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Crafting Motif 75: Sunspire Style

Author: 
Azin-jo

By Azin-jo, Esteemed Bishop of Sunspire

Rejoice, children of Alkosh! After many lean years, the Dragon King of Cats has returned to guide us to glory. We Khajiit are magnificent, yes, with our glistening fangs and silky fur. But to truly honor Alkosh, we must adorn ourselves with a fitting panoply—armor and weapons that give voice to both Khajiit and Dragon! Therefore, the smith-adepts of Sunspire have created this collection of arms and armor. Each piece bears the First Cat's blessing.

AXES

Our mighty axes honor Alkosh, yes, but Jone and Jode also. Smith-adepts affix weighted disks to the axe heads to add great heft to every swing. On each disk, the faces of the moons—their waxing and waning—shine like the Topal waters on a cloudless night. A weapon as beautiful as it is deadly!

BELTS

Any avowed Khajiit, from highest curate to lowliest novitiate, can tell you that prayer begins at the belly. We do not mutter our mantras to blessed Alkosh with our mouths alone. No! We summon them up from the stomach. No surprise then that we protect our stomachs with woven cloth and metals of the highest quality.

BOOTS

While many Khajiit insist that all footwear should leave the toes bare, there is something to be said for a snug leather sole—particularly when wandering the frigid peaks and searing depths of Sunspire. Whether boot, shoe, or sandal, our footwear provides ample protection from the elements and the foes of blessed Alkosh.

BOWS

The bowyers of Sunspire are right to boast when demonstrating the strength of their arms. Wood cured in the sacred heat of the Shrine of Jode flexes like a young Dagi, but launches arrows that strike with a Senche-raht's strength!

CHEST PIECES

Our Dragon-father, Alkosh, made us strong, while our mother, Azurah, made us lithe and swift. The snug tunics and sturdy breastplates of Sunspire reflect the will of both! No true Khajiit would suffer inside a stuffy metal shell. So, even our heaviest hauberks leave room to flex and bend.

DAGGERS

Of all the weapons our smith-adepts forge, the daggers are the most distinctive. Some say they resemble the fangs of mighty Alkosh; others say that their crescent blades match the curves of Jone and Jode. Both are true, I think. In the hands of a pious warrior, these twin blades are deadly indeed!

GLOVES

Our boots may shield our toes from the elements, but even the most pious Khajiit with the most cautious heart cannot keep all their claws restrained. Sunspire gloves are little more than masterfully crafted bracers; they protect the wrists, but leave our birth-weapons free to slash and rend the enemies of Alkosh!

HELMETS

A child of the Dragon King of Cats must be more than a simple Khajiit. They must find their truest heart, where the Dragon within resides. Our helmets' design serves as a constant reminder of our true nature. We are both cat and Dragon. The cat's silhouette crowned by the snarling aspect of blessed Alkosh makes that truth manifest!

LEG GREAVES

A Sunspire adept spends many long hours on their knees in solemn prayer. As such, our pants and leg greaves are both lightweight and smartly tailored. Neither cold stone nor faithless weapons can inflict injury on an adept wearing this garment.

MACES

A Sunspire mace features a perfect, striated sphere at the striking end that mimics the forms of Jone and Jode. Like Alkosh himself, these weapons strike with perfect force—leaving flesh intact while pulverizing the bone and sinew beneath.

SHIELDS

A Sunspire adept knows the value of quickness, but sometimes even the swiftest paws are not enough. In those times, we might reach for one of our flawless shields. Smith-adepts affix multiple plates to a central aegis, then lace it with prayer cords to create a sturdy, but visually pleasing work of art!

SHOULDERS

All Sunspire shoulder armor, from the simplest epaulets to the strongest pauldrons, honor Alkosh with prayerful motifs and woven prayer cords. Our arms may not bear the sublime weight of a Dragon's wings, but we must protect them nonetheless!

STAVES

Ah, old age! It is a curse, it's true. In the days before Alkosh's return, I often leaned on cedarwood walking sticks and the like. Now, though? Now I steady myself on one of our mighty staves—proud weapons that bear the phases of Jone and Jode emblazoned on precious metal disks. Great power swirls within their headpieces. With Alkosh's blessing, we shall use that power to lead the Khajiit to enlightenment!

