Lore:Khajiit

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Khajiit (from Ta'agra, meaning desert-dweller) are cat-like people who come from Elsweyr, known for high intelligence and agility.  These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. However, they are rarely known to be mages.  Khajiit mostly stay on land, but piracy and Skooma trade does draw some to work as sailors. 

Khajiit anatomy differs greatly from both men and elves, not only because of their fur, tail, and sometimes toe-walking stance, but also their digestive system and metabolism.  Khajiit, Argonians, and Imga are the so-called "beast races" of Tamriel because of these large differences.  Khajiit have a lifespan similar to that of humans.  There are no well-documented cases of cross-breeding between Khajiit and other races, though there are rumors of such a thing.   The foreign appearance and behavior of Khajiit make them common targets of racial discrimination,   being given the name Cat-Men by foreigners,   which the Khajiit don't take lightly to.   
 

History
Even before the first Men or Mer set foot on Tamriel, the Khajiit were already native to the continent.   However, the origin of the cat-folk on Tamriel remains debated. Legend speaks of the Khajiit to have originated from an intelligent feline race or being their cousins.    This belief could be supported by the interpretation of the encounter with four and two legged cat demons by Topal the Pilot to be ancient Khajiit, just as Tamriel was still being explored the first time by Aldmer.  

Other theories speak of them being descendants of Aldmeri settlers, proved by the visual similarity of Ohmes and Ohmes-raht to Men and Mer, especially Bosmer.    The Khajiiti creation myth suggests the Bosmer and Khajiit to have common ancestors; Azurah having taken the forest people that were torn between the shape of beast and man and given them the many shapes of the Khajiit. But with Y'ffre telling Nirni of Azurah's doings and shaping the remaining forest people into the Bosmer, this link was cut. 

:→ See the main article: History of Elsweyr'''''

Culture
Art and Architecture
thumb|right|Various Khajiit architectural styles
The architecture of the Khajiit venerates the divine nature of the moons.  The Khajiit's age-old culture is evident in their ancient stone architecture.  Much of these ancient structures, including some of their great monuments, have fallen into disrepair.  Newer Khajiit architecture has since emerged, featuring stilted houses and pointed roofs. Both new and old architectural styles are often blended together within Khajiiti cities. 

Some of the architectural accomplishments of the Khajiit involve taming various environments. The city of Rimmen is a great example, which functions as a man made oasis maintained by artificial canals and great aqueducts.  Other examples include rock-cut architecture, which involves many Khajiiti stone buildings built into cliff faces.  The Khajiit have also tamed the realm of the moon Jode, erecting Khajiiti temples there which ancient Khajiiti Moon-Priests once visited to honor the moons. 

The oppressive climate of Elsweyr makes it impractical to wear heavy clothing and armor. The typical bipedal Khajiit dresses in an ample shawl of brightly-colored cloth, known as a budi, for defense against the harsh rays of the sun. This shirt is tightly fastened in braids down the right side, to prevent any part of the torso fur from being seen, as the exposure of such in public is deemed both offensive and unsightly.  Khajiit martial efficiency is a priority in Khajiiti culture, and armor and weapons are built for their naturally lithe frames and dexterity. The lightest of armor is quilted or padded with cloth around the midriff and vital areas.  Medium-weight armor is exquisitely fashioned from loose-fitting leather, and the heaviest armor is leather overlaid with lacquered and highly-burnished metal plates. As Khajiit dislike restraint, only under the most harrowing of conditions will they don full battle armor. Khajiit are flamboyant in their fashion choices, and as a result, their light armor is often mistaken for flamboyant clothing.  Furthermore, most Khajiit bedeck themselves with jewelry, trinkets, and occasionally even herbs such as Nightshade.  Their tattoos often have a deep cultural and religious significance, as they signify their race, tribe, and the gods of their worship. 

The Khajiit of Anequina and Pellitine developed visually distinct styles of armor and weapons. Anequina Khajiit base their equipment off of the fashion of Darloc Brae. Although iconography of the moons is consistent within Khajiit equipment, Anequina styled armor in comparison delves heavily into lunar imagery. Every piece of Anequina styled armor typically features their image to show reverence. The Khajiit of Pellitine design their armor to intimidate, such as their helmets being shaped to look like snarling cat-demons. Regardless of region, Khajiiti weapons are designed to be lightweight, and boots and gloves are designed to have claws uncovered. To the Khajiiti people, exposed claws are necessary for dexterous hand movements, and to ensure that they can never truly be disarmed.  

thumb|right|Goutfang, one of many Claw-Dances
Claw-Dances
 

Language
:''Main Article: Ta'agra''
 

Food
:Main Article: Khajiit Cuisine
 

Holidays
:Festival of Sugar-Singing: 

Hygiene and Medicine
Khajiit may use specialized filing stones to shape, file, and assist in shedding their claws.  In the home, a wooden dowel wrapped in hefty rope may be kept beside a vanity for the purpose of claw care. 
 

