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Religion is a common, but not universal, aspect of life in Tamriel and neighboring lands and planes. Religions usually center around a being of worship, and normally focus on one or several specific Aedra and Daedra. However, religions and cults sometimes focus on a demigod, saint, or even a mortal being (particularly their ancestors).

Many faiths are polytheist or henotheist, but there are examples of monotheist practices in Tamriel's history. The most notable one is the Alessian Order, which centered around a singular god known as The One. The divine beings of other religions became saints and spirits of the Order, to allow for easier sycretism and adoption of their faith structure.[1]

Among the most prominent religions in Tamriel include various branches of faiths dedicated to the Divines, with the largest division in that faith centering around the Eight Divines and Nine Divines. However, many localities will have their own variant on this faith structure. For example, the Green Pact includes strict guidelines around diet and lifestyle, and involves numerous living beings as direct conduits. The Nordic Religion has Kyne as the head of their pantheon in the absence of the dead god Shor, and has gone through numerous religious upheavals surrounding Akatosh and Alduin. The Redguard Religion features a notable divide based off of political affiliation, with the Crowns practicing a more traditional variant of their religion from Yokuda, while the Forebears practices are more aligned with Tamrielic orthodoxies. Despite this, both factions still share multiple deities. The Breton Religion includes the Eight Divines alongside deities they inherited from their Aldmer and Nedic ancestors such as Sheor, Phynaster, Y'ffre and Magnus, as well as several other minor gods from the Illiac Bay region.

Daedric worship is the other most common religious practice in Tamriel. Many Daedric religious institutions are henotheist cults dedicated to a specific Daedric Prince, although there are faiths focused around lesser Daedra.

A particularly notable example of a religion comes from the Tribunal Temple of Morrowind. Their religious structure has switched between worshiping three Daedric Princes; Azura, Boethiah, and Mephala; for three living gods; Almalexia, Sotha Sil, and Vivec; before ultimately switching back to the Daedric Princes after the death/disappearance of their living gods. Their religious structure also incorporates a pantheon of saints, ancestor worship, and includes the four Testing Gods – the Daedric Princes Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath – collectively known as the House of Troubles.

Khajiit Religion has evolved considerably over the years. Its most major adaption came from the Riddle'Thar Epiphany, an adaption of their traditional faith structure into its more modern form by the prophet Rid-Thar-ri'Datta.

Argonian Religion centers around worship of the Hist.

The Eight Pantheons[edit]

Brother Mikhael Karkuxor of the Imperial College provided a basic summation of the overall belief structure of the major regions of Tamriel into eight pantheons, with the exclusion of one covering Argonian beliefs due to issues with research in that area. These are:

CYRODIIL: Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Shezarr, Tiber Septim, Morihaus, Reman

SKYRIM: Alduin, Dibella, Orkey, Tsun, Mara, Stuhn, Kyne, Jhunal, Shor, Ysmir, Herma-Mora, Mauloch

ALTMER: Auri-El, Trinimac, Magnus, Syrabane, Y'ffre, Xarxes, Mara, Stendarr, Lorkhan, Phynaster

BOSMER: Auri-El, Y'ffre, Arkay, Z'en, Xarxes, Baan Dar, Mara, Stendarr, Lorkhan, Herma-Mora, Jone, Jode

DUNMER: Almalexia, Vivec, Sotha Sil, Boethiah, Mephala, Azura, Lorkhan, Nerevar, Molag Bal, Malacath, Sheogorath, Mehrunes Dagon

YOKUDA: Satakal, Ruptga, Tu'whacca, Zeht, Morwha, Tava, Malooc, Diagna, Sep, HoonDing, Leki, Onsi

BRETONY: Akatosh, Magnus, Y'ffre, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Sheor, Phynaster

ELSWEYR: Alkosh, Khenarthi, Riddle'Thar, ja-Kha'jay, Mara, S'rendarr, Lorkhaj, Rajhin, Baan Dar, Azurah, Sheggorath

The Theology[edit]

One of the most important theological questions among the Tamrielic religions is the schism in the mortal's relationship to the divinity. Humans believe that they were created by the immortal forces, while the Aldmer claim descent from them. It is a distinction that colors the rest of their diverging mythologies. All Tamrielic religions begin the same. Men or Mer, things began with the dualism of Anu and Padomay, the Elven personifications of the primordial forces of stasis and change respectively.[2]

