and gain a second power, with favor able to climb to 200%.
  • Keeping a god's tenets and praying raise favor; neglect and taboos lower it, and at 0% the god abandons you, though you can follow it again at a shrine.
  • LoreRim limits prayer to once every 12 in-game hours, except for devotees of Kynareth, Phynaster, the Magna-Ge, Rajhin, Z'en and Xarxes, whose devotee powers are used through prayer.
  • You cannot pray in combat, while moving or sneaking, or with a weapon or spell drawn, and you follow only one god at a time.
  • The Nine Divines lose favor when you gain a bounty, while the Elven, Yokudan and Khajiiti gods ignore crime; Daedric favor fades faster than the Divines'.

Starting faiths

  • Akatosh (Nine Divines): Pick him at character creation as a Breton, Imperial, Khajiit or Nord, or follow him later at any of his shrines. Shrine: 15% fire resistance. Follower: attacks, spells, scrolls, shouts and enchantments up to 30% stronger against dragons and Miraak, rising with favor. Devotee: praying resets the cooldown of your last shout and power, and you can forge the Amulet of the Patron from five of each Divine amulet.
  • Arkay (Nine Divines): Pick him at character creation as a Breton, Imperial, Nord or Wood Elf, or follow him later at any of his shrines. Shrine: +30 health. Follower: regenerate up to 5% of your health a second, more the more health you have lost, and perform Arkay's Rites on marked corpses. Devotee: come back with full health after a killing blow, then pray to ready it again (costs 50% favor); spells that fortify attributes are up to 20% stronger.
  • Dibella (Nine Divines): Pick her at character creation as a Breton, Imperial or Nord, or follow her later at any of her shrines. Shrine: prices 20% better. Follower: take up to 20% less damage while two allies fight beside you, or one ally while you have Lover's Comfort. Devotee: activate a foe in combat to make them drop their gear and follow you for 90 seconds (5% favor); Illusion spells up to 15% stronger, twice that for charm, rally and command spells.
  • Julianos (Nine Divines): Pick him at character creation as an Imperial, or follow him later at any of his shrines. Shrine: +30 magicka. Follower: spells last up to 25% longer and hostile spells hit you up to 20% softer. Devotee: spells up to 25% stronger.
  • Kynareth (Nine Divines): Pick her at character creation as an Imperial, Khajiit or Nord, or follow her later at any of her shrines. Shrine: +30 stamina. Follower: plant-based food 50% stronger and longer lasting, and up to 25% more damage and critical damage with bows and daggers when not sneaking. Devotee: pray to summon a sabre cat mount; friendly creatures and spirit summons are healed; 10% more critical chance with bows and daggers when not sneaking.
  • Mara (Nine Divines): Pick her at character creation as a Breton, Imperial, Nord or Wood Elf, or follow her later at any of her shrines. Shrine: Restoration spells cost 10% less. Follower: restore your attributes 0.5 a second while your hands are lowered, Restoration up to 20% stronger, and praying cures all diseases. Devotee: living allies within 100 feet heal up to 20 health and magicka a second, and you take 25% less physical damage with your hands lowered.
  • Stendarr (Nine Divines): Pick him at character creation as a Breton, High Elf, Imperial, Nord or Wood Elf, or follow him later at any of his shrines. Shrine: block 15% more damage. Follower: take up to 50% less damage as your health drops, and physical hits on the undead slowly heal you. Devotee: during prayer, spend 10% favor for up to 40% better attack, defense and healing for 120 seconds or 3 battles.
  • Talos (Nine Divines): Pick him at character creation as an Imperial or Nord, or follow him later at any of his shrines. Shrine: shouts recharge 10% faster. Follower: attacks and shouts up to 20% stronger against the playable races, Snow Elves and Falmer. Devotee: your remaining shout cooldown is halved whenever an enemy dies within 20 feet.