Entertainment
"Chewing sugar" is a thick form of moon-sugar favored by Baandari traders, who chew it. Chewing sugar is kept in specialized chawboxes. 

Society
The Mane, while the unofficial head-of-state, is no more a "breed" of Khajiit than any other is; they are simply unique. Khajiit tradition holds that only one Mane may be alive at any one time since the Mane is one entity reborn in different bodies with the passage of time. The veracity of this is unknown, but there has been no recorded instance of multiple Manes contending for power.  The Khajiit are divided by two disparate ways of life: the civilized jungles and river basins of southern Elsweyr, which have ancient mercantile traditions, a stable agrarian aristocracy based on the exportation of saltrice and Moon Sugar, and a thriving artistic culture, which contrasts greatly with the nomadic tribe or pride-centric Khajiit of the dry northern wastes and grasslands, where aggressive and territorial raiders occasionally unite under a single chieftain.   It is widely held that the greatest force among the Khajiit are the Clan Mothers. It is they, ultimately, who control both the harvest and refining of Moon Sugar, and thus they who are seen as the most influential. Over the years, Khajiit frequently have had to deal with the worry of being kidnapped and sold into slavery, especially from Morrowind.   
thumb|right|An elaborate Khajiit Moon Sugar Pipe
The Khajiit often refer to Moon Sugar as "crystallized moonlight", trapped by the glimmering waters of the Topal Sea and washed to the sugarcane groves of the Tenmar Forest by the tides, under the guidance of Hermorah. The Khajiit believe that by consuming it, they are consuming a small portion of the eternal souls of the moon gods, Jone and Jode. It drives them into fits of ecstasy and abandon, purportedly leaving the streets of Elsweyr's major cities strewn with catmen shivering in the grip of sugar-fits. Despite the extremely addictive nature of the sugar, it is an integral part of Khajiit life and the chief export of Elsweyr, where it is smuggled out in both raw and refined forms.   It helps support a thriving black market; it is said one can purchase practically anything among the Khajiit. Khajiit of the desert tribes are often buried with only a small cairn of stones, so their bodies can be easily used by necromancers.  

Moon-Singers are known as keepers of the lore and storytellers of ancient tales and legends. Similar to the  i  , they are well respected among the Khajiit and are primarily found in Elsweyr. Knowledge of some ancient tales, such as the tale of   and the demons, are split across several Moon-Singers in order to maintain its secrets.  

While the majority of Khajiit prefer to use their razor-sharp and retractable claws as weapons in numerous forms of Khajiiti martial arts like Goutfang, Whispering Fang and Rawlith Khaj, many have mastered the use of the sabre, scimitar, dagger, and longbow. Their chosen mastery is often reflected in male Khajiit names, through which they display their status in life with the prefix; though care is always taken, for the use of two titles is perceived as the result of either great pride or ignorance. While widely speculated, it is unknown whether the Khajiit are in any way related to the Po' Tun (currently Ka Po' Tun) cat people of Akavir or the Lilmothiit, a vulpine beast race which inhabited Black Marsh.  

Khajiiti Clans
Long before the unification of Anequina and Pellitine into one kingdom, sixteen Khajiiti clans roamed the province. These clans went to where they needed, but they are often simplified as belonging to a region or realm. With a combination of outside pressures and mastery of areas of expertise, it became more accurate to associate a clan with an area. Eventually, sixteen tribes became sixteen kingdoms. The lullaby known as the Hasa Zha'ja explains how these clans got their name, while the poem known as Zhan Zhab tells of the transition from clan names being used to refer to the names of regions. Due to the Thrassian Plague, these sixteen clans changed their tribal functions or they may have died due to starvation and other hardships. These clans essentially became two and were separated ideologically and geographically as what we would come to know as Anequina and Pellitine.  New clans would however emerge.

The following is a list of Khajiit clans whose names are known. Other clans exist, but have not been named and are not included in the list. For Khajiit vampire clans, see the following list here.