Though the details vary with each culture and religion, all known legends of the beginning of existence speak of two entities who appeared in the Void and soon found themselves in conflict. Yokudan legends view these forces as Satak, the First Serpent, whose scales all worlds to ever be rested upon, and Akel, the Hungry Stomach that answered the call for help from these worlds.[2][3][4]. Dunmer view Anu as Nothing, as Stasis demands nothing occur, while Sithis is the original creator, who sunders Nothing and allows existence.[5] Khajiit refer to Anu as Ahnurr, who is a "littermate" to Fadomai.[6]. Even the All-Maker worshipped by ancient Nords faced a twin force, the Adversary.[7] Other dichotomies include Ak-El, Light and Dark, Good and Evil, Bird and Serpent, and Order and Chaos.[8] Anuiel is the Everlasting Ineffable Light, while Sithis is the Corrupting Inexpressible Action. In the middle is the Gray Maybe (‘Nirn’ in the Ehlnofex).

In any case, from these two beings spring the et'Ada, or Original Spirits. To humans these et'Ada are the Gods and Demons; to the Aldmer, they are the Aedra and Daedra or 'Our Ancestors' and 'Not Our Ancestors'.[9] All of the Tamrielic pantheons draw from these et’Ada, though divine membership often differs from culture to culture. However, like Anu and Padomay, every one of these pantheons contains the archetypes of the Dragon God and the Missing God.

The Time Dragon is universally understood as the First God after the twin forces, whose birth allowed other spirits to form and take names.[2] Yokudan legends saw Satakal as a fusion of the dual forces Satak and Akel, caused by Satak shedding his first skin due to Akel's influence.[2] Some Argonian tribes share the same view as the Yokudans with their Atakota (Atak and Kota).[10] The Dunmer view the law of Time as the fusion of Stasis and Change as well, which they call "Static Change".[11] Altmer view Auriel as the pure Soul of Anuiel, although the Psijic reject this view, claiming Auriel was born of Padomay's influence as well.[UOL 1][2] Khajiit claim that Alkosh (or Akha), was born as the First Cat, child of Ahnurr and Fadomai.[12][13]

The Missing God is universally understood as the dead Creator God of the Mortal Plane, whose demise involved a separation from his Divine Spark.[2] Yokudan Legends view Sep as born from the remains of previous dead Satakal, and so he carries the Hunger of Akel within. Sep would then go on to instigate the creation of the Skin-Ball, an alternative to the Walkabout.[2] Argonians view the Shadow of Atakota having been born shortly after Atakota. The Shadow taught Spirits many things, but in doing so taught them how to be temporary, and thus death.[10] The Ayleids view Lorkhan as the Shadow of the Time God, who saw possibility within the Void, and sought to utilize it.[14] The Dunmer view Lorkhan as the Son of Sithis, sent to destroy the universe and trick the Aedra, who had enslaved everything.[5] They also view him as tied to the Psijic Endeavor, a means by which they may transcend the Gods that created them.[UOL 1][15][16] Khajiit view Lorkhaj as the last son of Fadoami, who offered to make space for Nirni. Because he was born in the Great Darkness, his heart was filled with it.[12] Altmer view Lorkhan as a spirit of Limitation, who offered the Gods a way to Self-Reflect and make a soul for Aurbis. The Altmer view this was a trick by Lorkhan, who created a realm far more of Sithis than Anu.[2] Reachfolk view Lorkh as a a teacher, who created Nirn as a realm that taught through suffering.[17] A key divide in views of Lorkhan is his motivation for making Nirn, and the differing goals of mortals. Many believe they should return to the Spirit Realm of before, and so Lorkhan is an evil deity who upsets this attempt at escape from the Prison of Nirn. Others hold the view that the Spirit Realm was already a prison, and through Nirn, Lorkhan offers an opportunity for true escape.[18]

Imperial Religion[edit]

The Imperial Religion primary focuses on the Eight Divines, or the Eight and One which includes the ascended Talos.[19][20] The Imperials have a lot of cults dedicated to various religions within Cyrodiil, but the Imperial Cult is the main religion of the Empire and traces its origins back to Saint Alessia's institution of worship of the Eight Divines as a synthesis between the Aldmer pantheon and the Nordic pantheon.[21] Although known as the Imperial Cult in the provinces, strictly speaking this term refers the missionary arm of the religion, present in provinces such as Morrowind.[22] As the main religion in Cyrodiil, it is more commonly known in that province simply as the Church[23][24][20] or the Chapel.[25] After the apotheosis of Tiber Septim, Imperials began to spread belief in the Nine Divines, incorporating worship of the Empire's god-hero Talos.[22] However, the Third Empire was forced to sign the White-Gold Concordat in 4E 175, which outlawed Talos worship.[26]