SWORDS

Our Sunspire swords are like the mighty claws of Alkosh himself—beautiful, intimidating, and razor-sharp. While these blades honor our beloved First Cat above all other deities, the blessed crescents of Jone and Jode appear on the crossguard, the pommel, and the blade itself. Truly, there is no holier weapon in all of Elsweyr.

Crafting Motif 74: Pellitine Style

Author: 
Cashia Khrasaat-Plume

By Cashia Khrasaat-Plume, Envoy of the Mane, Torval

While it is an overstatement of the ignorant to characterize we Khajiit as flighty and superficial, it is true that not all of us, like this one, have the gift of precision in speech and writing. It is a worse mistake, but all too common among Tamrielic Men and Mer, to regard Khajiiti civilization as something shallow and recent. This is particularly false as regards the seven kingdoms that became the Federation of Pellitine, a land with a history long and deep. This Servant of the Mane hopes, in the few lines that follow, to cast some light our Southern Elsweyr military traditions.

AXES

Unlike the crude axes of northern barbarians, Pellitine cleavers combine style and martial efficacy, making each weapon a work of art. The sumptuous curve of the axe head, accented by sleek, fang-like prongs allow the attacker to both cleave and stab with every swing.

BELTS

In Pellitine, fit is of paramount importance. Metal buckles can only approximate the wearer's girth, resulting in a slouching and unsightly waistline fit only for a city vagrant or a cane-farmer. Our braided leather belts guarantee a perfect cinch every time.

BOOTS

A Khajiit's graceful feet should never suffer the indignity of a close-toed boot. Without the freedom to flex and retract, our claws grow dull and useless. And dull-clawed Khajiit can hardly call themselves children of Alkosh! Alas, the boots' leather padding still covers the shapely calves and ankles, but complex lacing helps the leg retain a pleasing shape.

BOWS

Since time out of memory, man, mer, and beast have all suffered death and defeat at the point of Pellitine arrows. The Wood Elves fancy themselves Tamriel's greatest marksmen, but their wooden pauper-bows cannot match the range or precision of their Khajiiti counterparts. A flexible metal frame, senche-gut bow-strings, and peerless styling make the Pellitine bow the envy of archers everywhere.

CHEST PIECES

Torval's damp climate and our distaste for restrictive clothing make metal armor very unpopular here in Southern Elsweyr. Leave heavy iron hauberks to the hoary Nords and flat-footed Bretons, yes? A Pellitine cuirass, by contrast, is typically made of durable boiled leather, shaped, stamped, and tailored to fit the wearer's torso like a glove.

DAGGERS

No shape is more distinctive to the Khajiiti people than the curve. The rounded crescents of Jone and Jode and the natural flexure of our fangs and claws are both given voice in the Pellitine dagger. The whorled guard and roaring pommel likewise reflect the frightful mysteries of Khajiiti culture!

GLOVES

A Khajiiti glove must do two things well: protect the forearms, and leave the fingers bare. Pellitine gloves boast perfection on both counts. The stylish leather vambraces deflect all but the strongest blows. But more importantly, these gloves leave the claws completely unrestricted, allowing the wearer to slash and stab to their heart's content.

HELMETS

There is no greater weapon on the battlefield than fear. When an enemy's eyes widen and their jaw falls slack with terror, the contest is already decided. To that end, Pellitine helmets all bear the terrifying aspect of a snarling cat-demon.

LEG GREAVES

As Khibazi the Whirlwind once said, "All fights begin at the thighs." Tailored silken pants provide ample flexibility and protection at the knees, while molded leather greaves protect the upper-legs. Like all elements of the Pellitine panoply, these greaves feature ornate crescents and swirling contours that complement the wearer's inherent grace.

MACES

The defining features of foreign maces are their simplicity and tremendous weight. No surprise, then, that Pellitine maces are both light and beautiful. Their lacquered wooden construction and hooked shape allow for swift and brutal strikes that put the crude, loping swings of barbarian maulers to shame.

SHIELDS

Northern barbarians are often surprised by the comparative lightness of the Pellitine aegis. Rather than try to lift a heavy iron heater shield, Khajiiti warriors of Southern Elsweyr rely on hardened leather affixed to a sturdy bronze frame—an arrangement that provides maneuverability and protection in equal measure.

