Netruk44/uesp-wiki-content huggingface dataset:
Online:Order of the New Moon (faction)

The Order of the New Moon (also called the New Moon Cult) is a Khajiiti Dragon Cult that worships a Dragon named Laatvulon. They are dedicated to helping Laatvulon's master Kaalgrontiid ascend to become a new moon called the Dark Eon, and shift their worship to Kaalgrontiid after Laatvulon's death.
Lore:Saint Llothis the Pious

is the Dunmeri Patron of Tailors and Dyers and the patron saint of House Dres. 
Contemporary and companion of the Tribunals, and the best-loved Alma Rula of the Tribunal Temple, he formulated the central rituals and principles of the New Temple Faith. Saint Llothis is the symbolic mortal bridge between the gods and the faithful, and the archetypal priest.  

When close to death, Sotha Sil placed Llothis's soul into a modified black soul gem which was then brought to the Asylum Sanctorium, in the Clockwork City, and installed in a giant factotum body to make him immortal. Unfortunately, the process eventually drove him to madness, which manifested as a deep depression over the seeming loss of his spiritual connection to the Tribunal.  His soul was released from the factotum body in  , and was later transferred into the Crosier of St. Llothis.  

Offerings made to Saint Llothis would grant 'Rock of Llothis', which would fortify one's will. 

Gallery
 

See Also
For game-specific information, see the ESO article.

References
Lore:Attrebus

Attrebus may refer to:
Attrebus Mede, a prince of the Mede Dynasty
Attrebus (soldier), an Imperial Legion soldier during the times of Tiber Septim
Attrebus (warlord), a warlord that was one of the many pretender kings of the Interregnum
Lore:Saint Olms the Just

is the Dunmeri Patron of Chandlers and Clerks and the patron saint of House Indoril. . Olms was the founder of the Ordinators, and was responsible for the conceiving and articulating the fundamental principles of testing, ordeal, and repentance.  

When close to death, Sotha Sil placed Olms's soul into a modified black soul gem which was then brought to the Asylum Sanctorium in the Clockwork City and installed into a Clockwork Titan to make him immortal.  Unfortunately, the process eventually drove him to madness, which manifested as paranoia, an obsessive desire for freedom, and a persecution complex as he viewed his position as an unjust punishment or test from the Tribunal. His soul was released from the Clockwork Titan in  , and kept safe in the black soul gem whilst he rested. 

One of the cantons in Vivec City was named in honor of him, and a statue of him was erected on the upper outer levels.  Offerings made to Saint Olms would grant 'Olm's Benediction', granting one resistance to common diseases.  
 

Gallery
 
See Also
For game-specific information, see the ESO article.

References
Online:Dark Aeon Penitent

Dark Aeon Penitents are Pahmar-raht warpriests empowered by  . They are found on Dragonhold during the Southern Elsweyr zone story's epilogue.
 

Related Quests
Lore:Skeevaton

s are fabricant creatures that, despite their name, resemble small rats rather than skeevers. They can be found all across the Clockwork City and inside the Brass Fortress. They were created for the intention of probing tiny, inaccessible area of the Clockwork City. To this end, they contain a sensory tool that sends out pulses of detection magic to survey objects of interest and search within specific parameters. At some point, skeevatons were over-produced, and the denizens of the Brass Fortress had a skeevaton infestation on their hands. The series of events that followed the infestation was a mess that ended in many fabricants becoming scrap. Wind-up Bears were created to destroy the Motorized Tigers that were produced to stop the Clockwork Hounds, which were fabricated to stop the Clockwork Cats that were created to stop the mass-produced skeevatons.  