Each major city in Cyrodiil has a chapel devoted to one of the Nine Divines. Akatosh is represented in two cities: the Imperial City and Kvatch. In contrast to the other Nine Divines, Kynareth has no chapel in the great cities of Cyrodiil, but a shrine in the Wilderness. All traditional chapels contain ten altars: one for each of the Nine Divines and a tenth central altar devoted to the chapel's main Divine. The staff at each traditional chapel consists of at least three people: the Primate, who is in charge of all administrative duties; the Healer, who provides healing for the citizens of the city; and the priest or priestess, who presides over services. There are several non-traditional chapels in Cyrodiil as well - the Temple of One is the main temple in the Imperial City and is dedicated to the official worship of Akatosh.

There are too many cults in the Empire to mention, particularly among the Nibenese, as well as thousands of cults operating in the Imperial City alone, hence its namesake as the City of a Thousand Cults. Some of the most famous cults in Cyrodiil are the Alessian Order, the Cult of the Ancestor Moth, the Cult of Heroes, the Cult of Tiber Septim, the Cult of Emperor Zero, the Cult of Reman, the Cult of the One and the Cult of Shezarr to name a few.[1][21]

Another aspect of the Imperial Religion is the Imperial Saints, pious individuals venerated by the Church. Devotions are often made to them as a group, known collectively as the Communion of Saints.[27]

The last religious institution of note is the Templar Knightly Orders. All Chantry have their own militant arm, sworn to protect its temples with their lives and enforce divine will.

Nordic Religion[edit]

The Nordic Religion has its origins in Atmora and revolved around the worship of totem animals. Eventually, the animal-totem gods transformed into the eight gods they worship today. Their gods are as cyclical as the world itself, so they also remember the Dead Gods who fought and died to bring about the current world, the Hearth Gods who watch over the present cycle, and the Twilight God who ushers in the next cycle. As well as these are the so-called Testing Gods, who they do not worship but instead protect the hearth against.[28][UOL 2]

Dead Gods: Shor the Fox, Tsun the Bear

Hearth Gods: Kyne the Hawk, Mara the She-Wolf, Dibella the Moth, Stuhn the Whale, Jhunal the Owl

Twilight God: Alduin the Dragon

Testing Gods: Orkey the Snake, Mauloch the Old Knocker, Herma-Mora the Woodland Man

When the Imperials arrived, they brought with them their southern religion and worked to unify the worship of the Eight Divines, resulting in the construction of the Temple of the Divines in Solitude. Whiterun, Riften and Markarth also have temples devoted to each of the Hearth Gods; Kynareth, Mara and Dibella respectively. Most cities have a Hall of the Dead, the Nordic term for mausoleums where bodies are interred, overseen by a Priest of Orkey or Arkay, depending on the era, who ensures that corpses are properly consecrated and cared for. Most famous of these Halls is the Heroes' graveyard in Falkreath, where great battles took place here for centuries, and where countless warriors were buried.[29][30]

The spiritual relationship between the Nords and the Thu'um is crucial to understanding Nordic beliefs and motivations. They believe Kyne breathed life into them at the Throat of the World, the highest mountain in Skyrim.[31][1]. They view the Thu'um as a gift from Kyne, and those with the talent to wield it are called "Tongues". The ancient Greybeards, masters of the Thu'um, still sit atop the 7000 steps leading to High Hrothgar, near the summit of the Throat of the World, where they practice the Way of the Voice. Their leader, Jurgen Windcaller, brought about a ban on the use of the Thu'um outside of times of "True Need".[32] Tiber Septim established the Imperial College of the Voice in Markarth in an attempt to turn the Way of the Voice to warfare. Today the High Hrothgar is a common pilgrimage destination and only a few are granted access to its halls as they must be deemed worthy by the Greybeards first. Most are then trained in the Way of the Voice.

Another major pilgrimage site is the Eldergleam Sanctuary, which is sacred to the worshippers of Kyne. It is said to be the oldest living thing in Skyrim, perhaps all of Tamriel, older than metal, from a time before men or elves which makes it impervious to regular weapons. [33]. The Gildergreen, another holy tree found in Whiterun and great importance to the city's Temple of Kynareth, was planted during the early days of the settlement using a seed taken from the ancient Eldergleam.