SHOULDER ARMOR

Nothing enhances a warrior's imposing silhouette quite like a set of sturdy pauldrons. These protective shoulder-coverings feature subtle curves and sharpened leather prongs that are impossible to miss.

STAVES

When it comes to martial refinement, the Pellitine staff is a weapon without peer. While the haft is almost always fashioned out of stout Tenmar oak, the headpiece is a bronzesmith's masterpiece. Fragile lotus blossoms and grand chandeliers rest atop the staff like a king's crown, making even the most boorish wielder look like royalty.

SWORDS

Much like the Pellitine dagger, the swords of Southern Elsweyr evince the regal and deadly nature of the Khajiiti people. The grand, curved blade often features ornate, swirling designs that complement the guard's rounded contours. In skilled hands, this weapon can kill practically anything, from the clumsiest Goblin to the most fearsome dro-m'Athra.

Crafting Motif 73: Anequina Style

Author: 
Captain Nala-do

By Captain Nala-do, Northern Elsweyr Defense Force

This one is determined to record the traditional appearance of Anequine arms and armor despite the attempts of Euraxia the Usurper Queen to replace them with new, inferior designs. Our martial traditions in the North date back to the time of Darloc Brae, and though nowadays we no longer employ his savage methods, one must confess that the Golden Beast had a truly Khajiiti sense of style in arms and armor.

AXES

A good axe must have the heft needed to cleave your enemies, yes, but also the balance to be handled nimbly. Similarly to the style's swords and daggers, Anequine axes use lightweight lacquered wood and elegantly curved metals to ensure this is so. Using graceful arcs and wide sweeps, soldiers are able to carve their foes from a distance while still maintaining their strength for long combat durations.

BELTS

Anequine belts, as it is with most Khajiiti fashion, are both stylish and practical. After all, it would not do for warriors in the midst of battle to have their leggings fall down. Sleek and sturdy, these leather belts have proven themselves against the stress of combat time and time again.

BOOTS

In the desperation of combat, the Khajiit consider all possible attacks. Sometimes such desperation comes down to fighting fang and claw. With this in mind, the open toes of Anequine boots allow swift kicks to become piercing slashes. The style also allows relief in the hot climate of Elsweyr, giving our armies an edge against heavily armored invaders who quickly overheat.

BOWS

The Wood Elves claim their bows to be the finest in all of Tamriel. This one does not place much faith in such claims, given that she has held an Anequine bow. Like all fine Khajiiti weapons, the balance of this lacquered bow is impeccable. Each arrow flies straight and true, striking with more force than a Pahmar's paw.

CHEST PIECES

Anequine chest pieces are as bold and sturdy as Nala-do's people. Each piece of armor is meticulously carved with symbols of the Moons, showing our reverence to their divine grace. The lacquered wood is sturdy enough to withstand the blow of a blade, yet light enough to allow for quick, silent movements. No other armor so greatly compliments the martial prowess of the Khajiit.

DAGGERS

It is rare to catch a Khajiit without a dagger somewhere on their person, whether it be their weapon of choice or a last resort. Hidden in a boot, a dagger can help spring a surprise attack. With a surprise blow, it can kill your enemy instantly. It is of little wonder that the Anequine dagger is created with such care, from its sturdy blade to its deftly balanced handle.

GLOVES

To ask a Khajiit to cover their claws is like asking a warrior to sheath their blade; there is a time and place to do so, and that is not on the battlefield. Each pair of Anequine gloves allow for uncovered claws and dexterous hand movements, ensuring that Khajiiti warriors can never truly be disarmed.

HELMETS

In days past, only the mightiest Khajiiti warriors would earn the right to wear the most fearsome of Anequine helmets. The faces of these helmets were said to be so grotesque that even fellow soldiers would shudder at the sight of them. It is a point of pride for Nala-do's people that we continue this tradition with fearsome masks of our own.

LEG GREAVES

The greatest strength of Khajiiti martial arts is its quick movements. This is why Anequine leg greaves are lightweight with many independent parts, allowing warriors to maintain their flexibility. By the time our enemies move one step, we have already sprinted behind them and struck from behind.

MACES

Only the strongest and boldest Khajiit choose to wield a mace. Given the weapon's heft and size, the usual Khajiiti martial skills of quick strikes and deft dodges are unable to be fully utilized. And so the Anequine mace is solid and heavy, good for bashing in the skulls of enemies with strong, precise strikes.