The Baandari Pedlars (or simply the Baandari) are a clan of nomadic Khajiiti merchants that travel all over Tamriel, going as far as the northern regions of the   and the  , or the elven territories of   and the  . Despite the animosity they experience from the other races, they are inclusive when it comes to recruiting non-Khajiit into their ranks.  They live by a code of conduct known as the "Baandari Code," which states that loose items are rightfully salvageable, the peddlers must indulge clients in prophecies they want to believe in, and guarantee them of a product's utmost value and versatility. The Baandari Clan live by this lifestyle and with no other alternative as it is set in stone.  They considered themselves the "wandering litter" of Baan Dar, the Bandit God of southern Tamriel. They adopt the god's will, as seen in their name.  

The Duneguard Outwalkers, formally known as the Dakarn Clan, were Khajiit brigands that waged war with the   of  , across the provincial border in  . They were active in the late years of the  . Remnants of this clan became known by their current name, the Duneguard Outwalkers. 

F’aashe, not much is known about them but they inhabited a region of Elsweyr west of Rimmen during the Umbriel Crisis, and were a free clan barred entry from Rimmen. Due to the scarcity of moon-sugar in their region yet being plentiful in the xenophobic city of Rimmen, some among their warriors agreed to accompany Attrebus Mede to stop the flying city Umbriel as thanks for purchasing the vital product from Rimmen. They traveled through various planes of Oblivion hoping to reach Vvardenfell before Umbriel did, and the Khajiiti warriors that accompanied Mede perished within the Hunting Grounds to allow Attrebus to escape from Hircine's pursuit. 

Ne Quin-al (or Ne Quin'al) were a clan of warriors trained in martial disciplines and battle tactics, and are the origin of the name of the geographical region of Anequina. After the merging of the sixteen original clans of Elsweyr into two clans, the Ne Quin-al were separated geographically from the Pa'alatiin and would make their home in the arid northern region of what is now called Anequina. They would continue to roam and follow tribal customs. 

Pa'alatiin were a clan of Moon-Priests that lived amongst all clans, and origin of the name of the geographical region of Pellitine. They left an imprint within Southern Elsweyr in the city of Senchal when they provided aid amidst the Thrassian Plague, where social systems were changing. After the merging of the sixteen original clans of Elsweyr into two clans, the Pa'alatiin were separated geographically from the Ne Quin-al and would make their home in the southern region which is now called Pellitine, and would become greatly influenced by external forces. Indeed, they emulated much of their customs from other lands, forming political and social structures that primarily resembled those of High Rock and Cyrodiil.   

The Pride of Alkosh are a clan of warriors founded by Ja'darri, the first champion of Alkosh. Cubs born under the eclipse who are not destined to rule as the Mane are given to this clan, becoming known as Forgotten Manes. They serve Alkosh and are trained to protect Elsweyr.  They worked alongside the Dragonguard to rid Elsweyr of the threat of the dragon Laatvulon.  They are tied heavily to the artifact known as the Mask of Alkosh. 

The Senchal were a clan of shipwrights and sailors that were known to sail between ports. They often congregated where the modern-day city, Senchal is now located. As their landing area evolved into a thriving town, a clan leader was instilled as its leader. 

Morphology
thumb|left|A Skeletal Khajiit
The morphology of Khajiit is determined at their date of birth rather than the shape of their parents.   It is intrinsically tied to the phases of Jone and Jode and the Lunar Lattice,  also known as the ja-Kha'jay.  After birth, Khajiit look very similar to one another and are smaller than human newborns. Within weeks, their individual morphology becomes more clear, and their growth is faster than that of humans.  The lifespan of Khajiit is around the same as men. 

A Khajiit's shape is determined upon birth, and they will remain in that form the rest of their life. It should not be compared to shape-shifting, as   is. It is possible for Khajiit to become werewolves,  but lycanthropy is considered heretical to the Lunar Lattice. 

Furstocks
thumb|315px|Khajiit in many shapes and sizes
There are seventeen distinct "furstocks", different variations of  Khajiit,   although the Imperial Geographical Society has previously claimed that there are more than twenty.  Furstocks with the suffix of -raht are generally bigger than their non -raht counterparts.  Common to all Khajiit is their weakness for sweets, especially Skooma.  Different furstocks can engage in romantic pairings, though some can prove to be more physically challenging than others. 

Within Khajiiti society, all forms are granted respect regardless of size or shape, but outside of Elsweyr, less humanoid Khajiit such as Alfiq and Senche-raht face more discrimination than their bipedal counterparts.  Some non-Khajiit don't take the Alfiq seriously because they look like housecats, assuming they have the intelligence of said animals. Still others attempt to pet and cuddle full-grown Alfiq as if they were pet cats, which the Alfiq find demeaning. 