Breton Religion[edit]

The Breton Religion is a melting pot of faiths inherited from the Bretons' Nedic and Aldmer ancestors. The earliest Bretons, the Manmer, inherited a form of nature worship from their Nedic ancestors, but this faith split into two separate subcultures. The witches of the Wyrd became their own entity due to the elves, and these witches continue to worship "old gods of the ancient past" in the modern day.[34] On the other hand, Druidism arose as a distinct identity shortly after the Bretons first came about, and their Y'ffre-centric religion survived in the Systres Archipelago after their exodus.[35][36][37] Druidism would later be reintroduced to mainland Tamriel, specifically around Iliac Bay.[38][UOL 3] Most Bretons transitioned to the Eight Divines under the First Empire. The Eight Divines are worshipped widely in mainstream Breton culture,[39] but other traditional deities still persist nonetheless. Sheor, Phynaster, Y'ffre and Magnus have significant cults in High Rock.[15]

The first druids of High Rock are referred to as the Druids of Galen by retroactive nomenclature, and they were the Nedes of High Rock[40] (or proto-Bretons)[UOL 4][34] that intermingled with the Aldmer[41] for centuries during the Merethic Era. They are practitioners of Y'ffre's True Way (also known as Druidism), in which one is to lead a life connecting with, valuing, and stewarding the growth of the natural world referred to as the Green. A religious schism brought about the Wyrd's separation from their druid brethren. The Wyrd abandoned civilization in favor of living in the wilds,[35], believing that they were nature itself: the forest, the plants and beasts within it, and even the weather.[42][35] In contrast, the druids accepted what they interpreted as their "proper place" as people, and embraced the idea that civilization can coexist alongside nature.[35][43][44][45] Once a singular entity, the Wyrd split into subgroups by the time of the last Druid King's voyage to the Systres. These sisterhoods remained behind on the mainland to safeguard the forests of High Rock, with some of the dozen or so covens even spreading throughout Tamriel.

The details of the influence of Aldmeri religion among the earliest of Bretons is sparse. Evidence of peaceful cultural diffusion of religion between men and mer exists in the form of unearthed ancient idols of Mara as depicted in the elven pantheon.[46] Interestingly, Sheor, or his Aldmeri pantheon equivalent Lorkhan, is depicted positively in a lovers embrace with this elven Mara figure,[46] while Sheor is demonized in modern Breton religion[47], as is Lorkhan.[48] Worship of the elven gods still exists in modern Breton culture, such as among Bretons that emphasize their elvish blood, who are often drawn towards Phynaster.[47] The gods Magnus and Y'ffre are traditionally associated with elven pantheons.[15] Though Breton's Nedic ancestors knew of Y'ffre's presence in their hearts and channeled his power,[34] his name was not known to them until the daughters and sons of Anuiel introduced them to the name Y'ffre.[35]

Redguard Religion[edit]

The Redguard Religion originated from an ancient Yokudan creation myth. It centers around the idea of Satakal the World-Snake consuming the current world to begin another. This continuous cycle prompted the birth of spirits that could survive the transition. One such spirit was Ruptga, a Yokudan god and the first who learned how to do so. Ruptga set the stars in the sky to show lesser spirits how to do this, and these spirits ultimately became the Yokudan pantheon. Yokudan creation myth holds that mortals are doomed to mortality because they are very far away from the real world of Satakal, and the safe haven of the Far Shores is too far away for them to jump to from the mortal world.[49][15][2] It is believed that Sep, the Yokudan variant of Lorkhan, tricked the other spirits into creating the mortal world, claiming this would make it easier for more spirits to survive Satakal's inevitable onslaught. However, the mortal plane acted as a trap which made apotheosis even harder.[15] In this way, the Redguard view of creation has more in common with the Elven tradition than that of other humans, who view the mortal plane as a blessing.[2]

Crowns tend to worship the old Yokudan pantheon, while Forebear beliefs have more modern Imperial influences. Many Crowns are nomadic tribesman who mainly travel around the Alik'r Desert, and though they adhere to traditional Yokudan beliefs, they have also developed a deep, spiritual attachment to their adopted land. They venerate deities and spirits of all kinds, from Pixies (or faeries) to Satakal the Worldskin, the god of everything. The Forebears include several of the Divines recognized by other cultures. However, it is often unclear if they have the same understanding of these deities that others possess, as they often use a name of one of the Divines when referring to a Yokudan deity.