SHIELDS

Anequine shields are adorned with gemstones, each carved to represent a phase of the moon. Khajiit who commission such shields will often request specific phases that represent important events in their lives; their birth, the death of a loved one, even the night of their first kill. When you receive such a shield, remember that there is a story carved into its gemstones.

SHOULDER ARMOR

Yes, the Khajiiti are a practical people, but Nala-do can justifiably claim that we have a certain sense of style as well. This can be most easily seen in the design of Anequine shoulder armor. Though these pieces are sturdy and lightweight, as all other pieces of Anequine armor are, this one is proud to note how beautifully carved they are as well.

STAVES

Only a fool underestimates the Khajiit who wields an Anequine staff. In the paws of a mage, these elegant staves produce powerful spells and evocations. In a claw-dancer's paws, it can be used to strike quick and lethal blows. Whomever the user, you can expect this beautifully balanced and sturdy staff to help its wielder outlast many difficult battles.

SWORDS

There are few sights more awe-inspiring than a claw-dancer under the Moons, their curved blade twirling through the air like ripples of moonlight. And there is no finer blade than those found on an Anequine sword, perfectly balanced and deadly sharp. Even in the hands of the most novice of warriors, this weapon can cleave through armor and flesh alike.

Crafting Motif 35: Dro-m'Athra Style

Author: 
Twilight Cantor Adara'hai

Somewhere, deep in the Dark Behind the World, there are grim forges and bent benches where Lost Cats arm and armor themselves. On those dire times when they appear among us, their outfitting is much alike, implying they are made to certain standards. This one shall sing the song of these standards below. Because all knowledge is useful, no? If only to know what to stay away from.

AXES

Many times dro-m'Athra weapons and armor show the "waning crescent" symbol—waning because evil is strongest in the dark of the moons. Thus the Lost Cat axes show two waning crescents, one for Jode and one for Jone. But diminishing, yes?

BELTS

Many tassets! On the buckle of the dro-m'Athra belt we see waning crescents lengthened into two long, curving fangs, often below a sort of "dark eye" sigil. Full meaning of latter is obscure, and perhaps that is for the best. Who would know all that Namiira knows?

BOOTS

Dro-m'Athra boots have enclosed toes, a curious exception to usual Khajiiti practice; it brings to mind this ancient song: "One foote Jone, one foote Jode, Lost Cattes be most straungely toed." Are the enclosed toes hiding some sort of hind-paw disfigurement?

BOWS

The waning crescent motif is very pronounced on dro-m'Athra bows, which feature two pairs of sickle moons, one pair on the face bracketing the grip, and another, smaller pair at the ends of the limbs. Such a bow may shoot more than mere arrows, alas.

CHEST PIECES

The cuirasses of dro-m'Athra warriors have a central boss of double waning crescents, surrounded by the jagged patterns of what I call "blue claw marks," the distinctive slashes of blue lightning so common in Lost Cat imagery.

DAGGERS

The dro-m'Athra dagger is a short stabbing weapon, with a so-much-curved crossguard that must assist when parrying. Curiously, this means dagger has but a single "waning crescent moon," where most Lost Cat weapons display two. Is missing moon symbolic of Ghost Moon? This one does not know.

GLOVES

Gauntlets protect hands from blows, of course, but also it is cold, very cold in Dark Behind the World, so wear gloves. Fingertips are covered—where are Khajiiti claws? On forearm, blue claw marks, but on hands, no claws. Very disturbing.

HELMETS

Cat-face doubled, one atop another—so eerie! But dro-m'Athra face is hidden, which is a Good Thing. Crowned with double waning crescent, yes. False ears, but teeth are real, or at least real sharp. No gorget!

LEG GREAVES

Dro-m'Athra greaves almost normal, mundane. Must guard lower limbs just like Top-of-World greaves, yes? Darkening moons on shins, pointed down, emptying out all life. Sing me a song of shinbalds, turning 'round and walking away!

MACES

With blows of mace, Lost Cats beat out rhythm of the Bent Dance. See, dro-m'Athra mace head is shaped like shield, and yet dro-m'Athra shield is not shaped like mace! Who can sing the answer to this riddle? Not this one, no.