  • Zenithar (Nine Divines): Pick him at character creation as a Breton, Imperial or Nord, or follow him later at any of his shrines. Shrine: improve items 5% better. Follower: tempering up to 15% better and unenchanted weapons up to 10% stronger. Devotee: pray to buy and sell goods anywhere, and learn a costly recipe for perk potions at the Aetherium Forge.
  • Auriel (Elven Ancestors): Pick him at character creation as a High Elf or Wood Elf; Bretons can follow him later at a shrine. Shrine: bows 10% more effective. Follower: deal up to 20% more damage to vampires and take up to 20% less from them; Auriel's Bow uses up to 80% less charge. Devotee: bows and sun spells up to 20% stronger, and a full Elven, Glass or Ancient Falmer set adds up to 20% damage with Elven and Glass weapons.
  • Jephre (Elven Ancestors): Pick him at character creation as a High Elf or Wood Elf, or follow him later at a shrine. Shrine: +50 carry weight. Follower: while unarmored, take up to 20% less physical damage, or up to 50% less from animals; meat is twice as strong but plant food does nothing. Devotee: health and stamina recover fast outdoors out of combat, you deal up to 20% more damage unarmored, and praying clears the weather.
  • Magnus (Elven Ancestors): Pick him at character creation as a Breton, High Elf or Wood Elf, or follow him later at a shrine. Shrine: 15% shock resistance. Follower: magicka only regenerates while you pray; with a staff or wand in hand, touch and rune spells grow up to 20% stronger or longer and enchantments use 50% less charge. Devotee: potions and ingredients restore up to 50% more magicka, and under a magicka potion soul gems give up to 50% more charge.
  • Phynaster (Elven Ancestors): Pick him at character creation as a Breton, High Elf or Wood Elf, or follow him later at a shrine. Shrine: 15% frost resistance. Follower: while standing still, take up to 20% less damage, shrug off stagger and regenerate attributes 50% faster. Devotee: during prayer, teleport back to where you last prayed; standing still also gives a 25% chance to absorb spells and full poison and disease resistance.
  • Syrabane (Elven Ancestors): Pick him at character creation as a High Elf; Bretons and Wood Elves can follow him later at a shrine. Shrine: magicka regenerates 25% faster. Follower: foes you kill carry more spell tomes, staves and scrolls, and arcane spells are up to 20% stronger. Devotee: all spells cost up to 20% less.
  • Trinimac (Elven Ancestors): Pick him at character creation as a High Elf or Orc; at a shrine he only takes Orcs, High Elves and Wood Elves who refused Boethiah's sacrifice in Boethiah's Calling. Shrine: two-handed weapons 10% more effective. Follower: 20% more attack damage while your health is above 90% and another 20% while your stamina is above 90%, rising with favor. Devotee: while praying, turn ethereal and unharmable until your next attack (5% favor).
  • Xarxes (Elven Ancestors): Pick him at character creation as a Breton, High Elf or Wood Elf, or follow him later at a shrine. Shrine: scrolls 10% stronger. Follower: skill books give 2 extra skill points, and scrolls grow with your Enchanting, up to 20% at 100. Devotee: pray to rise into a trance that reveals everyone in a very wide area; scrolls also grow with their magic school, up to 20% at 100.
  • Z'en (Elven Ancestors): Pick him at character creation as a Wood Elf, the only race he accepts, or follow him later at his shrine. Shrine: Alteration spells cost 10% less. Follower: Alchemy up to 15% stronger and one extra potion each time you brew. Devotee: pray to open an endless storage chest that also trades and holds 5,000 gold; poisons last two more hits.
  • Leki (Yokudan): Pick her at character creation as a Redguard, the only race she accepts, or follow her later at the Hillcrown Yokudan Shrine. Shrine: light armor rating 10% higher. Follower: melee attacks ignore up to 30% of the target's armor. Devotee: during prayer, spend 5% favor for up to 50% more melee damage against foes at full health for 60 minutes or 10 battles.