The Silverhoof Horsemen tribe of High Rock have substantially different religious beliefs than their brethren. They venerate a divine animist spirit they call the Herd Mother. Their tradition holds that they left Yokuda in order to freely worship this equine deity.[50]

Additionally, the Redguards also revere their departed ancestors. The origins of Redguard ancestor worship is unclear. Some believe this ancient tradition began after the Yokudans settled in Hammerfell. They noticed that corpses decomposed very slowly in the desert, and over time the people assigned a spiritual significance to the process and declared that the remains of their ancestors were sacred.[51] Other sources claim Ancestor Worship was the most sacred law and tradition of the ancient Yokudans.[52]

Redguards are famous not just for their many religious rituals surrounding the dead, but also for the elaborate necropolises they build to house them. At these sacred sites, supplicants give prayer not just to their own direct ancestors, but also historical Redguard kings and the untold number of Yokudans who perished when the continent sank.[53]

Altmer Religion[edit]

The creation myth of the Altmer begins before the start of the Dawn Era and the beginning of time: the primordial force of Anu, stasis or order, created Anuiel, the soul of all things, so it could know itself.[2][4] Anuiel in turn created Sithis for the same purpose, who was the force of change and chaos and the sum up of all limitations, and their interrelation created the Aurbis, where the Original Spirits, the Aedra and Daedra, emerged before the creation of the Mundus.[2][54] The ancient Aldmer believed they are the relatively feeble descendants of the Aedra ("Aedra" roughly translates to "ancestor spirit"), aspects of those Aedra who populated the Mundus so that it might last despite Lorkhan's deception.[2]

As their hierarchical society developed, the lower classes stopped worshipping their own "lesser" Aedra in favor of those claimed by their social "betters".[55] Thus the Altmer pantheon slowly formed around the most popular and well-known of the Aedra, many of whom would later be incorporated into the Nine Divines.[55][2][15] The transition and choices have not gone without detractors.[55] The principal Eight are Auri-El, Magnus, Trinimac, Y'ffre (or Jephre[56]), Xarxes, Mara, Stendarr, and Syrabane – though any limitation to eight is unrecognized by Altmer outside the Empire – with significant additional cults dedicated to Phynaster and Lorkhan.[48] The numbers three, five, and eight are noted to be sacred numbers in Altmeri culture.[57][58]

In this developed form, Altmer religion venerates Auri-El as the soul of Anuiel. Auri-El allowed Lorkhan's creation of the mortal world in a moment of weakness, an enormity that severed the Aldmer from their eternal spirit world. Realizing his folly, he led their armies to defeat the Trickster God and establish the first Altmer kingdoms, Altmora and Old Ehlnofey, before ascending into heaven.[15] The Altmer aspire to follow him and join their Aedric ancestors among the stars.[15][59] Xarxes is believed to have been a scribe or priest of Auri-El who attained godhood, and originated and preserves the intricate structure of Altmer society.[49][60] He is said to keep records of the lives of every Altmer and of all the bonds of lineage that connect them,[49] and his scribe-priests are professed to preserve the knowledge of an ancient and otherwise forgotten language.[60] The priests of Auri-El teach that the Hand of Auri-El, the Eye of Magnus, the Arm of Trinimac, the Bones of Y'ffre, the Mouth of Xarxes, and the Heart of Mara form a single "divine body" which must be venerated as one, and with which the Altmer themselves are one.[61]

Stendarr's role in Altmeri myth is that of an apologist for Men.[15] Views on Stendarr are sharply divided: some Altmer reject his worship owing to this connection, while others venerate him for undertaking the "heavy burden" with compassion and mercy.[62][63] The popular hymn Praise Be includes a verse of praise for Stendarr, which is absent from the circulated written edition.[64][65] The roots of the Altmer superstition holding that the number two is inauspicious likely also lie in the belief that it is the "number of Man".[66] In the Fourth Era, the Thalmor have made it their objective to eradicate the cult of the Man-turned-god Talos throughout Tamriel.[67]