The following list shows all Khajiiti furstocks and their moon-phase.  Note how some sources partially speak of different moon-phases for the same breeds.
 

Alfiq
The Alfiq are a diminutive form of magically gifted Khajiit  resembling typical housecats.   Their resemblance to common housecats has led many to treat them as such, whether by downplaying their intelligence, cooing at them or attempting to cuddle them.   Alfiq have even been kidnapped by non-Khajiit who think they're cute and take them home as pets.  While it is rumored among outsiders that Alfiq are mute,  they are in fact capable of speech. The misconception that Alfiq are incapable of speech may derive from the scholarly reduction of Alfiq to the status of housecats, or from a disinclination of Alfiq to talk in the presence of outsiders.  Due to the disrespect that Alfiq get as a result of their form, they rarely travel outside Elsweyr.  All these factors resulted in Alfiq resenting being labeled as housecats, which they consider patronizing and irritating. The grave lack of knowledge outsiders have of them allows Alfiq to pose as housecats in order to serve as spies or informants.  Alfiq wear clothing, but as they are unable to naturally put it on themselves, they either have others do it for them, or they use magic to clothe themselves.  Sheggorath has been seen in the form of an Alfiq.  

Some Alfiq live in small houses that are big enough to accomodate them, but too small for non-Alfiq visitors to enter.  While they have no thumbs and are too small for manual labor, Alfiq may take jobs as accountants in places where heavy lifting makes up a bulk of the available work. 
 
 

Alfiq-raht
Nothing is known of the Alfiq-raht except that they are probably bigger than the Alfiq. 
 
 

Cathay
Cathay are slightly larger and stronger than Suthay-raht, but the most obvious difference is that they have plantigrade legs.   
 
 

Cathay-raht
Khajiit of this furstock were nicknamed as "jaguar-men" by the Imperial Geographical Society.  Despite this, they can have a wide range of patterns that don't resemble jaguars.  They are said to be more agile than a werewolf.  They possess phallic barbs.  
 
 

Dagi
Dagi are a less common form of the Khajiit, living in the southern marshes and jungle regions of Elsweyr, as well as the Tenmar Forest.  Physically, they have facial features that are comparable to that of lynxes and are short in stature, making them among the smallest of the furstocks.  Due to their light weight, they have been reported as being able to dwell in higher branches of trees that cannot hold a Bosmer. Due to their inclination to climb trees, they are compared to monkeys, though this is considered insulting.  However, some folklore claims that a mummified Dagi paw can grant wishes at a price,  mirroring the stories of Monkey paws among the Bosmer.  According to possibly unreliable reports from the Bosmer, Dagi are suspected to be skilled spellcasters. 
 
 

Dagi-raht
Similar to Dagi, Dagi-raht's facial features typically resemble that of lynxes, but some variations exist.  They also prefer to live among the trees rather than on the ground,  and are reported to live in the  . Due to their stature and light frame, they are able to dwell in the higher jungle branches that can not hold a Bosmer's weight.  Additionally, they are suspected to have more talent with magic than outsider stereotypes would suggest, though this is a generality and levels of talent vary between individuals, much like with other races. 
 
 
 

Ohmes
They have been described as man-like  and man-faced. Their features are distinctly Elven in appearance.  They resemble Bosmer, though they are sometimes shorter. To avoid being mistaken as such, many Ohmes tattoo or paint their faces to resemble a feline aspect.   The Imperial Geographical Society previously claimed them to be the most common kind of Khajiit to be encountered outside of Elsweyr, usually as adventurers or diplomats,  though they are in fact seen far less often than other furstocks.
 
 

Ohmes-raht
Like Ohmes, they can easily be mistaken as elves or men.   Just as men, they also walk on their heels. In contrast to men and mer, the body of an Ohmes-raht is covered by light fur, and they do have a tail.  As Ohmes, they also paint their faces to resemble a feline-aspect.  The spirit Boethra has been depicted as distinct from any known furstock, but displays some similarity to the Ohmes-raht. 

 
 

Pahmar
Pahmar are a giant bipedal furstock that are similar to their bigger counterparts, the Pahmar-raht, and resemble Senche-Tigers.   
 
 

Pahmar-raht
The Pahmar-raht are a giant bipedal furstock. Due to them being the strongest of furstocks, they are usually deployed as bodyguards and warriors.  Like the Pahmar furstock, they resemble Senche-Tigers,  but Pahmar-raht differ in that they are larger and more dangerous.  They have plantigrade legs and are very tall.
 
