Skyrim

About this mod

Indriks are feathered magical deer-like creatures that bear some direct relation to Y'ffre. Indriks fight using elemental-based attacks, with power drawn from the very Earth Bones beneath their hooves. Relentless protectors of nature, a wild Indrik will not hesitate to slaughter anyone he deems to be a potential danger to the wild world.

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"Indriks are feathered magical deer-like creatures that bear some direct relation to Y'ffre, also known as Jephre/ Y'ffer. Indriks fight using elemental-based attacks, with power drawn from the very Earth Bones beneath their hooves. Relentless protectors of nature, a wild Indrik will not hesitate to slaughter anyone he deems to be a potential danger to the wild world.

Y'ffre, considered the first Ehlnofey to sacrifice himself, which would be followed by many others et'Ada, who together became Nirn's own rules of nature and are now known simply as the Earth Bones, is considered the source of power, and even by many as the primordial origin, of these mystical and mysterious creatures known as Indriks.

Indriks are similar to deer but have 2 pairs of ears, part of their body is feathered, they have long tails and their forked hooves are claw-like. They appear in different colors, from moss green to bright yellow, passing through completely dark color variants, to snow blue. Old Indriks are bigger and more powerful, being known as Ancient Indriks. The appearance of Indriks is directly related to the place they inhabit, though this does not affect their elemental powers. 
In the case of Ebonglow Indrik, it is believed to have some kind of connection with Nocturnal. 

In combat, they can summon various elements, from ice to fire, as well as poison and lightning. For this they use their powerful hooves and antlers to condense the elements directly from Nirn. Because of this, Indriks act only as channels of this powerful energy, which in situations of intense use can end up causing damage to their fragile bodies, with many Indriks actually perishing after hard battles against enemies to protect the wildlife, where victory only came with the death of the brave Indrik himself. However, according to old tales, this spirit of selfless sacrifice touched Y'ffre's heart, which gave them the blessing of supernatural regeneration when in combat. They also have their souls protected by Y'ffre himself, what prevents them from being soul- trapped by mages or shadow creatures.

Another powerful ability of Indriks is the ability to summon a Patronus, ethereal ghostly forms of Indriks that have perished in combat and are called upon to temporarily aid the Indrik in danger. These forms are, however, temporary, and quickly dissipate in bursts of light. In addition, like Spriggans, Indriks can also summon wildlife to fight alongside them, and they also can turn invisible.

Among the divine et'Ada who were part of the Nirn's creation plan, and decided to stay in it untill the end while the majority left, there were those who were the main architects of this plan, known as Eight Aedra, or nine if including Lorkhan, according to some scholars, while others Aedra of lesser spiritual stature became and proliferated the lesser races such as elves and men, and others were the origin of beasts and monsters, and finally a fourth group sacrificed themselves becoming, as mentioned before, the very laws of nature that keep Nirn's gears running, in service to the higher Aedra revered as the Eight Divines. These divine lesser beings came to be known as Ehlnofey, with part of these, as noted, now being the very essential natural laws of the planet, and indistinguishable from these, and sources of power for all beings that serves the nature, including lesser guardian spirits like Will-o-the-Wisps, Spriggans, Fairies, among others.

Y'ffre, Nature's Primordial Guardian Spirit, the first Earth Bone to sacrifice himself for the stability of the ecosystem of Nirn, the God of Forest and Song, and according to legends, the one who shaped day and night, made the waters spring from the earth and flood the oceans, taught the birds to sing and the wind to blow, brought the luxuriant forests from the unstable and formless primordial ooze and made the flower germinate, one who equals or resembles in spiritual stature the Eight Divines, and is even revered as the chief deity of the Bosmer pantheon, is believed to have also planted the Indriks in the world, like seeds, who would germinate to become his most faithful squires. Many believe them to be Earth Bones themselves, and not just their offspring, but everything around these creatures of purity and unparalleled beauty is shrouded in mystery.

Indriks have a deep connection with the Ancestor Glades of Tamriel, and consequently with the Ancestor Moths, creatures as mysterious as they are, and who are attracted to them, following the Indriks around in small flocks. When an Indrik dies, while bravely fulfilling his guardian role, his spirit is taken to these Ancestor Glades where he recovers as he prepares for a new rebirth. Legend has it that meanwhile that, Y'free himself plants a seed in the earth that will germinate and give rise to a small Indrik fawn, which will be the reincarnation of the deceased Indrik. While in a spectral state, the Indriks are harmless and cannot be attacked by weapon or spell, while recovering in the Ancestor Glades under the protection of Y'ffre himself.

An alternative method of generating an Indrik is through a little-known arcane process that involves different types of feathers from different types of Indrik, which combined ritualistically will open the veil so that an already adult-sized Indrik can be materially formed. This Indrik however has a simple and generic appearance, with intermediate characteristics between a fawn and an adult, and having opaque and lifeless color, with less exuberant feathers and small antlers. Known as Nascent Indrik, he must then magically through a second ritual be exposed to the type of energy the caster wishes him to possess, thus becoming one of the known types of Indriks. It is also possible to make it take the form of a Fawn of the same wanted type.

In Winterhold, two peculiar Indriks can be found: a Glacial Indrik and an Igneous Indrik, 
both are ethereal and each one is enveloped in its own element, respectively ice and fire. During my stay at the Mages' College, and after extracting information from difficult conversations with Tolfdir, I was able to discover some curious facts: they are the old pets used as experiments made by the legendary Augur of Dunlain himself in a distant past, as an intermediate part of the experimenting process that would lead Augur himself to become incorporeal and formless. Due to their docile and peaceful nature, and also because it seems impossible to get rid of them, as well as of Augur himself, the Mages allow them to remain on the College's premises. Like Augur, these two also live in a state disconnected from material reality, and are indifferent to the world around them, making it practically impossible to interact with both."

by Beastmaster Mihail *
(*Who is Beastmaster Mihail? He is my avatar/persona within the universe composed of all my mods. He is the ingame author who writes the texts that are usually presented as descriptions for my mods. A former monster hunter, now a dedicated scholar, he is planned to be released as an NPC in late 2022/early 2023, doing the same job in-game as my descriptions do on Nexus.)



Technical info: The spell tome to summon the Dawnwood Indrik can be found with random dead alchemists on forests.





- 11 new creatures: Dawnwood Indrik, Frostlight Indrik, Rimedusk Indrik, Mossheart Indrik, Crimson Indrik, Ebonglow Indrik, Spectral Indrik, Indrik Patronus, Luminous Indrik, Glacial Indrik, Igneous Indrik;

- 1 new spell: Summon Dawnwood Indrik;

- 3 new ingredients: Indrik Feathers, Indrik Antlers and Indrik Ooze.




So far no incompatibilities have been found between this mod and other mods.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)



The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.



- The last Skyrim Update
- DLC Dragonborn
- DLC Dawnguard
- DLC Hearthfire



Author: 

Mihail- models, textures, animations, spells, effects, sounds, loot, game implementation