A priestly hierarchy oversees Altmer worship of the Aedra. Some priests are monastics, devoting themselves to peace and meditation in monasteries led by Aldarchs.[68][69] Others serve at public temples, where they instruct acolytes.[61] Ascendant Curates are responsible for the refinement, conferral and destruction of calians (a cultural talisman in the Altmeri culture, given to an Altmer upon turning eighteen, the age of majority. The talisman typically serves as a symbol of an Altmer's right to participate in society) ,and preside over the expulsion and admission of particular mer from and into Altmer society.[70][71] Though Daedric cults also exist among the Altmer,[72] whose ambition and magical prowess sometimes tempt them to seek the powers of Oblivion,[73] Daedra worship is severely reprobated in civil society.[74] Moreover, at least at the time of the Three Banners War, the authorities in Summerset viewed the living gods of the Dunmer Tribunal Temple as enemies of the state.[75]

According to the Aldmeriad, the great origin saga of the Elves, written by the Xarxes, Altmer are expected to honor their ancestors by honoring their own lives. He put an emphasis on the importance of the Divine Spark and urged Altmer to keep records of their lives as a sacred duty in form of an Oghma, an everscriven scroll which should memorialize their lives.[76]

Some Altmeri individuals, such as Saint Ohmandil and Saint Terilde are revered as saints. Items associated with them and their remnants are occasionally kept as relics.[77][78][79]

Bosmer Religion[edit]

Much of Bosmer Religion centers around the Green Pact, a strict code upheld by many Bosmer in order to preserve the Green, the natural world on Nirn.[80] It forbids the Bosmer from harming Valenwood's forests or plant life and or killing wastefully, among other things.[81] However, despite its apparent simplicity, there are some aspects of the Green Pact that cause confusion, particularly to outsiders, but aspects of the Green Pact are debated even among the Bosmer. Despite the tenet "eat no plants", consuming fallen fruits is not considered a breach of the Green Pact, and according to the Green Lady Gwaering, the tenet would be better rephrased as "harm no living plants".[82] It is widely accepted for Bosmer to consume items such as dairy, honey, mushrooms, and insects, and only the most zealous of Pact Bosmer consider this a breach of the Green Pact.[82] Another tenet of the Green Pact requires Bosmer to eat all fallen enemies within three days. This is known as the Meat Mandate - however, this faded out of common practice by the Second Era, only being adhered to in the most remote villages.[83]

Bosmer creation myth says that before everything, there was only primordial Ooze, constantly shifting chaos. The god Y'ffre shaped and ordered the chaos by telling their stories, creating the Green, giving the Bosmer their physical forms, and most importantly establishing the Green Pact between the Green and the Bosmer. As long as the Bosmer respected the Green, they could ask the Green for shelter and sustenance and it would obey. However, when Y'ffre was finished, there was still leftover Ooze, so Y'ffre gave the remaining Ooze a purpose, letting it serve as a warning to the Bosmer that any who violated the Green Pact in any way would be condemned and return to the formlessness of the Ooze.[84] To this day, the Bosmer recognize Ooze to be a spiritual prison for those who break the code of the Green Pact.[85]

Despite having influences from the Eight, The Bosmer Religion includes many other deities, including Aedra such as Auri-El, Arkay, Mara and Stendarr, Daedra such as Hircine, and spirits unique to Valenwood like Baan Dar and Selene.[86] The Wooded Eye cult in the Drowned Coast worshiped a malicious trickster spirit by the name of Herma-Mora, although they insist their Mora is different from the Daedric Prince Hermaeus Mora. Other Bosmer openly admit that the two are the same. Other notable deities in the Bosmer pantheon include Xarxes, Z'en, and the Wilderking/Wilderqueen, a living god worshiped by tribal Bosmer.

Dunmer Religion[edit]

Historically, the Dunmer have resisted worshipping the Aedra of the Nine Divines, whom they viewed as heretical apostasies. Occasionally, adherents of the Divines were punished severely.[87]

Following ALMSIVI's fall, the Dunmer were swift in re-establishing the traditions of ancestor and Daedra worship that Ashlanders had kept alive as the New Temple.[88][89][90] Dunmeri religious iconography has made use of the triangle and the pyramid throughout history, from the Chimer's worship of the Good Daedra,[91] to the Living Gods of the Dunmeri Tribunal.[92] Three is a lucky number associated with the Tribunal. Some objects are designed to do things in threes, such as muffin pans that bake only three muffins.[93]

