By living true to Sanguine's ideals, he invites you on a cosmic pub-crawl. In the span of a couple hours, you go on a month-long party across Tamriel, partying it up and causing trouble. Afterward, you don't remember what transpired, but your lifestyle of debauchery has led you to no longer need sleep. All actions that require a long rest can be recharged by taking a short rest and a good drink at any tavern.

Over the course of your adventures, Sanguine may choose to bless you with one of the following feats.

Always Enjoy Life. There is no greater reason to live than pleasure. Find what brings you the most joy, and never waver from that cause.

You may use the Rose to summon lesser Daedra as if you were casting a conjuration spell. You do not need to make a saving throw, as the Daedra you summon will be uncontrollable, though they will not attack you. They will return to their planes after 30 seconds pass.

Sanguine's Rose can take many forms, though it is most often seen as a large rose, to be held like a staff. Each time it is used, a petal is lost. When all petals are lost, the Rose disappears.

Concentrating, you request the aid of Sheogorath for up to 1 minute, using your Channel Aura. All creatures within 30 feet, including yourself, must roll on the short-term madness table at the beginning of their turns as long as this is active.

Over the course of your adventures, Sheogorath may choose to bless you his divine madness. When you would gain a blessing from Sheogorath besides an artifact, make a roll on the Long-Term madness table.

While wielding the Fork of Horripilation, you temporarily have the Stunted magicka and spell slot absorbtion effects of the Atronach birthsign, regardless of whether you hold that sign or not.

When you equip the staff of the Everscamp, you may not unequip it without Sheogorath's permission. While it is equipped, you have four scamp familiars at once. You may not take on more familiars. If you already have a familiar, it is banished back to Oblivion.

While wearing Gambolpuddy, you have -2 to your Strength, Constitution, and Wisdom, and have -5 feet of movement speed. You gain +2 to your Dexterity, Intelligence, and Charisma scores, and advantage on all skill checks and saving throws.

The Wabbajack holds multiple potential effects. When targeting a creature with it, you make a ranged spell attack. When you hit, roll for one of the effects on the Wabbajack table.

Sheogorath, the fourth corner of the house of troubles, the king of the Never-There, and the prince of madness. He rules over the Shivering Isles, and his favored followers are the Golden Saints and the Dark Seducers.

Concentrating, you request the aid of Vaermina for up to 1 minute, using your Channel Aura. All creatures within 30 feet must succeed a Wisdom saving throw or immediately fall asleep. Creatures who fall asleep because of this ability suffer terrible nightmares, and take 4d8 Psychic damage at the beginning of their turns until they wake.

You may enter the dream of another creature. While in its dream, you may attempt to manipulate their thought, seed or quell ideas, or leave them feeling restless.

Vaermina facilitates your travel through the Dreamsleeve after you die. When you die, after 24 hours you will return to life, as if someone had cast Reincarnate upon you.

Over the course of your adventures, Vaermina may choose to bless you with one of the following feats.

Vaermina is the patron Daedra of Mysticism. Her sphere is dreams, nightmares, and visions. She presides over Quagmire, also known as the Dreamstride, and her servants are the Dreamwalkers.

Apocrypha is the realm of Hermaeus Mora. A library of infinite hallways, it is said to contain every work that has been and will be written, and every word that has been or will be said. Souls drift through the shelves, trapped forever in their search for some piece of knowledge that was once of

If the planets in the Mundus are diverse and varied, the planes of Oblivion are infinitely more so. They exist just outside the Mundus, and onward until the metaphysical limits of Aetherius. These planes are accessible from Mundus, and beings can pass through portals or other means to get to a particular plane. Mundus contains metaphyscal barriers preventing invasions from the self-serving Daedric Princes controlling the many planes of Oblivion, however. Bound weapons, Armor, and creatures are shaped from the souls of Lesser Daedra, pulled from oblivion into the realm of the caster.

The best known world in the multiverse is Nirn - the center of life itself, portrayed in all but one of the Elder Scrolls games. Regardless of what world your campaign takes place on, it belongs to your DM - you might imagine it as one of thousands of parallel versions of the world, which might diverge wildly from the published version.

The worlds of the Mundus are diverse, from clockwork underbellies of the moons Masser and Secunda, to rocky worlds of pure ebony, or the breath giant Kynareth. There are also rogue planets, unmappoed and unknown, lurking out at the edges of the Mundus. Some may harbor life, while others are barren.

The Aurbis is the place within, where all life, mortal and immortal, exists. It is the general term for the combined realms of the Mundus, Oblivion, and Aetherious, and is surrounded by the void.

Magicka is drawn from these planes, as are the Lesser Daedra. As your character achieves greater power and higher levels, they may be tasked or drawn to enter these outer planes, be it to protect the Mundus from invading forces from the Deadlands or Coldharbor, to increase your understanding of the world and its mechanisms, or to raise a mug with fallen heroes in Sovngarde. You may walk on ground that shifts between solid and unsolid states, or find gigantic libraries containing every word that has been spoken.

