The Daedric Crescent Blade is a Daedric artifact created by the Daedric Prince Mehrunes Dagon. It has the power to paralyze those it strikes, and puts heavy wear on their armor; it has also been known to create a green ball of energy, but its effects are unknown. There were once many Crescents, which were used by Dagon's forces to take the Battlespire during the Imperial Simulacrum. When the Empire later reclaimed the ruined academy, the Crescents were gathered up and destroyed - all but one. Unknown to the Empire, one of the unique blades remained in existence somewhere in Tamriel, although none had ever seen it.
In 3E 427, this last Crescent was discovered by the Nerevarine. It had been in the possession of Lord Dregas Volar, a Dremora who dwelled in the Daedric shrine of Magas Volar, a Daedric sanctuary inaccessible without teleportation. Divayth Fyr of Tel Fyr had come to possess an amulet which would teleport the wearer to the hidden shrine; the Nerevarine used the amulet and defeated Lord Volar, claiming the last known Daedric Crescent.
Dawnbreaker is a Daedric artifact created by the Daedric Prince Meridia. It was forged "in a holy light that breaks upon" the Prince's foes. In appearance it is an ebony longsword containing a distinctive light emitting crystal in its cross-guard known as the Dawnstar Gem. It was created with the intention of "burning away corruption and false life". As such, it is particularly effective against Meridia's "foes": this primarily applies to the undead, although its powers can also be used on Daedra and werewolves.
Dawnfang and Duskfang
Dawnfang and Duskfang, and their superior variants, Dawnfang Superior and Duskfang Superior, are four forms taken by an evidently sentient Tsaesci "blood drinker" longsword. Two other blades share a similar design, the first being the vampiric Bloodthirst, and the second being the frost-enchanted Rimelink. Dawnfang and Duskfang's serpent-like appearance and transformation capabilities are reminiscent to traits that the Tsaesci are rumored to have. The sword has a sinister purpose: corrupting its wielder, as well as forcing a dependency on them. It also craves the lifeforce and magicka of the victims it slays.
Dawnfang and Duskfang's design is intricate in all its forms, an example being its crossguard and pommel that are adorned with elegant jewels, placed as if to seduce a person into wielding it. More fitting of its nature is its pronged blade that resembles the gaping maw of a beast, and the golden snakeskin pattern that envelops the areas around its crossguard, handle, and pommel. The forms' physical similarities diverge from there thanks to the sword's transformative capabilities. At dawn, the sword becomes Dawnfang, whose jewels become infused with orange flames and burns to those that it strikes. At dusk, the sword becomes Duskfang, and its jewels become infused with blue cold flames, but the pommel's jewel may differ from the rest as its flames can be in either a blue or purple color. Nonetheless, the form freezes those it strikes.
The sword's superior forms are achieved by "feeding" the sword after every transformation. It informs its wielder through a mental connection how many lives it must claim before it is satisfied. If twelve enemies are killed with the sword over the twelve-hour period, the next transformation will result in the Superior variant. Dawnfang Superior is engulfed in orange flames around its blade and absorbs the health from those that it strikes, while Duskfang Superior is engulfed in cold flames around its blade and drains enemies of their magicka reserves. The sword instantly repairs itself and recharges its enchantments when it transforms. When the sword is not wielded, its jewels turns into a black void-like color, as if inactive and resting.
The Deadland Hammer is a Daedric artifact linked to Mehrunes Dagon and the Deadlands. In the Second Era, it was found in the Darkpool Mine by the Claws of Daegon—a Khajiit cult dedicated to Merrunz. When used with the right reagents, it was said to be capable of summoning Iron Atronachs. Physical contact with hammer was reported to be uncomfortable and even harmful when handled for an extended period of time.
Denstagmer's Ring is very mysterious. Almost all that is known about it is that it grants the user protection against various types of elemental harm. Even the name Denstagmer is a mystery. The Nerevarine reportedly found the ring on Vvardenfell in 3E 427.
For thousands of years, it was lost in the ruins of Pale Pass. In 3E 433, Countess Narina Carvain of Bruma commissioned an expedition which recovered the Madstone, and it became the pinnacle of her large collection of Akaviri relics.
Dragon Priest Masks
The masks of the Dragon Priests are strange artifacts created by the dragons in the Merethic Era. The highest ranking priests of the Dragon Cult were granted magical masks that defy the laws of time and possess powerful enchantments. The individual masks are made of varying materials, and each bears the same name as the Dragon Priest that possessed it. The names are in the dragon language, and can be translated. The number of masks in existence is unknown, and some are apparently older than others. The masks were buried with their owners, until in 4E 201 the return of the dragons caused many of the undead Dragon Priests to wake from their slumber. Many of the masks were then taken from the Dragon Priests by the Last Dragonborn.
Dragonbane was a weapon of the Blades, perhaps dating back to the time of the Dragonguard. When the Blades were forced to seal off and abandon their ancient stronghold in Skyrim, Sky Haven Temple, the blade was left within. In 4E 201, the Last Dragonborn unsealed the temple and claimed the blade.
The Dragonbone Mail, or the Dragonbone cuirass, is thought to be one of the greatest artifacts any collector or hero could own. While many fine pieces of armor have been constructed with real dragon bone, the Dragonbone Mail was enchanted by the first Imperial Battlemage, Zurin Arctus, in the early years of the Third Era. It's described as a truly exquisite piece of work, and many have sought to possess it.
The properties of the cuirass allow the wearer to resist fire, and to damage an enemy with a blast of fire. Little is known about the involvement of Zurin Arctus with the enchantment of the cuirass, but an old tale speaks of a debt that he owed to a traveling warrior. Like the warrior, the Dragonbone Mail never stays put for long. The Nerevarine reportedly recovered the cuirass from the ruins of Mudan in Morrowind and sold it to the Mournhold Museum of Artifacts in 3E 427.
The Dragonstone is a stone tablet that depicts a map of burial mounds for Dragons. It was crafted following the Dragon War's latter days and meant to document the burial of the Dragon-Lords in Skyrim, for when Alduin may return. It was created in the days that followed Alduin's defeat in the Dragon War. It was kept hold, even after death by the Keeper of the Dragonstone in his tomb at Bleak Falls Barrow.
Dragonhorns are legendary artifacts crafted primarily by the Dragonguard, used as weapons against the Dragons. They are magical warhorns carved out of the horns of dragons, inscribed with various arcane runes, and are capable of producing a tonal sound that incapacitates dragons. They however will have no effect if used against the dragon the horn originated from. Widely manufactured in the late First Era by the Dragonguard, dragonhorns were gifted to key locations for their protection and are rare to find. They are considerably fragile, and can break instantaneously and crumble to dust after just a few uses. Lunar energy can be diverted into dragonhorns to charge them up with the arcane power capable of hindering dragons. The portable mouthpiece portion of a dragonhorn is called a Combat Dragonhorn.
The Dreamworld Amulet is a dangerous magical device created by Henantier of the Mages Guild in 3E 433. It allows the wearer to enter their own mind and control their dreams. Henantier designed the amulet as an unsanctioned experiment, with the intent of bettering himself by using his dreams as a personal training ground; however, he became trapped in his dreams and was unable to wake up.
Kud-Ei, the chapter head of Bravil and a good friend of Henantier's, recruited a stranger to help rescue him and avoid repercussions from the Mages Guild. The stranger used the amulet to enter Henantier's Dreamworld and helped him recover his patience, courage, resolve, and perception, which allowed him to realize his situation and wake up. With the death of the dreamer, all those who share the dream die as well, making the amulet very dangerous and unlikely to see further use.