SHIELDS

Double-waning-crescent shield, Jode to right, Jone to left, with gaps in moon-sickles for stab-stabbing from behind it. See the blue lightning? Very dangerous: beware.

SHOULDER ARMOR

So clawsome, the pauldrons! And laced with blue claw marks, yes. High collars help make up for lacking of gorget and aventail. Sharp and sharp: do not touch them, for they touch back. This one is quite serious.

STAVES

What a staff it is! Two down-turned waning crescents emptying the head, while above is crescent Ghost Moon, rampant, ready to funnel forth spells of Destruction. No need to guess why Lost Cat Sorcerer is most feared dro-m'Athra of all. No, not a bit.

SWORDS

Heavy at end, Lost Cat sword would be awkward wielding for any but muscle-cat dro-m'Athra! Weight of sword drives sharp-sharp edge through body and bone. Crosshilt is waning-double-crescent, but by now you guess this twice over. Avoid! Evade! Will you be wise, and heed Adara'hai? Who can say? Var var var.

The Adversarial Spirits

Author: 
Amun-dro

by Amun-dro, the Silent Priest

Sheggorath. The Mind God. His sphere is the Mortal Mind and its stability. He tests Khajiit on the Path by making them doubt the truth of their own thoughts, beliefs, and actions. He must be faced along the Path and overcome before a Khajiit can visit Hermorah's library. Some tribes believe Sheggorath is dead and has been replaced by something Other.

Orkha. A demon that followed Boethra back through the Many Paths. It spoke in curses of affliction and knew no other words. Lorkhaj, Khenarthi, and Boethra battled the demon in the ancient songs, but Orkha could only be banished and would not die. Khajiit understand that Orkha and others of his ilk serve as tests along the Path, and nothing more.

Dagon. The Demon Cat. Also called Merrunz. Born of Fadomai's Second Litter, he quickly turned destructive and wild. Ahnurr exiled him, but he chose to explore the Great Darkness rather than the Many Paths. There he fell to the demon Molagh, who tortured him until the creation of the World. During the chaos, it is written that the wife of Molagh freed Merrunz and used his destructive nature as a weapon against the Lattice. Merrunz reveled in this and became a kinslayer, and was henceforth the demon we call Dagon. You will face him on the Path.

Molagh. One of the twelve Demon Kings. Elder Spirit of Domination and Supreme Law. This demon was the first to assault the Lattice with intent, alongside Dagon and Merid-Nunda. Boethra and Molagh fought to a standstill before the Lattice, but it was Azurah who shackled the Demon King with secrets only she knows. He will test you, and you will overcome him with the might of Boethra, the Will Against Rule.

Merid-Nunda. False Spirit of Greed. The Orphaned Glimmer. She is the daughter of Magrus, who loved only himself and his own creations. Magrus did not take a mate, but instead forged children of the aether. Merid-Nunda is a cold spirit, born of light without love. She is intellect without wisdom, knowledge without purpose. She is the consort of demons, and some songs blame her for orchestrating the death of mighty Lorkhaj. When Merid-Nunda dared assault the Lattice, Azurah struck her down before the Varliance Gate and dragged her away from it. She then cast Merid-Nunda into the Void and bound her there with mirrors. The nomads say she has since escaped.

The Wandering Spirits

Author: 
Amun-dro

by Amun-dro, the Silent Priest

Akha. The First Cat, whom we know as the Pathfinder and the One Unmourned. In the earliest days, when Ahnurr and Fadomai were still in love, he explored the heavens and his trails became the Many Paths. He was Ahnurr's Favored Son, and his father told him to find love like Ahnurr found with Fadomai. Akha mated with the Winged Serpent of the East, the Dune Queen of the West, and the Mother Mammoth of the North. He then went to the South and never returned. Instead, Alkosh appeared speaking warnings of the things Akha had made along the Many Paths. Since then, Alkosh and his faithful watch over the many children of Akha, for they are both terrible and kind.

Alkosh. The Dragon King. The Highmane. He was granted rule over the myriad kingdoms of Akha along the Many Paths. In time, the children of Akha overthrew him and scattered his body on the West Wind. It is said that when Khenarthi learned this, she flew across the Many Paths and put Alkosh back together. In doing so, she saw all the things Akha had wrought, including those that should not be. Now, Alkosh and Khenarthi safeguard the Many Paths from the wayward children of Akha. Pray to Alkosh not for his strength or his mighty roar, but for his sense of duty and purpose.