Skeevatons can be further modified to give them offensive and defensive capabilities. A common modification is a secondary set of motility gears for increasing the speed the skeevaton's speed. micro-magicka condensers can be installed, allowing them to absorb and dispel energy. This unit has the potential to overload active constructs. Some skeevatons are modified to be able to deploy barriers, protecting itself and other objects. The shock chassis is another modification, sending jolts that can harm living tissue and fry animunculi. For restorative purposes, some skeevatons are fitted with restoration emitters that create a magical field around the skeevaton that mends distressed metal, dissipates residual heat, stabilizes energy emissions, and other processes with which to maintain smooth operation. Some are modified with a pneumeria chamber, which allows the controller to directly inhabit the skeevaton, called trans-corporeal operation. It poses a risk, as the skeevaton being severely damaged while inhabited can kill the user.  Furthermore, skeevatons can be programmed to recognize and follow an individual mortal, replicating pet behavior on the surface of Nirn. Some have been smuggled out of the Clockwork City. 
 
See Also
For game-specific information, see the ESO and Legends articles.

Books
 

Gallery
 

References
Online:Patch/Hotfix 2019/10/23

We are bringing down the PC NA and EU servers at 6am EDT on Oct. 23 to push some back-end changes in response to the recent long loading screens and related issues that have been happening on the PC/Mac servers since Update 24 launched on Monday.

We will continue to monitor the servers after these changes are live, and make further adjustments as needed. Thank you for your patience.
Lore:The Wandering Spirits

. The First Cat, whom we know as the Pathfinder and the One Unmourned. In the earliest days, when   and   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.

 . The   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   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   of those he kills to grow to an immense size. The songs tell us Alkhan was slain by   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.

 . The Warrior of the East and West. She is the mate of  , 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  , and this is why   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  .

 . 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  , Boethra, and Lorkhaj. Her numbers are Eight and Sixteen, and these are two of her keys.
Lore:The Worldly Spirits

. 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   are her secret defenders, for her spirit seeds life on the  . This was  's gift to Nirni. Because she always tried to compete with   for  's favor, she is sometimes called the Jealous Sister. Despite this, it is said she was the only spirit more beautiful than Azurah.

 . The Elden Shaper. One of the Bastard Sons of  . 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   sometime after the death of Lorkhaj. Consumed by chaos, Y'ffer struck Nirni, killing her. Azurah,  , and   destroyed him in vengeance and made a cairn for Nirni out of his bones. Some   say they can still hear his voice, but we Khajiit no longer speak of him.

 . 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  . 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  .

 . The Watcher. Spirit of the Tides. Hermorah records all the events he perceives and stores them away in a   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.

 . 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  , 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  , who said: Lust for nothing but Truth.
Lore:The Dark Spirits

. The  . Born of the dark heart of Lorkhaj, which overcame him after he suffered a great betrayal. In his wisdom, Lorkhaj sought his sister  , 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  , who serve the    , our enemy. The Moon Beast prowls the edges of the   and pounces on   who stray too far off the Path. Know that on nights of the Ghost Moon, Azurah has opened the   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.

 . The Eldest Spirit. The  . 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  , whom Azurah will not abandon to the Dark.

 . The Shadow Thief. Daughter of Twilight. Born from the black blood of Lorkhaj at the steps of the Void Gate. In the songs,   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.

 . Queen of Nightmares. The Lost Daughter. This spirit was not of any litter, but was born from  's fear of losing her children. Azurah killed this dark spirit in the  , 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  , 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.
Lore:The Adversarial Spirits

. The Mind God. His sphere is the Mortal Mind and its stability. He tests   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  's library. Some tribes believe Sheggorath is dead and has been replaced by something Other.

 . A demon that followed   back through the Many Paths. It spoke in curses of affliction and knew no other words.  ,  , 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.

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

 . 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  . Boethra and Molagh fought to a standstill before the Lattice, but it was   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.

 . False Spirit of Greed. The Orphaned Glimmer. She is the daughter of  , who loved only himself and his own creations. Magrus did not take a mate, but instead forged children of the  . 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   and dragged her away from it. She then cast Merid-Nunda into the   and bound her there with mirrors. The nomads say she has since escaped.
Lore:The Favored Daughter of Fadomai

In the  , all of  's children had left her. All save  .