The greater Cosmos in uncharted in the Elder Scrolls universe, with most of the action taking place in the mortal plane of the Mundus, and the outer planes of Oblivion. There are countless planes, many completely unseen by mortal eyes, some known only in song and tale. Every location a Dungeon Master runs his or her adventures takes place in one plane of existence of another. Beyond Mundus, there are planes of pure magicka, realms held together only by thought, and the planes run by the Daedric princes. Aedra, too, have their own planes, though they are reachable only through constant faith.

import to them. The corridors are narrow and winding, often passing back in improbable or impossible ways. There are bridges over chasms, lined the whole way down with shelves of books, accessible only by the coils of snaking rope that lick over the edges of the boarding with murderous intent.

The longer one spends in Apocrypha, the more tenebrous depths one can reach, though this should never be desirable, for to become a Seeker is to end up like Herma Mora himself, powerless to his lust for knowledge, unable to use the information he has already gleaned because a new quest has then begun for yet more knowledge. Hermaeus Mora's tentacles can be seen snaking throughout his vast library, if they are looked for, in the dark corners and in the ropes, his twitching presence always watching.

Ashpit The Ashpit is a realm of dust, ash, and disappointment. In the majority of the realm, mortals cannot breath the air here without special apparatuses or proper breathing magic. Its denizens are vaporous, and there is no "Surface" that mortals would know. Instead, to travel, one would have to levitate. At the center is the vast spine of some long-dead beast, once the last of its kind, now gone, and at the head of this column is a Death's Head, a smoking pyre in the shape of a skull, ancient and fatherless, formless but formidable. Pass through the balin about its maw, the savage and gore-spattered visage, and here is the Ashpit that every Orc wishes to find himself in after death. Still smoky and ashen, but here and there in the smog is a longhouse, the glow of a victory fire penetrating the dark and casting gleeful shadows on the distant clouds as the Orc Chieftains celebrate, for every Orc here is a Chieftain. It is said that far enough through these disparate parties, on the very outskirts of the Ashpit, a much smaller fire can be found. Malacath sits alone here, sword cleft in twain, naked, and scarred. The hollers of orcs echo numbly through the choking mist and Malacath takes his head from his hands, prods his fire, and smiles.

Attribution's Share Attributions Share is Boethiah's realm, made up of stormy skies, lava seas, and unbearable heat, maze gardens, and twisted towers dot the landscape, while beauracracy is taken to the extreme, and betrayal is celebrated. The highest point in the realm is Snake Mount, a city built into a mountain that triples in steepness with every twenty paces. There are twelve Arenas here, where mortals and daedra are locked in eternal combat for prestige in the eyes of their Prince. Two rivers flow from the Snake Mount, wide and strong their flows, but they are made of the blood of the fighters who perish in the arena. One river carries victors in their longboats to the City of the Ten Bloods, a settlement much lower than Snake Mount, but quieter. It has a steady foundation in bedrock, and is shaped in the form of two fighters, one with an axe raised over his head, poised for striking, but the other with a quick dagger flashing from his belt toward his enemy's gut. The second river from the Mount is more sluggish, but much broader. It carries the defeated to Mors Adthel, a city which hangs on a cliff over nothingness, where spindly river-rover-men pluck them from the water and pile them up to build a dam to stop the river from taking their city over the waterfall and into the abyss.

Coldharbor Coldharbor is lorded over by Molag Bal. It is a twisted inversion of Tamriel, where it rains acid andthe sky is a deep purple. Those few mortals that live in Coldharbor are emaciated, and live lives of torment. Reptilian daedra stalk the land, from the Clannfear to the Daedroth, preying on the vestiges of mortal life, or how Molag Bal imagines it. Bal rules from the Imperial Palace in Cyrodiil, beneath the smouldering ruin of the White-Gold Tower. He sits in a throne some two miles high, and his feet crush twenty men every day. Every building in Coldharbour can sprout horns at Bal's wish and force their inhabitants to succumb to whatever the Prince demands of them at that time. He exists to dominate, and every part of his realm is stratified to place him at the top of the cosmic food chain. The blasted and blackened heath is inhospitable and dastardly hot during the day, and fearsomely cold at night, when the lizards sleep. Bal has no imagination, and can only replicate what hee sees from Mundus, and then seek to dominate it.

The Colored Rooms The Coloured Rooms are a rotating Wheel, a mournful imitation of Nirn, which Meridia so longs to be a true part of. Her wheel has no temperance, though; it is impatient and whirls this way and that, changing faster than a mortal can comprehend, if indeed it has ever changed at all. The Dragon's arrow is weak here, and the Coloured Rooms threaten to eliminate the visitor by old age as much as by the denial of their birth. They never quite do though. The seven spokes of Her Wheel are the Gilded Dawn, the Azurite Rift, the Fawn Thicket, the Scarlet Sand, the Mauve Wood, the Hoary Mountain and the Silent Pool. There are many wanderers in the Coloured Rooms; they become Strangers to each other and to themselves. They are watched by the Aurorans, inscrutable beings in armour, who are nigh invisible because of their armour, which blends in with their surroundings.

The Deadlands Mehrunes Dagon's Deadlands are devoid of any life or hope. No Daedra live there but those who are pressed into service from other realms, it is a blasted and desolate wasteland. Obsidian outcrops jut from oceans of lava and evilly organic claws rise from the ground. This is the product of neglect and destruction; there is no rule of any sort, no thought given to the lands. Dagon's only constructive pursuits have been in aid of destruction, and for that he needs lesser daedra that are not of his own being. The Dremora clans that swear fealty to Dagon constructed citadel Towers across the realm in their own style, to house the Stones that would anchor Gates in Nirn for an unknown purpose.