Alkhan. The Scaled Prince. Firstborn of Akha, who bred with a demon of fire and shadow. He can devour the souls of those he kills to grow to an immense size. The songs tell us Alkhan was slain by Lorkhaj and his companions, but as an immortal Son of Akha he will return from the Many Paths in time. He is the enemy of Alkosh, Khenarthi, and Lorkhaj, and ever hungers for his crown.

Boethra. The Warrior of the East and West. She is the mate of Mafala, who did not forget her love for Boethra after Ahnurr sent her into exile for her rebellious nature. Boethra walked the Many Paths in exile, and she returned. It was she who pried the eye from Magrus, and this is why Khajiit value swords as well as claws. There is no need for a True Cat to pray to Boethra, as you honor this spirit merely by walking the Path, and only hiding in order to pounce. It is forbidden to say her name on nights of the Ghost Moon, as during these phases Boethra dons the death-shroud of Lorkhaj and wages war beyond the Lattice.

Mafala. The Teaching Mother. Elder Spirit and the Keeper of the Ancient Secrets of Fadomai. These were the secrets her children only needed in the beginning, and it was Mafala that carried them down. She watches over Eight of the Many Paths, each of which a Khajiit must walk in time. Mafala aids the Clan Mothers in guiding the Khajiiti people along the Path and protecting our secrets from Others. She is an ally of Azurah, Boethra, and Lorkhaj. Her numbers are Eight and Sixteen, and these are two of her keys.

The Worldly Spirits

Author: 
Amun-dro

by Amun-dro, the Silent Priest

Nirni. The Green Mother. Spirit of Harmony. Though her spirit has diminished, Nirni can still be felt in the warm sands, dense jungles, and all places where mortals have not disturbed the earth. The Khajiit are her secret defenders, for her spirit seeds life on the Mortal Plane. This was Lorkhaj's gift to Nirni. Because she always tried to compete with Azurah for Fadomai's favor, she is sometimes called the Jealous Sister. Despite this, it is said she was the only spirit more beautiful than Azurah.

Y'ffer. The Elden Shaper. One of the Bastard Sons of Ahnurr. Unlike his father, he was wise and kind. He convinced Nirni to be his mate by creating the first flower, and they had many children. Y'ffer was corrupted by the Great Darkness sometime after the death of Lorkhaj. Consumed by chaos, Y'ffer struck Nirni, killing her. Azurah, Khenarthi, and Hircine destroyed him in vengeance and made a cairn for Nirni out of his bones. Some woodland folk say they can still hear his voice, but we Khajiit no longer speak of him.

Hircine. The Hunter. Spirit of Pursuit and Purposeful Change. Hircine was in love with Nirni, but she chose Y'ffer as her mate. In his sorrow, Hircine slew Y'ffer's champion, the Graht-Elk. Now he wears its head as a trophy. He is fond of Nirni's children and walks among them often. Khajiit should pray to Hircine when they have strayed from the Path, for the Father of the Hunt will always set them back upon it. Some tribes claim Hircine is the father of Nirni's first litter, who were as changeable as the Moons. They say these children were chosen as vessels for the ja-Kha'jay.

Hermorah. The Watcher. Spirit of the Tides. Hermorah records all the events he perceives and stores them away in a great library under the sea. A patient spirit, he helped Azurah maintain the Moons and their Motions after the world was made and Khenarthi could no longer bear to do so. He is the Keeper of the Knowledge of Others, and he shares all he learns with Azurah, who walks the halls of his library often. You should not call on this spirit unless you wish to be tested along the Path. It is best to leave Hermorah to his duty.

Sangiin. Blood God of the Second Litter. Sangiin is not an evil spirit by nature, but Khajiit must know that all things within his sphere turn True Cats from the Path. These are the urges of blood and pleasure without purpose. To fall to Sangiin is not to give in to the Dark, but to give in to the flesh. He tries to tempt Khajiit into making their flesh immortal, and this is a prison to all spirits of the ja-Kha'jay. Sangiin is therefore a spirit that will test you on the Path and must be overcome. The secret to defeating him is to ignore him, and this we learned from Mafala, who said: Lust for nothing but Truth.