 

Senche
Senche are often confused with their tiger-sized, catlike, and lesser sentient cousins, Senche-Cats.    This is due to Khajiit also using the term Senche to describe them.   
The Senche furstock is said to be similar to Pahmar-raht in size. They are very large, standing about as tall as an Altmer or having a shoulder height of a Horse. Some say their weight is comparable to that of twenty Altmer, which may be a bit of an exaggeration. Their forelimbs are thick, and their rear limbs are one and a half times as long, giving them an apelike appearance. They have tawny fur, ribboned with stripes the color of dried blood.  Some may use them as steeds if the Senche permits them to.  
 
 

Senche-raht
Nicknamed "battlecats", the Senche-raht are larger and slower than the Senche. They possess a shorter body-span and straighter legs. The average Senche-raht is said to stand as tall as two Altmer and can weigh as much or more than fifty. However, these measurements may be exaggerated.  Nonetheless, they are the largest of all Khajiit furstocks.  Due to their appearance, Senche-rahts are often mistaken for beasts outside of Elsweyr and may be attacked on sight.  Senche-rahts are intelligent beings with great memory,  are capable of speech,  and can cast spells.  Although like the Senche, they can function as mounts and beasts of burden and war, they dislike being lowered to a beastly status. They prefer to be seen as equals and dislike when their riders are labeled as owners and handlers.  Non-Khajiit may assume Senche-raht cannot speak the common language, or that they merely serve as mounts.  This assumption is incorrect, as Senche-raht are perfectly capable of performing jobs, and have even become successful merchant lords. 

Senche-raht are excellent hunters,  and some prefer to acquire their everyday meals by hunting animals in the wilderness.  
 
 

Suthay
They are similar to the Suthay-raht, save that they are of lesser stature.  Like Suthay-raht, they are evidently bipedal and have digitigrade legs. 
 
 

Suthay-raht
The Suthay-raht are sometimes, incomprehensibly for Khajiit themselves, nicknamed "ja'khajiit".  They are similar in height and build to the races of man, but like Suthay, they have digitigrade legs. They are completely covered in fur of different colours and patterns and have a tail. Claws are present on hands and feet, and their heads appear very cat-like.  Suthay-raht are known to be good jumpers, agile, sneaky and having a bold spirit. This makes them good adventurers and traders. They are however not as good warriors as Cathay-raht.  Suthay-raht are able to purr and hiss.  They also have slight phallic barbs.  The Suthay-raht furstock was the most common in Morrowind  , specifically on Vvardenfell, towards the end of the Third Era. 
 
 

Tojay
Little is known of the Tojay, except that they live in the southern marshes and jungle regions of Elsweyr, as well as the Tenmar Forest. 
 
 

Tojay-raht
Little is known of the Tojay-raht, except that they evidently are bipedal and have digitigrade legs. 
 
 

Mane
The Mane is a unique kind of Khajiit. Khajiit tradition holds that only one Mane can be alive at one time and, more specifically, believe that there is actually only one Mane who is reborn again and again in different bodies. There has been no recorded incident of more than one Mane contending for power, although whether due to the truth in the Khajiit belief or whether the ruling Mane takes care of any potential rivals is unknown. Manes can only be born under the eclipse, a rare alignment of Masser and Secunda. According to legend, a third moon known as the Dark Moon appears during this time, and people born during this time period are susceptible to becoming dro-m'Athra.   In older days the Khajiit would shave off their manes in deference to the Mane, braiding them into locks which the Mane would incorporate into their own mane. The Mane in those days was so weighted down by the hair that movement is difficult without aid and they often travel the countryside by means of a palanquin.   Rid-Thar-ri'Datta's headdress was woven from the manes of two dozen chieftains.  As the population grew, however, this became impractical. The Khajiit still remove their manes in honor of the Mane, and the Mane in turn wears a headdress that has the hair of the Mane's tribe and Warrior Guard attached to it, which includes several hundred in number. 
 
 

Religion
thumb|left|Rid-Thar-ri'Datta, father of modern Khajiit theologythumb|right|A Khajiit praying to the moons, Jone and Jode
A monomythic society, the Khajiit are educated in their beliefs by the figures within their communities known as "Clan Mothers", whose duty it is to disseminate the cultural myths among their kind, and who maintain autonomy from the Mane and the disparate tribal leaders. 

