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An emblem representing Hircine
Hircine
"You've done well, hunter. And found my favor. That skin will serve you well, child. Look more closely at it. My glories shall protect you from all this world's grievances. Good hunting." — Hircine

Hircine, known as the Huntsman, the Father of Manbeasts, Master of the Great Hunt,[1] Master of Beasts,[2] and Master of the Chase,[3] is a Daedric Prince whose sphere is the Hunt, the Sport of Daedra,[1] the Greatest Game, the Chase and Sacrifice of Mortals.[4] His realm of Oblivion is the Hunting Grounds,[5] an endless forest where the Prince and his Huntsmen hunt great beasts, people, and even other Daedra.[2] Hircine is a sportsman who thrills in the hunt, regardless of the prey,[6] though his worshippers enjoy giving their prey a chance for victory, however small.[7] He is typically portrayed with a great spear and either the head or skull of an elk,[8][9] said to belong to Y'ffer's champion, the Graht-Elk.[10]

As Hircine is the Father of werebeasts,[6] lycanthropes are his "children".[11][12] The Huntsman is a guardian to those he has "blessed" with the ability to change forms[13][14] (though most may see these creatures as "cursed" abominations).[15] Indeed, one of the Prince's artifacts is said to help lycanthropes control their powers.[16][17]

Hircine's existence appears to have gone unnoticed longer than other Daedric Princes, as he is not spoken of in the most ancient records, and summonings of him appeared rare or nonexistent even to more modern scholars.[18] Nevertheless, he is one of the more widely worshipped Daedric Princes in Tamriel, despite never actively seeking worship or reverence. One reason for Hircine's appeal is how his sphere encompasses the thrill of the hunt and he often seeks out people, tests them, and rewards hunters that have proven themselves worthy with a boon.[19][20]

There is some belief that Hircine may be allied with Mehrunes Dagon, and shrines to the Huntsman have been erected in places dedicated to Dagon,[21][nb 1], and Ebonarm is said to be an enemy.[22] His summoning day is the 5th of Mid Year.[23]

MythologyEdit

AspectsEdit

There are five known aspects of Hircine:

  • Alrabeg the Hunter: He bears the Spear of Bitter Mercy when he manifests. He comes to Nirn to hunt new prey, or brings with him prey native to the Hunting Grounds. It is said that if he arrives without prey, you may be the Hare in his next hunt.[11] Worshippers will sometimes invoke the name of Alrabeg when praying for a bountiful hunt.[3]
  • Storihbeg the Manbeast: The wolf aspect who comes to Nirn to hunt with his children, the skinshifters, or to "adopt new children and turn them pelt-side-out". His howl is said to be capable of freezing your innards.[11]
  • Uricanbeg the Great Dark Stag: He comes to mate with hinds, and may transform a mortal woman into one for the same purpose. He may also arrive to cull the herd of the weak. His hooves drum the Blood Summons that lure prey into his herd, which are then led into the Hunting Grounds where they meet their end.[11] Some of his offspring have granted some people the honor to use them as mounts.[11][24]
  • Gulibeg the Quick Fox: Is an aspect that manifests to confound mortals, and rewards those he finds clever by teaching them tricks. In a tale, a medallion associated with Gulibeg makes less conventional forms of communication understandable.[11][25]
  • Hrokkibeg the Mighty Bear: He embodies strength and the Totem of Claw and Fang. He comes to seek solitude, peace from labors, and renewal of the Burning Spirit Within, and may bless those who make offerings of mead.[11]

Worshippers of Hircine are known to style their weapons and armor in honor of these aspects.[26][27]

Worship and CultureEdit

 
The Hunting Grounds

AfterlifeEdit

Followers of Hircine are promised an afterlife within the Hunting Grounds, a savage land that provides to its dwellers. Here, one can indulge in spectacular hunts, as well as experience an endless cycle of violence as well as death and rebirth. Its inhabitants reside in the many hunting lodges dotting the landscape. The forests of the Hunting Grounds are teeming with powerful beasts, which allow Hircine's followers to engage in the most spectacular hunts. For the devoted, it is a paradise.[19]

Mortals are sometimes allowed into the Hunting Grounds to participate in a Great Hunt, a spectacular event that typically pits various prey of Hircine's choosing against hunters.[20] Great Hunts are a constant occurrence within the Hunting Grounds,[20] but outside of the Huntsman's realm, they are rare and are rumored to happen once per era.[28] Hircine may call upon a Great Hunt in Nirn for his own amusement,[29] or to punish those that defy him.[19][30][31]