The Dark Spirits

Author: 
Amun-dro

by Amun-dro, the Silent Priest

Lorkhaj. The Moon Beast. Born of the dark heart of Lorkhaj, which overcame him after he suffered a great betrayal. In his wisdom, Lorkhaj sought his sister Azurah, who tore the darkness from him before it consumed him and cast it into the Void. We know this shade of Lorkhaj as the first of the Dro-m'Athra, who serve the Ur-Dra Namiira, our enemy. The Moon Beast prowls the edges of the Lattice and pounces on Khajiit who stray too far off the Path. Know that on nights of the Ghost Moon, Azurah has opened the Void Gate and the Moon Beast will challenge mortals until banished. We accept this burden as part of the Path, and for the sake of our Lost Kin.

Namiira. The Eldest Spirit. The Great Darkness. The Void. All creatures who feed on rotten flesh are her spies and the prey of Cats. The Lunar Lattice protects us from her hunger, but not our own. Know that to name her aloud is to invite the Dark, so you must never do so, as Namiira is the sound of her true name. She is a spirit of infinite realms, of which only Azurah knows all. Mortals who become ensnared by this spirit are tortured until they forget who they were and know only Namiira. This is eternal suffering for all souls but the ja-Kha'jay, whom Azurah will not abandon to the Dark.

Noctra. The Shadow Thief. Daughter of Twilight. Born from the black blood of Lorkhaj at the steps of the Void Gate. In the songs, Boethra battled this spirit until it knew it was not Namiira. When this was done, Noctra was brought before Azurah to be judged. Azurah showed mercy and allowed Noctra to live, so long as she served Azurah and the ja-Kha'jay. But Noctra is rebellious by nature, so she stole one of Azurah's keys and fled back into the Void. It is written that Azurah sent the true spirit of Lorkhaj to find her, and ever since Noctra has aided the Khajiit when called. Tribes may whisper to Noctra for silence, shade, and luck. Do not summon her to perform vile deeds, for this will bring the Dark with her/

Varmiina. Queen of Nightmares. The Lost Daughter. This spirit was not of any litter, but was born from Fadomai's fear of losing her children. Azurah killed this dark spirit in the Underworld, and now Varmiina only haunts Khajiit when they dream. Know she will test you and make you want to turn from the Path in fear, but she cannot truly harm the ja-Kha'jay in dreams.

[?????] A spirit of vengeance. It has no will of its own, as it was born from Azurah's grief after the death of Fadomai and Lorkhaj. None can summon this spirit save Azurah, Boethra, and Mafala, for only they know its true name. It sometimes appears in songs as a black panther, a warrior in ebony armor, or as a hidden sword.

The Sky Spirits

Author: 
Amun-dro

by Amun-dro, the Silent Priest

Azurah. The Mother of All Khajiit. Queen of the Night Sky, the Realms of Twilight, and the Dusk and Dawn. The Favored Daughter of Fadomai. Her spheres are many, for she carries the burdens of our ancestors. All tribes know Azurah as the God of Magic, Beauty, and Prophecy. She is also the keeper of all gates and keys, all rims and thresholds. Khajiit know it was Azurah that lifted us up and bound us to the Lunar Lattice, and thus broke us from the chains of fate so that we alone shape our own future. Hers is the gift of ja-Kha'jay and all our perfect forms. It is written that she knows the names of all the Khajiit that will ever live. You must come to know her yourself, for that is the first step on the Path.

Khenarthi. Elder Spirit of the Heavens, who sings her songs with the wind and rain when she passes close to Nirni. The most ancient sounds were gifted to the world by this spirit, and we honor her with music, song, and the speaking of myths. For some tribes she also serves as a spirit of mourning, as it is written that when Lorkhaj died she hid herself in a storm and wept until Alkosh came to comfort her. Khenarthi carries the souls of dead Khajiit to Azurah for judgment, and is also her messenger. At the end of time, it is her clarion call that will summon the eternal united spirit of all Khajiit to defend creation.

