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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 Some tribes believe Sheggorath is dead and has been replaced by something Other.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.

Azurah's Crossing

Author: 
Amun-dro

by Amun-dro, the Silent Priest

His feet touched sand and he knew he had died. He could not remember how it happened, but found he did not care either. It had been a life well-lived, whether he believed so or not, and all had been exactly as it was meant to be.

He could not remember his name. He was still Khajiit, that much he knew. He felt his claws, and his whiskers, and his fur. He smelled salt and sugar.

He opened his eyes when he remembered having them, looking out at an endless sea. There were old things there, above and below. He saw he was not alone. Other spirits slowly drifted away from the shore. He thought better of calling out to them. The sand was warm between his toes and the sky was painted dusk.

He turned to look upon the island. There was a house there, one of glass and moonlight and truth. The smell of sugar was stronger in that direction, so he walked that way.

The sand shifted under his feet, never quite giving him sure-footing. When he tried to step up to what seemed to be stone, it crumbled beneath his foot. Still he walked, and stumbled, and climbed. He reached a stair and stepped on to it, but it was made of transparent glass. Even though it was sturdier than the sand, he found it difficult to trust each step. Still he walked, and stumbled, and climbed. He reached the door to the house of light, but he could not open it. He looked up to the sky and the Lattice. He tried to remember the Motions, the secrets a Mother had taught him, but it was hard, and the Lattice kept shaking. Still he walked, and stumbled, and climbed.

The gates to the house opened and he walked inside. He knew She was there. He knew he would be struck blind if he looked upon Her, but he could not help it. He looked upon Azurah, She Who Sits at the Precipice, and he saw Her. He was not blinded. She was lithe and tall, reclining on a cloudy bed of stars. She wore nothing, yet he could only see one of her faces. There her eyes shined like the Moons.

"My child," Azurah said, and he remembered his name. "You've come home."

"I have been here before," said the Khajiit.

"You have walked many paths," Azurah replied with a purr. A path of roses formed before his feet, leading up to her. "All for me."

He stepped onto the path of roses. Thorns cut his feet. The closer he got to Azurah, the farther away she appeared to be. She rose higher and higher until he was climbing a wall of roses and his fur was matted with blood. Each time he reached the top of the wall and pulled himself over, he was standing at the start of the path again. Still he walked, and stumbled, and climbed.

He was in Her cupped hands then. Her face was the sky and Her eyes the Bright Moons. He lived there in sugary bliss for many lifetimes before his feet touched sand again.

Now he was on the other side of the island. It was dark and cold. It was so dark that he could only see the water when it moved. If there were any spirits there, they were one with the darkness. His tail twitched.

He turned and saw Azurah once again, smaller now to stand alongside him. She carried a Moon-Staff and wore a silken dress of purple and gold. She appeared not unlike a mortal. Beautiful and weary. She looked with him out into the darkness.

The Khajiit saw the sadness in Azurah's eyes. She had given him so much, he knew, and he had given so little in return. "I am ready to walk again," he said at last. "What would you have me do?"

"I must send you into the dark, little one." There were tears in Her eyes, but She did not let them fall. "You must make a path for me."

He looked back over the dark water, noticing just how much it moved. "I will do anything you ask, Mother."

Azurah smiled at that, and his heart was glad. She plucked the Moon from atop her staff and stepped toward him.

"I give to you my Moon," Azurah said, and She put Her lips to his forehead and kissed him. And as he took the Moon, it became a weapon.

The Khajiit held the blade before him. It shined with Moonlight and he no longer feared the dark.

And Azurah told him: "Bring my children back."

Epistle on the Spirits of Amun-dro Vol 3

Author: 
Thava-ko

Thava-ko sings now a song of Riddle'Thar. Let its sweetest truth rest upon Thava-ko's tongue.

Now Thava-ko thinks on the Path.

The ancient Amun-dro's catalog of spirits offers us little more than vagaries when it comes to moral action. This comes as no surprise. In truth, the First Mane's epiphany had little to do with the aged stories of kingdoms past. Before Riddle'Thar, priests and adepts busied themselves deciphering the arcane ramblings of ancient prophets—gleaning precious little from vast and crumbling archives. How like pearl divers they were! Prying open countless ugly shells in the vain hope of finding some tiny treasure within.

You must ask yourselves, what profits a Khajiit to puzzle over such a text? You who wield the scythe. You who drive the wagons. You who work the forge. Do these tales of cosmic import bring you solace in your darkest moments? When you turn to thievery to feed a sick child, or watch your father whip your brother for a sin you committed, or struggle under the heel of a foreign oppressor, what guidance can you find in these old myths? They speak of "paths" and "laws," but Amun-dro's path is little more than this: obedience. Slavish devotion to our distant mother, Azurah. Deference and respect for darkest spirits of Oblivion. Tangled, contradictory virtues that threaten to send one tumbling whisker-first into the gaping maw of Lorkhaj. Amun-dro's world is a world of woe—a swirling gyre of fate and darkness where the Khajiit have no voice beyond hymns of worship or screams of terror.