When the Great Hunt starts, Secunda turns red, becoming the Bloodmoon, and the hunt proceeds until it goes away.[28] The Bloodmoon is said to symbolize the blood of the Hunter's Prey, and those wishing to join the Great Hunt craft rounded bone pendants that are stained with blood to symbolize it.[28][32] Should one emerge victorious from the Great Hunt, they may ask for a grand boon from Hircine.[20]

 
The Glenmoril Wyrd perform a ritual

The Glenmoril WyrdEdit

The Glenmoril Wyrd covens are known for worshipping Hircine in varying ways. Some within the coven, such as the Hagfeather Coven, the Rimerock Wyrd, and the Markarth Sisters, worship his more feral aspects, while the Ilessan and Viridian Wyrd worship his less feral side, and are known to provide services to cure Lycanthropy. The Reachmen who inhabit the Reach in Skyrim primarily worship Hircine. Their relationship to the Wyrd varies, with conflicts with the Viridian Wyrd coven being reported due to them offering a cure to Lycanthropy.[11][33][34] In the Iliac Bay region, the Glenmoril Coven of the Ilessan Hills of High Rock are the only group for whom Hircine will answer a summons.[35]

KhajiitEdit

Hircine, the Hungry Cat[36], Father of the Hunt, and Spirit of Pursuit and Purposeful Change,[10] is one of the many prominent spirits worshipped by cultists in Khajiiti culture.[37] His sphere is hunting and skinchanging, and he is renowned for his cunning and ferocity.[37] He was born of the second litter of Ahnurr and Fadomai, from which sprang many spirits known in other cultures as the Daedric Princes.[36]

Hircine was once in love with Nirni, but she instead chose Y'ffer to be her mate after he created the first flower for her. A heartbroken Hircine slew the Graht-Elk, champion of Y'ffer, and took to wearing its head as a trophy. The pair made many children together, but eventually Y'ffer became corrupted by the Great Darkness, then struck and killed Nirni. Hircine, along with Azurah and Khenarthi, slew Y'ffer and made a cairn out of his bones for their beloved sister.[10]

The Hungry Cat is said to be fond of Nirni's children (mortals), and frequently walks among them. Some Khajiit believe Hircine to be the father of Nirni's first litter, who were "as changeable as the Moons".[10] This litter would later have their form stabilized by Azurah, who bound their forms to the Ja-Kha'jay.[38] Khajiit pray to Hircine when they have "strayed from the Path", and believe he will guide them back upon it.[10] However, lycanthropy is frowned upon, and seen as a "parody" of Khajiiti faith.[39]

BosmerEdit

Bosmeri perception of Hircine the Hunter varies. While the Huntsman's name may be invoked for luck in a hunt, going further can can lead to cruel or violent extremes.[40] The only shapeshifting allowed by the Wood Elves' culture is the Wild Hunt, which is only invoked in an act of vengeance or desperation.[41]

In the Dawn Era, before Y'ffre stabilized the forms of most creatures, life was stuck in a chaotic, ever shapeshifting state called the Ooze. From this Ooze, Y'ffre gave shape to the Bosmer, but through the Green Pact forbid them from ever changing that shape. The souls of those who violate the Green Pact would be condemned to return to the Ooze.[41] The Bosmer believe that Hircine wishes to return to this chaotic state. As in other cultures, his cultists see shapeshifting as a gift, and view being culturally mandated to a single form as "tyranny".[13]

HistoryEdit

 
Two of Hircine's children, a werewolf and a wereboar

Second EraEdit

In 2E 582, Hircine attempted to meddle in the affairs of the Bosmer, through his cultist, Ulthorn the Hound. The Hound sought to usurp The Silvenars role and be bonded to the Green Lady through the handfast, and had he succeeded, Hircine's influence would have spread through throughout Valenwood.[42]

Third EraEdit

Around 3E 405, an agent of the Blades paid the Glenmoril Coven of High Rock to summon Hircine. The Huntsman told of a contrite wereboar in the area, and requested he be "taught a lesson". After impressing the Prince by putting the creature out of its "obvious misery", the agent (rumored to also be a werewolf or wereboar) was rewarded with Hircine's Ring.[43]

Skaal legend speaks of the Bloodmoon Prophecy, which foretells the coming of a Great Hunt to the island of Solstheim. According to the Prophecy, a "demon god", the Hunter, will appear on Solstheim with his "Hounds", and initiate the Hunter's Game. The Hunter's arrival would be preceded by three signs: Fire From the Eye of Glass, the Tide of Woe, and the Bloodmoon.[28] When the Nerevarine visited the isle in 3E 427, the Prophecy came to pass.[29]