  • Morwha (Yokudan): Pick her at character creation as a Redguard, the only race she accepts, or follow her later at the Hillcrown Yokudan Shrine. Shrine: healing spells 15% stronger. Follower: praying out of combat heals you and your allies for up to 200, and some foes drop milk or honey for a curing potion. Devotee: praying gives enchanted fruit that restores or fortifies an attribute, which milk and honey make stronger.
  • Satakal (Yokudan): Pick him at character creation as a Redguard, the only race he accepts, or follow him later at the Hillcrown Yokudan Shrine. Shrine: health regenerates 25% faster. Follower: every 30 days that pass add 100 armor and 2% spell absorption, up to 1,250 armor and 25% after a year. Devotee: pray to be reborn and move points between health, magicka and stamina (15% favor).
  • Tall Papa (Yokudan): Pick him at character creation as a Redguard, the only race he accepts, or follow him later at the Hillcrown Yokudan Shrine. Shrine: items enchanted 5% stronger. Follower: bound weapons deal up to 20% more damage and bound armor gives up to 30% more armor. Devotee: when you would die you turn ethereal for a while, and if the fight ends in time you come back (10% favor); ghosts deal up to 50% less damage to you.
  • The HoonDing (Yokudan): Pick him at character creation as a Redguard, the only race he accepts, or follow him later at the Hillcrown Yokudan Shrine. Shrine: poise damage from attacks and bashes 50% stronger. Follower: staggering a foe strips up to 300 armor from them for 60 seconds. Devotee: a 25% chance to ignore poise damage, 25% less physical damage while not staggered (25% more while staggered) and 25% more weapon damage to staggered foes.
  • Rajhin (Khajiiti): Pick him at character creation as a Khajiit, the only race he accepts, or follow him later at his shrine. Shrine: +2 lockpicking expertise and pickpocketing 25% easier. Follower: a chance of extra gold in containers, and most sneaking and thieving potions and spells last up to twice as long. Devotee: pray to break a pickable lock within 20 feet; no fall damage out of heavy armor; a chance of valuable loot from foes killed while trespassing.
  • Riddle'Thar (Khajiiti): Pick him at character creation as a Khajiit, the only race he accepts, or follow him later at his shrine. Shrine: unarmed strikes deal 20 more damage. Follower: a different bonus each day of the week, from attributes and regeneration to resistances. Devotee: during prayer an ancient Mane grants a fitting blessing, and the daily bonuses are doubled.
  • Azura (Daedric Princes): Pick her at character creation as a Dark Elf or Khajiit; anyone else can follow her at a shrine after finishing The Black Star, or accept her offer when reading about her. Shrine: 10% magic resistance. Follower: foes within 100 feet can't absorb spells and lose up to 20% magic resistance, and blind and chameleon spells are up to 25% cheaper. Devotee: activate a foe below 30–60% health (by favor) to paralyze them at 1 health; soul trap spells up to 40% cheaper.
  • Boethiah (Daedric Princes): Pick her at character creation as a Dark Elf; anyone else can follow her at a shrine after finishing Boethiah's Calling as her champion, or accept her offer when reading about her. Shrine: one-handed weapons 10% more effective. Follower: up to 30% more damage while fighting a single foe. Devotee: during prayer, cast Daedric invisibility for 90 seconds, and breaking it with a sneak attack deals 25% more damage (10% favor).
  • Hircine (Daedric Princes): Pick him at character creation as a Wood Elf; Bretons, werewolves and anyone who has finished Ill Met by Moonlight can follow him at a shrine, or accept his offer when reading about him. Shrine: stamina regenerates 25% faster. Follower: up to 60% more damage to living targets at or below half health. Devotee: pray to call a Hunt that reveals the living within 500 feet and opens them to Bitter Mercy (10% favor); as a werebeast, deal up to 30% more to undead below half health.
  • Malacath (Daedric Princes): Pick him at character creation as a Dark Elf or Orc; anyone who has finished The Cursed Tribe can follow him at his shrine, or accept his offer when reading The Code of Malacath. Shrine: power attacks cost 10% less stamina. Follower: power attacks up to 15% stronger and up to 15% cheaper. Devotee: when an enemy dies within 20 feet, whoever killed it heals by the overkill damage, scaled by favor.