The Khajiiti pantheon encompasses myriad Aedric and Daedric gods,  which are recognized as spirits,  a fraction of which are detailed below. Various gods rose and fell out of prominence over the eras due to events and cultural changes. Indeed, after the unification of Anequina and Pellitine into one kingdom, and the event known as the Riddle'Thar Epiphany, the Riddle'Thar cult would rise and scrub many of these spirits from the Khajiit pantheon,  and those that refused to follow the new edicts of the Ephiphany faced persecution. 

Prior to the Riddle'Thar replacing the ancient theology of the Khajiit, ancient texts were written by Amun-dro, the Silent Priest, who categorized the spirits as Sky, Worldly, Wandering, Dark, or Adversarial Spirits. Some that hold the modern religious beliefs of the Riddle'Thar consider these writings a blasphemy due to their deference and respect for darker spirits, such as suggesting Azurah walked the realm of Hermorah as a friend. Additionally, they were considered dangerous due to the fact that they were created during the time that Khajiit held scattered beliefs, with sixteen different faiths competing against each other, that "tumbled and scratched their way through history, competing for the souls of all Khajiit." However, this did not stop Khajiit from seeking out the knowledge of the ancient beliefs that had been displaced.  

Featured prominently in a Khajiit's spiritual journey is "the Path", a road they take during their journey through life, while avoiding temptations that would lead them astray so they could ultimately reach a sort of enlightment. To modern Khajiit, this would be the Riddle'Thar theology, and how each Khajiit reaches their fate or place in the universe varies per Khajiit. It can mean finally achieving the right to rule for those of royal blood, or simply perishing.  Amun-dro's writings detail the "Many Paths of time",  where ancient Khajiit looked to their various spirits as a source of guidance (or avoidance) to reach their destinations. There is many examples of how the spirits fulfill a role in the various Paths, whether by aiding or hindering Khajiit during their journey.  These Many Paths were created by Akha after he left behind trails as he explored the heavens, and were inherited by Alkosh, who is aided by Khenarthi, who helps him ensure the tapestry of time is mended.  Some believe that when the Riddle'Thar replaced the Many Paths with his one true path of the moons, he hid Khajiit from the other viable Paths. 

It is unsurprising that the most prominent among the spirits was Azurah, the Mother of All Khajiit. She bound the forms and unified the spirits of all Khajiit by tying them to the Lunar Lattice,  and thus is the reason why they are not bound to fate, and may instead forge their own futures. Forming a connection with her was the first step on the Path, her "twilight path", which is "the path to love and redemption".  At the end of a Khajiit's Path, they are reunited with Azurah along with the souls of all other Khajiit  at the Gates of the Crossing behind the Lunar Lattice, which they will cross to reach the afterlife beyond.  

There were other examples of helpful spirits, such as Mafala who watches over Eight of the Many Paths, and teaches to "Lust for nothing but Truth.",  Boethra, the patron of warriors and rebellious exiles,  and Hircine, who guides Khajiit back to the Path should they get lost.  The barrier of going through the Path are the challenges posed by many hostile spirits, a sample which are Sheggorath and his Madness,  Sangiin and his Lust without purpose,  and most notably Namiira, who is responsible for corrupting Khajiit souls.  

Modern Khajiit hold the virtues given to them by the Riddle'Thar as sacred, which tells how modern khajiit must live. As prophesied by the First Mane of the Epiphany, They must be curious (to avoid Lorkhan's depictions), clever (to navigate the hardships of life), kind (to "blaze a trail for the downtrodden to follow"), pious (to avoid Namiira's temptations), and wary (of the other races, as well as the dangers of Oblivion). These virtues, along with some of the spirits that are approved after the Riddle'Thar Epiphany, are detailed in the book, the ''Secrets of the Riddle'Thar''.  Some believe that when Riddle'Thar guided Khajiit along his so called one true path of the moons, he hid Khajiit from other viable paths. 

Origin
thumb|right|Depiction of Alkosh, the "First Cat"|class=backdrop
On the origin of their species, the Khajiit believe that life originated with two litter-mates, Ahnurr and Fadomai, who gave birth to the first cat, Alkosh.  To Alkosh was given the guardianship of time, and whose birth prompted Ahnurr and Fadomai to bring forth further life into the world, thus they created Khenarthi, guardian of the winds; Magrus, guardian of the sun; Mara, guardian of love; and S'rendarr, guardian of mercy.  In time, Ahnurr and Fadomai wished to share the happiness they felt in life with further children, and so, Fadomai gave birth to Hermorah of the tides, Hircine of hunger, Merrunz of destruction, Mafala of the Clan Mothers, Sangiin of blood and life, Sheggorath of insanity, and many others. 