What of Llesw'er? What of joy, and good food, and honest labor? Riddle'Thar, as described by our blessed First Man, offers a true path. Better yet, it is a path you already know. The Two-Moons Dance whirls and reels in your heart, just as it always has since the moment of your birth. You needn't look to the distant past. Look to the now, and the road ahead—tread clean by the paws of faithful pilgrims. Nirni's bounty and the Sands of paradise are your birthright, Moon-child. Cast aside Amun-dro's morbid tales and live a joyful life worthy of the Sugar God!

Epistle on the Spirits of Amun-dro Vol 2

Author: 
Thava-ko

Thava-ko sings now a song of Riddle'Thar. Let its sweetest truth rest upon Thava-ko's tongue.

One of our people's greatest strengths lies in our flexibility. We do not jail free-thinkers as Dark Elves do. We do not decry salads as a blasphemy like the stubby acorn-worshipers of Valenwood. We do not pledge our souls only to eight dusty myths like the furless litters of long-dead Alessia. To be a Khajiit is to be free—free of cruel dogma, and free of bitter self-denial. Riddle'Thar does not kneel and mumble, it dances and sings! Ours is a faith rooted in joy, and faithful indulgence, and grinning charity. Alas, this strength often slides into shrugging disregard. We let our claws slip from the truth and wonder if "truth" even matters. Worship and transaction fall into eclipse. Well-earned relaxation gives way to a kitten's indolence. Our spirits grow poor. And a spirit so afflicted makes itself the perfect prey for the dro-m'Athra.

Amun-dro's catalogue of spirits preys on the worst aspects of our carefree natures. Take the inclusion of Mafala, the Eight-Clawed. Were the bloody horrors of the Sinner Suicides not proof enough of her dark nature? Consider also the Tide-King, Hermorah. This document would have us believe that Azurah walks the dampened halls of his dark library as friend. If our distant mother does this, should we not do the same? No! For Khajiit who call on Hermorah's counsel risk a fate worse than death. Mumbles from the sea will tear a mind asunder as surely as the most potent skooma. His briny "truths" shred our sense of reality and set us adrift—far from ja-Kha'jay.

We must also consider who this catalog of spirits excludes. These books offer the rosiest descriptions of malevolent beings, but what of loving Mara and noble S'rendarr? This ancient zealot, Amun-dro, fails even to mention their names. And why? Because his aged theology offers no refuge for simple virtues like charity, humility, and love. Our beloved Rid-Thar-ri'Datta offered us more than Clan Mother tales—he offered us grace. In a world so crowded by great spirits and grand cosmic plans, where does the simple Khajiit rest his weary paws? The Two-Moons Dance speaks plainly. It has no need for ancient conflicts—only simple precepts that lead to a life well-lived. In the end, a joyful life is the greatest gift of the Riddle'Thar.

Epistle on the Spirits of Amun-dro Vol 1

Author: 
Thava-ko

Thava-ko sings now a song of Riddle'Thar. Let its sweetest truth rest upon Thava-ko's tongue.

Hear Thava-ko's voice, children of the Two-Moons Dance. Word reaches us in the Torval Curiata that an ancient book—a pre-ri'Datta catalog of spirits, assembled by an ancient priest named Amun-dro—has captured the imaginations of Khajiit throughout Pellitine. Our people seem taken with its colorful and otherworldly descriptions of powerful spirits, both good and evil. Adepts from far and wide have come to Thava-ko with curious hearts and twitching tails, asking why they were not taught these old scriptures. We Khajiit are a curious and playful people, but some subjects carry great risk. We cannot, in good conscience, allow this heretical document to fester in the minds of light-minded ja'Khajiit. For that reason, Thava-ko and her fellow priests publish this refutation. Spread this far and wide, faithful litter of Rid-Thar-ri'Datta.

In the dark times before the First Mane's revelation, our forebears held scattered beliefs—sixteen faiths that tumbled and scratched their way through history, competing for the souls of all Khajiit. This spiritual chaos led us down many paths, all of which carried great risk. You need only look upon our bent kin, the dro-m'Athra, to find the proof of these perils. This book of profanities is the product of those dark times. Shall we return to the era of sixteen wars, and hunter-fiefs, and pitiless famine? No, and no, and no again! In the truth of Riddle'Thar, we find more than spiritual fulfillment. We find a rock to build upon—an end to the shifting sands of old. We find a better path through peace and order.

This old text carries greater danger because it hides its blasphemies under a shroud of truth. Many of its attestations walk paw-in-paw with Riddle'Thar, such as its praise for the Moons, and its deference to the blessed spirits: Khenarthi, S'rendarr, and others. But its darker fables lay hidden like snares. Take, for instance, its account of the Moon Beast, Lorkhaj.

Who knows noisy Lorkhaj's darkness better than the Khajiit? We all suffer the call to the Dark at some point in our lives. Who among us has not heard the beating drum of the Dark Heart in our moments of deepest sorrow or most anguished regret? To lift up the first dro-m'Athra as a hero of our people defies both faith and reason. How many adepts shall fall to Namiira on account of this document? How many ja'khajiit will call on the Moon Beast, intent on reviving his true spirit, only to be swallowed by his eternal curse? Any thief can tell you that the surest path to a victim's purse starts with a smile. A smiling Lorkhaj is too dangerous to contemplate.