  • Mehrunes Dagon (Daedric Princes): Pick him at character creation as a Dark Elf or Khajiit; anyone who has finished Pieces of the Past can follow him at his shrine, or accept his offer when reading The Oblivion Crisis. Shrine: Destruction spells 10% more effective. Follower: praying burns away your magicka, and stopping at 20% or less earns extra favor and Burning Path charges (stop too late and the fire burns you); you can cook potions of immolation from magicka potions. Devotee: nearby foes burn for up to 40 damage and explode on death, with prayer recharging it; nearby friendly Daedra are healed.
  • Mephala (Daedric Princes): Pick her at character creation as a Dark Elf or Khajiit; anyone who has finished The Whispering Door can follow her at a shrine. Shrine: poisons you make 10% stronger. Follower: sneak attacks from behind up to 20% stronger when not in heavy armor. Devotee: during prayer, take control of the nearest person within 75 feet to fight for you (5% favor), and the follower bonus rises to 30%.
  • Molag Bal (Daedric Princes): Pick him at character creation as a Dark Elf; vampires and anyone who has finished The House of Horrors can follow him at a shrine, or accept his offer when reading Opusculus Lamae Bal. Shrine: Destruction spells cost 10% less. Follower: drain up to 10 magicka and stamina a second from nearby foes in combat. Devotee: activate a hostile foe below level 50 to banish them to Coldharbour, then pray to claim their gear (25% favor); blood magic up to 20% stronger.
  • Sheogorath (Daedric Princes): Pick him at character creation as a Dark Elf or Khajiit; anyone who has finished The Mind of Madness can follow him at a shrine, or accept his offer when reading about him. Shrine: a random blessing. Follower: praying gives a random Touch of Madness, kinder at high favor, and cheese works better. Devotee: a Touch of Madness whenever you enter combat, and skills at 25 or below are 20% better.
  • Shor (Other gods): Pick him at character creation as a Nord; Bretons, Imperials and Redguards can follow him later at a shrine. Shrine: 15% more attack and critical damage against elves. Follower: take almost no poise damage, and deal up to 15% more and take up to 15% less physical damage against non-human foes other than animals. Devotee: a Shield-Thane joins you against mighty foes, with prayer recharging it; 15% resistance to fire, frost and shock.
  • Sithis (Other gods): Pick him at character creation as an Argonian; anyone who has finished Innocence Lost can follow him at a Statue of Sithis. Shrine: sneak attacks 5% stronger. Follower: up to 25% harder to detect by anyone within 30 feet, and a chance to find human hearts on people you kill. Devotee: while sneaking, turn a door into a Void portal that drags in and kills unaware foes within 60 feet (5% favor).
  • The Hist (Other gods): Pick it at character creation as an Argonian, the only race it accepts, or follow it later at the Sleeping Tree. Shrine: tough scales add 100 armor. Follower: pray for up to +50 to all attributes for up to 1,000 seconds, doubled under Sleeping Tree Sap. Devotee: absorb up to 40% stamina and magicka from nearby corpses, and Sleeping Tree Sap lasts up to 20 times longer and is up to twice as strong.

Found later

  • Clavicus Vile (Daedric Princes): Follow him at his shrine in Haemar's Shame as a Dark Elf or after finishing A Daedra's Best Friend, or accept his offer when reading Feyfolken, Vol. 3. Shrine: Conjuration spells cost 10% less. Follower: Conjuration up to 20% stronger, and you pray to take a Pact – a one-hour task that gives 10% favor when done and costs 30% when failed. Devotee: pray to make a Wish for a permanent extra perk point (99% favor); most teleport and travel spells up to 50% cheaper.