 
The Bloodmoon

While investigating a werewolf attack on the Imperial Legion and the disappearance of Captain Falx Carius from Fort Frostmoth, the Nerevarine had to earn the trust of the Skaal.[44] Before long, the signs appeared; a pillar of fire erupted from Lake Fjalding,[45] the shores became littered with dead horkers,[46] and finally, the Bloodmoon appeared.[29] During this time, a pack of werewolves attacked the Skaal Village, and the Nerevarine was infected with Sanies Lupinus—the disease which leads to lycanthropy. However, it is unclear if the Nerevarine cured the disease in time or became a werewolf.[47]

Ultimately, the Nerevarine was taken by Hircine to the Mortrag Glacier, where the Hunter's Game was gettinmg underway.[29] The Prince had chosen four mortals—the missing Captain Carius, Skaal leader Tharsten Heart-Fang, Karstaag the frost giant, and the Nerevarine—for the "honor" of being in his Hunt, as he deemed them worthy hunters[48]. The four mortals were required to navigate a maze within the glacier, fighting off Hircine's Hounds (werewolves) and each other, with the survivor earning the "glory" of the Hunting Grounds to challenge Hircine.[29][48]

The Nerevarine entered the maze and encountered Captain Carius; the two teamed up against the werewolves, and when it came time to venture deeper into the glacier, Carius volunteered to stay behind. Tharsten Heart-Fang was in the next section, and revealed himself to be a werewolf as well before being slain by the Nerevarine. At the heart of the glacier the Nerevarine slew the giant Karstaag, and was met by Hircine.[29] The Huntsman then bestowed the "greatest honor" he could give a mortal—the Nerevarine would be his Prey. The Huntsman allowed the Nerevarine to choose one of his aspects to battle, to give his Prey a sporting chance.[48]

With the Bloodmoon setting, the battle was joined. And when it had set, the Nerevarine stood victorious.[29] Hircine was surprised, but vowed to one day return to Solstheim, to hunt once again under the Bloodmoon.[48] The Nerevarine escaped through a magic portal as the Mortrag Glacier collapsed, ending the Hunter's Game until the next era.[29]

In 3E 433, the Champion of Cyrodiil summoned Hircine at a shrine in Cyrodiil. The Champion received the Savior's Hide from the Prince after slaying a unicorn.[49]

 
The Bloodmoon reappears

Fourth EraEdit

A murder occurred in Skyrim in 4E 201, the victim being a young girl from Falkreath.[31] The Last Dragonborn visited the imprisoned culprit, Sinding, who revealed he was a werewolf.[31] Sinding had taken the Ring of Hircine to help control his condition—this evidently upset the Prince, who cursed the ring to cause the wearer to transform at random. The girl was merely an innocent bystander.[50]

Sinding had come to Falkreath to hunt the majestic White Stag, as Hircine would commune with anyone who slayed it, and wished to beg the Prince's forgiveness.[50] The Dragonborn offered to take the ring to Hircine in Sindig's place, and the werewolf gratefully accepted before escaping his cell. The Dragonborn tracked down and slew the White Stag, and an Aspect of Hircine appeared. The Huntsman agreed to "consider" lifting the curse, but demanded an offering—Sinding's hide. The werewolf was holed up within Bloated Man's Grotto; the Bloodmoon had appeared, and by the time the Dragonborn arrived one group of hunters had already been slain. Sinding made one last plea, asking the Dragonborn to defy Hircine and fight alongside him. It is not known what decision the Dragonborn made, but Sinding never appeared in civilized areas again.[31]

ArtifactsEdit

Ring of HircineEdit

The Ring of Hircine (also known as Hircine's Ring, or The Hircine Ring) is a Daedric artifact created by the Daedric Prince Hircine. In appearance, it is usually an engraved metallic ring showing the head of a wolf, although it has also been known to appear as a spiked leather buckler. The ring can temporarily give the gift of Lycanthropy to the wearer, and allows lycanthropes to control their transformations. Lycanthropes who possess the ring are not affected by the moons or by bloodlust, and can change form at will. Hircine punishes those that did not legitimately earn the ring, stripping the ring of its ability to control transformations and instead making transformations unpredictable. For non-lycanthropes, the ring is often useless, although it has been known to extend the wearer's life and allow for transformation into a werewolf. The ring is known to affect werewolves and wereboars, and likely works on other lycanthropes as well.

Savior's HideEdit

Savior's Hide, also known as Scourge of the Oathbreaker, and Hircine's Hide, is a Daedric artifact commonly associated with Hircine. Savior's Hide once referred to a full set of armor, known as the Armor of the Savior's Hide (boots, cuirass, gauntlets, greaves, helmet, and pauldrons). Over time, the term Savior's Hide would become predominately used to refer to the Cuirass of the Savior's Hide, as the rest of the armor set have not been seen since 3E 399. The Cuirass makes the wearer resistant to magic.