Ahnurr decided to stop having children since further offspring would dilute their happiness. However, Fadomai was persuaded by Khenarthi - who had grown lonely in the realm of the winds - to give birth to further children, and this she did, bringing forth Nirni, the majestic sands and lush forests, and Azurah, the dusk and dawn, as well as the Moons and their Motions. It was at the time of her birthing that Fadomai was caught by Ahnurr who, angered at her trickery and disobedience, struck her. She, fearing for her life and children, fled with them to the Great Darkness and hid, giving birth to her final child, Lorkhaj. Having been born amidst the Great Darkness, Lorkhaj's heart was filled with such, and thus was made aware of itself and then known as Namiira. 

Amidst the darkness, surrounded by her children, Fadomai realized her death was near and set the moons, Jone and Jode, in the skies to guide her children and protect them from Ahnurr's wrath. She gave Nirni her "greatest gift", proclaiming that she would give birth to as many children as Fadomai had. Nirni was pleased because Azurah, with whom she routinely squabbled, had been left with nothing. Protected by the Lunar Lattice, the children of Fadomai left, save for Azurah, who approached her mother and was then given her gifts in the form of three secrets. She was told to take one of Nirni's children and change them, making them the fastest, cleverest, and most beautiful of creatures, naming them the Khajiit; second, that they must be fashioned as the best climbers, to climb upon the winds of Khenarthi's breath and set Masser and Secunda aright, lest they fail; lastly, that the Khajiit must be the best deceivers, able to hide their true nature from others. Then Fadomai died, and Azurah left to join her kin. 
left|thumb|The Dark Heart (ESO)
Nirni approached Lorkhaj, whom she asked to create for her children a dwelling; he did so, and yet the Great Darkness in his heart influenced him to deceive his siblings so that they would be trapped in the new place with Nirni. Some managed to escape death and become the stars, and those who remained punished Lorkhaj by tearing out his heart and hiding it deep within Nirni, so that he would be with her whom he had done the most harm.  Pre-ri'Datta texts state Lorkhaj survived and fled to Azurah with a wound in his chest, where she saw Namiira dwelling within as a corruption resembling a heart. Azurah cleansed Lorkhaj and flung his Dark Heart into the Void, and Lorkhaj perished within Azurah's embrace.  From this false heart came the twisted shade of Lorkhaj known as the Moon Beast, first of the ''dro-m'Athra''. Thus Lorkhaj represents the duality of Khajiiti souls and their susceptibility to the Bent Dance,   which calls them to darkness through the "beating drum of the Dark Heart in [their] moments of deepest sorrow or most anguished regret." 

Upon the new world of Lorkhaj's creation, Nirni came to give birth to her children, who were many, but wept bitter tears for her favorite&mdash;the forest people&mdash;who did not know their proper shape. It was at this time that Azurah came forth and comforted her, promising to make new people for Nirni as a gift. She spoke Fadomai's First Secret, and the Moons parted for her, and she took some of the forest people and placed them in the deserts and forests, where she fashioned them in many forms, one for each purpose they might need, and having done so, named them the Khajiit. Azura then told them the Second Secret and made them Nirni's "secret defenders", and bound them to the Lunar Lattice. And she then spoke the Third Secret, and making the light shine down upon the marshes where they became the crystallized moonlight known as Moon-Sugar,  a substance holy to the Khajiit.   Though some ancient traditions credit Hircine (who sphere represents skinchanging) with fathering the precursors of the Khajiit,  the act of a Khajiit changing their Lunar Lattice-given form for another is considered taboo in most circles. 

thumb|right|Khenarthi depicted guiding a spirit to Llesw'er, the Khajiit afterlife
Khenarthi shared her domain with the other Sky Spirits—Magrus in the day, Jone and Jode at night, and Azurah in between—although she still suffered from loneliness as their company depended on the time of day. Seeing her grief, Azurah shared a secret with Khenarthi, making her a psychopomp that would accompany the spirits of deceased Khajiit to the afterlife of Llesw'er, the Sands Behind the Stars.  From Llesw'er, these spirits await until the Next Pounce,  for Khenarthi will call upon their combined might to fight for creation at the end of time.  Namiira is the antithesis to Khenarthi, who drags the victims of the Bent Dance into the Dark Behind the World, where they become part of her dark litter. Those of this litter occasionally slip through the cracks in Nirni to tempt true cats, so their souls can too be sent to the Dark to serve Namiira as dro-m'Athra.  To combat Namiira's dark litter and save Khajiiti souls from corruption, from Azurah's tongue came the Dusk-Canticles, holy hymns used to exorcise dro-m'Athra.  And so explains the fight for the souls of Khajiit.