  • Hermaeus Mora (Daedric Princes): Follow him at one of his shrines as a Wood Elf or after finishing Discerning the Transmundane or At the Summit of Apocrypha, or accept his offer when reading The Doors of Oblivion. Shrine: spells you cast on yourself last 10% longer. Follower: Eldritch Pages drop from your kills, and eight matching pages bind into an Eldritch Tome at a tanning rack that boosts magic and shouts. Devotee: pray to raise a skill of your choice by one level (10% favor); entropic spells up to 20% stronger.
  • Jyggalag (Daedric Princes): Follow him at his shrine on a cliff beside North Shriekwind Bastion; anyone may, unless they have finished The Mind of Madness or carry Sheogorath's blessing. Shrine: 15% more attack and critical damage against Daedra. Follower: eight Obelisks of Order appear in Skyrim, and each one you activate gives 20 health, magicka and stamina. Devotee: activate a foe to lock them in harmless stasis for 3 seconds (2% favor); take no physical damage while staggered.
  • Meridia (Daedric Princes): Follow her at the Statue to Meridia as a High Elf or after finishing The Break of Dawn – never as undead. Shrine: Restoration spells 5% more effective. Follower: fire, sun and turning spells up to 20% stronger, and physical attacks up to 30% stronger against undead. Devotee: activate an undead foe to call down a solar strike that blasts the undead in a wide area (50% favor).
  • Namira (Daedric Princes): Follow her at one of her shrines as a Dark Elf or after finishing The Taste of Death, or accept her offer when reading Beggar Prince. Shrine: 25% disease resistance. Follower: foes within 100 feet lose up to 40% poison resistance, and you gain a strong stomach and strange meat from your kills. Devotee: poisoning someone or slipping a human heart, human flesh or strange meat into their pockets draws insects that strip up to 20 armor and deal up to 40 disease damage.
  • Nocturnal (Daedric Princes): Follow her at the Thieves Guild's shrine as a Dark Elf or after finishing Darkness Returns, or accept her offer when reading about the Nightingales. Shrine: 10% harder to detect. Follower: praying clears non-violent bounties up to 5,000 gold, and shadow spells are up to 30% stronger, 50% at night. Devotee: at night you are much harder to detect and better at pickpocketing; during prayer, watch the nearest person within 300 feet in spirit form.
  • Peryite (Daedric Princes): Follow him at the Shrine of Peryite while carrying a disease or after finishing The Only Cure. Shrine: 20% poison resistance. Follower: poison spells up to 20% stronger or longer, and you pray for Peryite's Gifts – diseases with drawbacks – to gain favor. Devotee: activate a living foe to pass on all your Gifts, plus 20 disease damage a second for each one; pray to recharge.
  • Sanguine (Daedric Princes): Follow him at his shrine south of Shor's Stone as a Dark Elf or after finishing A Night to Remember, or accept his offer when you get drunk on wine or mead. Shrine: helpful potions and ingredients 10% stronger. Follower: regenerate twice as fast while alcohol, skooma or harmful alchemy affects you, and alcohol is up to twice as strong. Devotee: pray in combat to make the 5 nearest foes dance for 20 seconds while taking up to 20% more damage (10% favor).
  • Vaermina (Daedric Princes): Follow her at her shrine in Nightcaller Temple as a Dark Elf or after finishing Waking Nightmare. Shrine: Illusion spells cost 10% less. Follower: mind-affecting Illusion spells up to 20% more effective and up to 50% cheaper out of combat. Devotee: activate a sleeping person to summon an illusion that follows you for ten hours (20% favor); Illusion up to 10% stronger while you are not rested.
  • Almalexia (Tribunal): Follow her at her shrine in the hidden Tribunal Temple as a Dark Elf, or after you win over the heretics there in Ghosts of the Tribunal. Shrine: +15 health and stamina. Follower: up to 20% more damage to foes facing you and up to 20% less damage while blocking. Devotee: healing from most spells and potions up to 20% better, and wards up to 30% cheaper.