Azurah held her mother and did not ask for a gift. Instead she wept, the light of the   was reflected in her tears.

Fadomai whispered to Azurah three secrets and more. She told her daughter many things, stories of love and war and dreams undreamt. And Azurah wept more to hear these things, so much that moonlight shined in the darkness.

And Fadomai told Azurah the names of all gates and thresholds, and the names of all the  s, and the names of all the   that would ever live. And Azurah wept more to hear how difficult their paths would be, so much that the light of her tears became one with the Lattice.

And Fadomai told stories of her children and her favorite aspects of each of them. When she reached Azurah, she smiled and told her favored daughter she could not decide. And Fadomai died.

Azurah sat in the Great Darkness for timeless ages, musing on what she had learned and mourning the loss of her mother. Still she wept, and now the darkness fled from her tears and from the Lunar Lattice. She wept for so long that soon she was no longer in the Great Darkness, but in a place of  .

And Azurah tried to return to Fadomai-Mother, but her tears had formed a great sea. Beyond it was a black gate that opened into a hungering dark.

  stood in the doorway. He was broken and bleeding, and there was a hole in his chest. But the Great Darkness was still in his blood, and it filled the hole where his heart had been. The dark mass beat like a heart, and black blood spilled out onto the threshold. Azurah heard each beat of the heart like the beating of a drum, and each drop of blood tapped to form a rhythm she felt in her tail.

But Fadomai had taught Azurah the names of all of the spirits, so she recognized the Great Darkness for what it was, and she roared in time with the song:

UR DRA   UR DRA NA MII RA UR DRA AZU RA

And Azurah tore out the dark heart of Lorkhaj, and all of the darkness in him came with it, and she cast it beyond the sea.

From the Dark Heart of Lorkhaj was born the  , the first of the  , who lurks at the edge of the Lattice and knows nothing but hunger.

And with the darkness bled from him, Azurah could see her mother in Lorkhaj, and she held him until he died.

Azurah burned what remained of his body before the gate, lighting the fire with lanterns of   and  . She wept for her brother Lorkhaj, and her tears fell upon the pyre.

As the ashes of Lorkhaj scattered across the Lattice, even the Moon Beast became silent for a time.

Then Azurah dried her eyes at last and went unto the  . Her time of grieving was over, and Fadomai had given her so much to do.
Online:Bolwunor

Bolwunor is a Wood Elf hunter who can be found behind the Guild Hall in Senchal. He has no unique dialogue.
Online:Aquilia Sintav

Aquilia Sintav is an Imperial drunkard who can be found at The Sweet Breezes Inn in Senchal. She has no unique dialogue.
Online:Pirjmina

Pirjmina is a Pahmar-raht who can be found overseeing trainees in the Dragonguard Armory in the Dragonguard Sanctum after you complete twelve Dragonguard quests.
 
Dialogue
:''"This one once had a life filled with forging horseshoes and bargaining with farmers. Now she can create weapons for the Dragonguard, the greatest adventurers Tamriel has ever known! Quite the improvement, wouldn't you say?"

:"Father wanted Pirjmina to stay in Rimmen and work in his forge until this one died of old age. But the Dragonguard put out the call for daring heroes to fight back against these cursed Dragons. A much better fate, wouldn't you say?"