Jone and Jode. The Ever-Mourned. The spirits of the stillborn twins of Fadomai, who still dance in the Lunar Lattice. Khenarthi held them when they were born, and did not have the heart to tell her dying mother the truth. She lit two lanterns to make their eyes bright and rocked them in the sky until her mother passed. Azurah cares for them now and lights the lanterns again when they burn low. The love of Jone and Jode spreads to all Khajiit as moonlight and sugar. To give your praise to these spirits, you must sing Khenarthi's lullaby on nights of Bright Moons.

Lorkhaj. The Moon Prince. Fadomai's Favored Son. The White Lion. He was born in the Great Darkness and it followed him as his burden. Loved by many, he was considered a noble leader. Lorkhaj was the first spirit to make his own path with purpose, because he was in conflict with himself as soon as he was born. His courage inspired all those he encountered, so much that he united the spirits to make the World. He gave his life to do this. We honor his sacrifice by walking the Path with purpose and resisting the call of the Dark. Lorkhaj represents the duality of the Khajiiti soul and the hardships that all Khajiit must overcome. In her wisdom, Azurah lit her brother's pyre with the Twin Lanterns of Jone and Jode, and thus the true spirit of Lorkhaj will sometimes appear—but only when called by Azurah or Khenarthi, or by his oldest name.

Magrus. The Sun God. Commonly known as the Cat's Eye or the Third Eye of Azurah, He serves as a daily reminder of her wrath. It is written that when Magrus fled from Boethra and Lorkhaj, he could only see out of one eye and fell into the Moonshadow. There Azurah judged him as too full of fear to rule a sphere, and she tore out his other eye. Magrus left to the heavens blinded, but Azurah made of his eye a stone to reflect the Varliance Gate. This is the Aether Prism, which opens at Dawn and closes at Dusk. Some sorcerers hold that Magrus left the eye willingly as an offering to Azurah and her children, and these magi still utter prayers to his name.

Pridehome: A Place Outside Time?

Author: 
Kaalaleth

Transcribed by Kaalaleth of the Mages Guild

Transcriber's note: This transcription uses verbs that, in our language, denote the passage of time. I feel like they hamper understanding of what this itinerant Khajiit Moon-Priest tried to explain to me, but I needed to get these concepts down (albeit roughly) before my own mind confused me even more. As a result, any mistakes in this transcription are my own. I only wish I could give you the sense of timelessness that the Moon-Priest provided to me. But, perhaps that way opens a path to the likes of Sheogorath. Also, please note that the Moon-Priest refused to provide his name, stating that he was both a priest with knowledge and a neophyte with no knowledge, all at once.

* * *

Before time and the tapestry, Pridehome existed. As an ideal, it has always existed. It will always exist. The Dragon God of Time, Alkosh, wove it into the tapestry and time, making it real for the rest of us with our limited perception of linear time.

Pridehome served as a home for the adepts who follow the teachings of the God of Time. A secluded place. A place where they prepared for the Doom to Come, a time when the Dragons return and bring unbalance to the world.

Champion Ja'darri heard the call of Alkosh and crafted Pridehome, making it real for the rest of us. Yes, she fought the Black Beast. Yes, she died even as she succeeded. Yet she succeeded only for a time, in your mind. But, yes, she has always existed and succeeded. She will always exist.

The ideal and place of Pridehome has always existed. As has the Pride of Alkosh, of which Ja'darri was the first, provided you hold with the concept of events unfolding one after the other instead of all at once.

Can you imagine, you who are bound to the tapestry and linear time, knowing that Ja'darri both succeeded and failed at the same time? Just as the one called Abnur Tharn succeeded and failed at the same time? And in the same moment, outside of linear time? Perhaps you cannot. Perhaps that asks too much.

More champions heeded the call after Ja'darri, in linear time. More came. Clan Mothers came and went as well. Until, as time passed, in the common parlance, one named Ra'khajin arrived. He both succeeded and failed to become a champion, just as Ja'darri before him. How, you ask, is this possible? He succeeded until he left Pridehome in linear time, yes? But outside linear time? He succeeded and failed all at once. Or forever, if you prefer.

Pridehome's most recent Clan Mother, Hizuni, is also its first. All Clan Mothers at Pridehome are the first. But, perhaps I have belabored this topic long enough, yes? If you grasp anything I have told you, know this: Pridehome has always existed and always will. The Pride of Alkosh has always existed and always will. All Clan Mothers of Pridehome have always existed and always will. And the Doom to Come? It exists and always will.