  • Sotha Sil (Tribunal): Follow him at his shrine in the hidden Tribunal Temple as a Dark Elf, or after you win over the heretics there in Ghosts of the Tribunal. Shrine: +15 health and magicka. Follower: items enchanted up to 15% stronger, telekinesis and wind spells up to 20% better, and visits to Dwemer ruins earn favor. Devotee: spend a filled soul gem or dynamo core to summon a lasting Dwarven automaton, one at a time; shock spells up to 20% stronger.
  • Vivec (Tribunal): Follow him at his shrine in the hidden Tribunal Temple as a Dark Elf, or after you win over the heretics there in Ghosts of the Tribunal. Shrine: +15 magicka and stamina. Follower: speech and intimidation checks up to 60% easier, and light attacks up to 30% stronger. Devotee: critical chance and damage up to 20% higher outside power attacks, and your health, magicka and stamina drift toward each other.
  • Baan Dar (Other gods): Follow him at his shrine northeast of the Apprentice Stone as a Khajiit or Wood Elf. Shrine: pickpocketing 25% easier and +2 lockpicking expertise. Follower: pickpocketing and selling to fences up to 50% better, alchemical powders up to 30% stronger and oils good for 2 more hits. Devotee: pray to ignite skooma slipped into people's pockets within 250 feet for heavy damage; throwing knives up to 50% stronger; skooma can no longer kill you.
  • Ebonarm (Other gods): Follow him at his shrine north of the Stormcloak camp in the Reach – he accepts everyone. Shrine: heavy armor rating 10% higher. Follower: One-handed raises the damage you block, Block raises your armor and Heavy Armor raises your damage – 15% each at skill 100, doubled in an Oblivion realm. Devotee: take up to 200 armor from each foe within 40 feet for yourself, doubled against Daedra; each piece of ebony armor adds 9% frost and shock resistance.
  • Mannimarco (Other gods): Follow him at his shrine southwest of Witchmist Grove – he accepts everyone. Shrine: Conjuration spells 10% more effective. Follower: conjured undead last up to 20% longer and necrotic spells are up to 10% stronger. Devotee: your conjured undead deal up to 20% more physical damage.
  • Sai (Other gods): Follow him at his shrine in Cragslane Cavern – he accepts everyone. Shrine: light armor rating 10% higher. Follower: pray to bet gold on dice; sprinting makes you 10% faster and restores 1 health and stamina a second, but walking slows you 10% and stops health and stamina regeneration. Devotee: staking 1,000 gold or more also wagers a point of stamina.
  • St. Alessia (Other gods): Follow her at her shrine southeast of the Imperial camp in Eastmarch as a Breton, Imperial, Nord or Redguard. Shrine: followers within 50 feet gain 100 armor and 10% magic resistance. Follower: pray to receive any Divine's blessing, up to twice as strong, and take up to 20% less damage from humans. Devotee: while a Divine blessing is on you, talk to most friendly humans to befriend them as possible followers (10% favor).
  • The All-Maker (Other gods): Follow it at a cleansed All-Maker Stone on Solstheim as a Breton, Imperial, Nord or Redguard. Shrine: 15% more attack and critical damage against animals. Follower: All-Maker Stone bonuses are doubled, and you deal up to 10% more weapon damage while holding an unused stone power. Devotee: after using an All-Maker Stone power, pray to get it back.
  • The Magna-Ge (Other gods): Follow them at their shrine northeast of Bleak Falls Barrow – they accept everyone. Shrine: Alteration spells 10% more effective. Follower: weapon charge refills by 50 points a second out of combat and 5 in combat, up to its last level. Devotee: during prayer, let them carry you to a spot in sight (4% favor); cloak and Alteration spells up to 10% stronger.
  • The Old Ways (Other gods): Follow the animal gods at their shrine in Bromjunaar Sanctuary at Labyrinthian as a Breton or Nord. Shrine: 15% more attack and critical damage against animals. Follower: pray while sacrificing 100 gold worth of gems to take on an animal god's powers, and in a full Forsworn, fur, hide or leather set deal up to 15% more and take up to 15% less damage. Devotee: take on the powers of the Dragon (2% favor an hour), and frost spells are up to 20% stronger.