There are three creation stories to the Hide, with two crediting Hircine and the third crediting Malacath. The more widely known tale involving Hircine holds that the Daedric Prince rewarded the first mortal to escape his Hunting Grounds with his peeled Hide. The mortal then had the Hide tailored into the Cuirass for use in their adventures. This version of the story also claims that the Cuirass gave the wearer a resistance to magic. Another version claims that it was Hircine himself who sewed the Savior’s hide from the hide of a werewolf.

The third tradition which credits Malacath is lesser known and contains an inaccuracy, stating that it made the wearer vulnerable to magic. Despite the conflict between the stories, they agree on the points that the Hide would protect from the blows of an oathbreaker, and would protect the wearer from the sting of the Spear of Bitter Mercy.

Spear of Bitter MercyEdit

The Spear of Bitter Mercy is an artifact that is an enigma to Tamrielians, but many believe it to be of Daedric origin despite a lacuna of recorded history. However, multiple Spears of Bitter Mercy may exist. Originally forged by Mehrunes Dagon, it has become the signature weapon of his "ally" Hircine, who has become the Daedric Prince that is most closely associated with the Spear.[nb 2] One of his titles given to him by the Reachfolk, the Spear with Five Points, is reflective of this. The weapon was once in Sheogorath's possession, but his association with it and how he came to obtain it is unknown. He has notably stolen artifacts from his fellow Princes in the past for his own amusement.

Mehrunes Dagon imbued the Spear with his power for use in the Ritual of the Innocent Quarry. This enchantment consists of powerful and maleficent energies capable of instantly killing all but the "High Daedra Lords". Thus it is forbidden from being removed from the site of the Great Hunt, and it cannot be wielded by any mortals or immortals, except those sanctified to the Hunt and bound to its rules. Because Dagon twisted his pact with Chimere Graegyn, an unsanctioned wearer of the Armor of the Savior's Hide can bear the Spear; the armor's enchantment offers protection from the energies of the oathbreaker. Since the rules only apply within the Hunt itself, the artifact can be safely wielded if it were outside its intended locale. However, the spear can still seemingly reject those unworthy of wielding it.

According to a Reachman myth, Hircine wields the Spear of Bitter Mercy when he takes on the aspect of Alrabeg the Hunter. It is one of the Symbols of the Five Aspects, the other four being the Totems of Hircine (composed of three artifacts), and the Totem of Claw and Fang. The weapon grants its wielder a magical shield as well as the ability to summon storm atronachs. In appearance it is a metallic spear, usually with two or four protruding prongs surrounding the central spearhead. It is sometimes emblazoned with Daedric Hekem sigils, representing the letter H.

Spear of the HunterEdit

The Spear of the Hunter is an artifact associated with, and often wielded by, the Daedric Prince Hircine. It has a floral pattern adorned on its spear head, which has a crosspiece that curves downward on one end. Like another spear associated with Hircine, the Spear of Bitter Mercy, little is known about it, and the Spear is one of the more mysterious artifacts in Tamrielic lore.

The Hunting GroundsEdit

 
A waterfall and pond in the Hunting Grounds

The Hunting Grounds, also known as the Great Hunt, is a realm of Oblivion created and ruled over by Hircine, the Daedric Prince of the Hunt. It has been described as a realm of dense woodland and vast grasslands populated by werebears, wild cattle and unicorns. It is a savage land inhabited by vicious creatures such as bears, wolves, werecreatures, and Daedra. These creatures are generally much larger than their counterparts in the mortal realm. The spirits of animals from the mortal plane are a common sight within the Hunting Grounds, as Hircine brings them in to please his followers. All who die within the Hunting Grounds are doomed to remain within the realm after death.

Followers of Hircine are promised an afterlife within the Hunting Grounds, where they can indulge in spectacular hunts, as well as experience an endless cycle of violence as well as death and rebirth. Its inhabitants reside in the many hunting lodges dotting the landscape. The forests of the Hunting Grounds are teeming with powerful beasts, which allow Hircine's followers to engage in the most spectacular hunts. For the devoted, it is a paradise. The souls of lycanthropes are claimed by Hircine and spend eternity experiencing the thrill of the hunt in his Hunting Grounds. However, it is possible for a soul to transfer to the proper afterlife (such as Sovngarde) if their lycanthropy is cured posthumously, provided their soul is yet to have been taken to the Hunting Grounds. During the daylight hours, werebears and fierce Nords stalk the land in their continual Hunt. When the sun sinks below the horizon, Hircine announces himself with a pack of werewolves to take his turn in the cycle.