:"Pirjmina did well on the anvil, and Father was always impressed. It was a simple life. But this one does not want simple. She wants daring adventures, heroic feats! And that's exactly what the Dragonguard offers, no?"''
Online:Tirele Belvani

Tirele Belvani is a Dark Elf who can be found firing arrows at a target at the Dragonguard Armory in the Dragonguard Sanctum after you complete twelve Dragonguard quests. She has no unique dialogue. Tirele is firing next to Cuilenrion.
Online:Cuilenrion

Cuilenrion is a High Elf who can be found firing arrows at a target at the Dragonguard Armory in the Dragonguard Sanctum after you complete twelve Dragongaurd quests. He has no unique dialogue, and is standing next to Tirele Belvani.
Online:Vilval Guvron

Vilval Guvron is a Dark Elf who can be found wandering into the Dragonguard Armory in the  Dragonguard Sanctum after you complete twelve Dragonguard quests. He has no unique dialogue.
Online:Udazata

Udazata is a Redguard who can be found at the rebuilt Valley of Blades. She has no dialogue.
Online:Belya Luric

Belya Luric is a Breton beggar who can be found begging in the streets of Senchal. She has no unique dialogue.
Online:Ja'zinki

thumb|Old look
'''Ja'zinki''' is a Khajiit bard who can be found playing on the streets of Senchal. He has no unique dialogue.
Online:Sormuth

Sormuth is a Nord gatherer who can be found in Senchal. He has no unique dialogue.
Online:Ghaldu

Ghaldu is a Khajiit scholar who can be found listening to Ja'zinki in Senchal. He has no unique dialogue.
Online:Gordjar

Gordjar is a Nord hunter who can be found drinking on his balcony in southern Senchal. He has no unique dialogue.
Online:Tender Claw

Tender Claw is an Alfiq who can be found at Purring Rock. He's self-conscious about his eye patch.
 
Quest-Related Events
He can initially be found at Purring Rock, where he will not speak with you. A hand-written note can be found next to him. It tells you to bring him to someone named Kishima in Senchal. She tells you Tender Claw is a thief, and thanks you for his safe return.

After the quest, he can be spoken with.
:''"I would have robbed you blind if I hadn't gotten tangled up in that sack."
:Probably due to your depth perception, what with that eye patch and all.
:"I hate you. I really do."

When you walk far enough away, he and Kishima can be heard conversing.
:Kishima: "You are a terrible thief, Tender Claw. And with that eye patch, you do not even look like a proper lost kitten!"
:Tender Claw: "I told you never to mention my eye patch. It makes me self-conscious."''
Online:Kishima

Kishima is a Khajiit who can be found in the southern district of Senchal.
 
Quest-Related Events
When you approach, she will acknowledge your bag.
:Kishima: "This one hears a purr. You found Tender Claw, yes?"

Speak with her.
:"Thank you for bringing Tender Claw home. But tell me, did that little thief steal anything from you?"
:Tender Claw is a thief?
:''"Well, he's not a very good one, obviously. Probably has something to do with the eye patch. This one supposes you should just hand him over, yes?"
:Well, here's your ... cat.
:"Yes, yes, give Tender Claw here. Stupid little thief! Always striking off on his own when we're supposed to work together. This one supposes she should give you a reward. No matter. She will find a way to get it back from you later, yes?"

When you walk far enough away, she and Tender Claw can be heard conversing.
:Kishima: "You are a terrible thief, Tender Claw. And with that eye patch, you do not even look like a proper lost kitten!"
:Tender Claw: "I told you never to mention my eye patch. It makes me self-conscious."

You can speak with her further after the quest.
:"If you ever find yourself in need of some dishonest work, come find Kishima. She is certain she will need a new partner shortly, yes?"
:So you and Tender Claw are actual thieves?
:"We carry on a proud family tradition! Mother would stick an Alfiq in a stranger's pack when she was but a kitten and then scream "Thief! Thief!" A much better plan than Tender Claw and his stupid note, yes?"''
Online:Arrivaza

Arrivaza is a Khajiit noble who can be found at her house in Senchal. She has no unique dialogue.
Online:Ojik

Ojik is a Khajiit servant who can be found cleaning the kitchen at Arrivaza's House in Senchal. He has no unique dialogue.
Online:Fasso

Fasso is a Khajiit servant who can be found upstairs at Arrivaza's House in Senchal. He has no unique dialogue.