When Azurah was speaking the secrets, the first was heard by Nirni's mate, Y'ffer, who told Nirni of Azurah's deed. Nirni, in retribution for her changed and now lost children, made the deserts hot and sands biting, and filled the forests with water and poison. To separate her beloved children from those of Azurah, she allowed Y'ffer to change those who remained so that they would always be of the mer, and never beasts, and named them Bosmer. From that moment forth, the two were eternally separated and, as with their makers, were bound in animosity one with the other. Pre-ri'Datta texts claim that Namiira would later further escalate their hostility by corrupting Y'ffer, who would then kill Nirni. Azurah, Khenarthi, and Hircine would then avenge her and make a cairn for Nirni out of Y'ffers' bones.  In this fashion, the Khajiit explain not only their origins but their bond with the moons and conflict with the Bosmer. 

The Reachmen shares similarities to Khajiiti origin myth, specifically around the roles Lorkhan (known to them as Lorkh) and Namira had in creation, as well as the existence of the Dark Heart. Reach belief differs in that Lorkh willingly sought out Namira, who ruled the world of spirit, and convinced her to grant him a place in the infinite void to create the realm of flesh, an unforgiving place that teaches through suffering. To make this a possibility, Lorkh sacrificed himself to create a harsh realm, which released the darkness left in his heart .   

The Bosmeri creation myth does complement the Khajiiti myth, as both speak of shapeless entities. And like the Khajiiti creation myth, Y'ffer (or in their naming scheme, Y'ffre) is indeed credited with giving a shape to the Bosmer.  

Of the surviving letter fragments by Topal the Pilot, the following passage tells of his encounter with the ancient ancestors of Khajiit sometime during the Middle Merethic Era.
 
The theories of Imperial scholars contradict the Khajiiti origin story. These "cat demons" reported by Topal are interpreted as evidence to Imperial scholars for their belief that Khajiit are the descendants of a race of great cats.   These great cats are said to have originally walked on four paws but eventually learned to walk on two feet and became the leading predator of Elsweyr.  However, the ancient ancestors that Topal encountered fit the description of both quadrupedal and bipedal furstocks, giving more credence to these cats simply being ancient Khajiit bound to the Lunar Lattice.

These origins may be furthur debated, as Pelinal Whitestrake, leader of the Elven Pogrom, slew many thousands of the Khajiit, during the same era, under the mistaken impression that they were "another strain of Aldmeri" so closely did they resemble such. There are other such reports, and they raise the possibility that the Khajiit, in general, may actually have elven ancestry. 

Khajiiti Pantheon
As previously mentioned, Khajiit worship both Aedric and Daedric gods which they refer to as spirits.   Many of these spirits have faded into obscurity, a result of many factors, such as the scrubbing of the pantheon by the Riddle'Thar cult,  and the fear of being persecuted for keeping to the older faith.  For simplicity, the following section categorizes the spirits as they are in the pre-ri'Datta texts written by Amun-dro, the Silent Priest, who sorted them as Sky, Worldly, Wandering, Dark, or Adversarial Spirits.  This type of categorization is still seen to an extent in the modern Khajiiti Religion. 

The Sky Spirits
 

The Worldly Spirits
 

The Wandering Spirits
 

The Dark Spirits
 

The Adversarial Spirits
 

The Sky and Dark Spirit
 

Other
 

Gallery
 

Notes
Arena features Ohmes as the playable Khajiit furstock.  Daggerfall's Khajiit match the description of the Ohmes-Raht furstock, as they share the exact characteristics.   
Morrowind features Suthay-raht as the playable Khajiit furstock.  They were first seen in Redguard
Shadowkey lacks any NPC Khajiit. Khajiit are playable however, but lack a tail and digitigrade legs. An unused Khajiit model with digitigrade legs exists in the files.
ESO features Cathay as the playable Khajiit furstock,  although they were previously stated to be Suthay-raht. 
The moons rise in the east. Thus, the Khajiit favor that direction.  

See Also
For Khajiit names, see here.
For a list of notable Khajiit, see here.
For game-specific information, see the Arena, Daggerfall, Redguard, Morrowind, Shadowkey, Oblivion, Skyrim, ESO, Legends, and Blades articles.

Books
 
 
 
 
Interview With Douglas Goodall (unofficial)
 
 
 
 
  (unofficial)
 
 
 
 

References