See AlsoEdit

BooksEdit

NotesEdit

  • ^  Developer Gary Noonan described an early idea of Hircince as: "[...] a great Hunter. The Hunter of Mortal Souls and a favored high ranking General of Mehrunes Dagon, the Prince of Destruction. Clavicus Vile may perhaps even be of some blood relation to Hircine."[UOL 1]
  • Hircine appeared in Sixteen Accords of Madness, Volume VI, where he imbued a Daedroth with the curse of lycanthropy, making a creature which became Hircine's most deadly hunter; however, the monster was tricked into committing suicide, causing the Prince of the Hunt to curse the peak where it happened.[51]

GalleryEdit

HumanoidEdit

WolfEdit

DeerEdit

BearEdit

MiscEdit

ReferencesEdit

  1. ^ a b The Book of Daedra
  2. ^ a b The Hunting Grounds loading screen in ESO
  3. ^ a b Invocation of Hircine
  4. ^ The Requisite Book of Daedra
  5. ^ Meet the Character - HanuMistress Dratha
  6. ^ a b The Shade of Ulthorn's dialogue in ESO
  7. ^ Varieties of Faith: The Wood ElvesBrother Mikhael Karkuxor of the Imperial College
  8. ^ Hircine's appearance in Daggerfall
  9. ^ Hircine's appearance in Bloodmoon
  10. ^ a b c d e The Worldly SpiritsAmun-dro, the Silent Priest
  11. ^ a b c d e f g h Aspects of Lord HircineJuno Procillus, Academy of Chorrol
  12. ^ The Glory of the HuntWyress Strigidae
  13. ^ a b The Blessings of Hircine
  14. ^ Legend of Thane Icehammer
  15. ^ An Accounting of WerewolvesSage Svari ofFallowstone Hall
  16. ^ The Hircine Ring item description in Daggerfall
  17. ^ Ring of Hircine item in Skyrim
  18. ^ On OblivionMorian Zenas
  19. ^ a b c The Huntsman PrinceHanu of the Zainab Tribe
  20. ^ a b c d Hanu's dialogue in ESO: Wolfhunter
  21. ^ Statue of Hircine in Ularra in ESO
  22. ^ Factions in Daggerfall
  23. ^ Holidays in Daggerfall
  24. ^ Great Dark Stag mount description in ESO
  25. ^ The Silver WerewolfHildegard
  26. ^ Crafting Motif 31: Skinchanger StyleUraccanach the Witchman
  27. ^ Crafting Motif 65: Huntsman StyleUraccanach the Witchman (as transcribed by Juno Procillus, Academy of Chorrol)
  28. ^ a b c d Korst Wind-Eye's dialogue in Bloodmoon
  29. ^ a b c d e f g h Events of Hircine's Hunt in Bloodmoon
  30. ^ Hircine Loading Screen description in Skyrim
  31. ^ a b c d Events of Ill Met By Moonlight in Skyrim
  32. ^ Bloodmoon Pendant item description in ESO
  33. ^ The Glenmoril WyrdLady Cinnabar of Taneth
  34. ^ The Heart of the Beast quest in ESO
  35. ^ Daedra summoning in Daggerfall
  36. ^ a b Words of Clan Mother AhnissiClan Mother Ahnissi
  37. ^ a b Varieties of Faith: The KhajiitBrother Mikhael Karkuxor of the Imperial College
  38. ^ The Sky SpiritsAmun-dro, the Silent Priest
  39. ^ Moon Bishop Hunal Answers Your QuestionsMoon Bishop Hunal
  40. ^ Gwaering Answers Your QuestionsGwaering
  41. ^ a b The Ooze: A Fable
  42. ^ Events of the Malabal Tor questline in ESO
  43. ^ Events of Hircine's quest in Daggerfall
  44. ^ Events of The Disappearance of Captain Carius in Bloodmoon
  45. ^ Events of The Skaal Test of Strength in Bloodmoon
  46. ^ Events of The Castle Karstaag in Bloodmoon
  47. ^ Events of The Siege of the Skaal Village in Bloodmoon
  48. ^ a b c d Hircine's dialogue in Bloodmoon
  49. ^ Events of Hircine's quest in Oblivion
  50. ^ a b Sinding's dialogue in Skyrim
  51. ^ 16 Accords of Madness, v. VI

Note: The following references are considered to be unofficial sources. They are included to round off this article and may not be authoritative or conclusive.