Ancestor worship is a hallmark of Dunmer culture. They believe the spirits of the dead live on in the mortal realm. The spirits know and can affect the future, speak with other spirits, and perform great feats of magic. As such, the Dunmer honor their deceased ancestors, giving them gifts and petitioning them for aid and protection.[94]

Recently deceased spirits have the freshest knowledge of their living relatives. Though they are the weakest of the ancestor spirits, they are the quickest to guide and protect their kin when called upon. The spirits of heroes and wise women are strong. The Dunmer pass down these ancestors' stories so they don't forget their wisdom. The worst of the ancestor spirits are evil and seek to do harm. These spirits are called ghosts, devils, and daemons.[94] Ghosts in particular are mad spirits: those who are forced to remain on the mortal plane for one reason or another. Spirits who are bound to the world willingly are less likely to go mad, but for those who do not consent to being bound, it is inevitable.[95] The Dark Elves ask their kinder ancestors to protect them from malevolent spirits. Unlike most other races, the Dunmer count the Daedra among their ancestors. The Daedra are the oldest and greatest of the ancestor spirits. Though powerful, they are dangerous and difficult to understand.[94]

House Dunmer have family shrines in their homes to venerate their ancestors. In poorer homes, the shrine may consist of a hearth or alcove where family relics are displayed, but wealthy House Dunmer set aside an entire room for their ancestors to use. The shrine is referred to as the "Waiting Door", and represents the door to Oblivion. When a family member dies, their remains are interred in ash pits within ancestral tombs. Small bones (such as finger bones) may be placed in the family shrine.[95] Traditionally, smaller communities maintain a hard-and-fast rule against non-Dark Elves being interred within family crypts. Larger cities like Mournhold or Ebonheart are more open-minded, but even in those cosmopolitan communities it's unlikely to find more than a handful of foreign names on the plaques beside a tomb.[96]

The Dark Elves' murky reputation among the human races is due in part to the practices and spirit magic associated with ancestor worship; they abhor the notion of summoning one's ancestors from beyond the veil. The Dunmer summon dead ancestors to consult their wisdom and ask them to protect their tombs, but they don't consider this necromancy. Necromancy outside of acceptable clan rituals is taboo. Other elves consider the Dunmeri practice of displaying the bones of deceased relatives in ash pits repugnant.[95]


The Three Good Daedra is the Dunmer (and before that, Velothi) term for three of the Daedric Princes: Azura, Boethiah, Mephala. These Princes are worshipped by the Dunmer as their ancestors. They are contrasted with the Bad Daedra, who are believed to test the Dunmer people's resolve and faith. To their worshippers, they were known as the Three Sisters and the Triangular Gate.

The Tribunal replaced worship of the Good Daedra among the settled Dunmer following their apotheosis at the Battle of Red Mountain, and the three Good Daedra were thereafter known to the Tribunal Temple as the Anticipations of the three Tribunes. The Ashlander tribes refused to worship the Tribunal, rejecting them as 'false gods', remaining true to their worship of the Good Daedra. House Indoril still honored the Good Daedra. The Clockwork Apostles however despised them for their fear of wisdom and order, calling them the False Princes and "the Anti-Gears that turn counter to the Nameless Will".

Following the deaths and disappearance of the Tribunes and the rise of the New Temple, worship of the Good Daedra was restored and they became known as the Reclamations. They are now also called the True Tribunal or House of Reclamations, having reclaimed their place in the hearts of the Dunmer people from the "false Tribunal" that used their status to shield the True Tribunal from the public's minds. The name "Anticipations" is no longer used for them, as they have reclaimed their identity and no longer represent the patronage of the false Tribunal. Not all settled Dunmer turned away from Tribunal worship, although those few hidden sects who continued to worship the Tribunes as gods were persecuted by the New Temple for their heretical beliefs.


The Bad Daedra (also known as the House of Troubles, Rebel Daedra, Adversaries, and Testing Gods) is the Dunmer (and before that, Velothi) term for four of the Daedra Lords: Mehrunes Dagon, Sheogorath, Malacath and Molag Bal. These Princes are the Bad Daedra as introduced to the Chimer by the teachings of Saint Veloth. Rebels whose purpose it is to test the resolve and faith of mortals, they are also known as the Four Corners of the House of Troubles. Ancient, alien temples dedicated to their worship can be found across Morrowind.

The Four Corners are known as enemy gods to the Dunmer. Molag Bal is a primary source of obstacles for the Dunmer people and their Chimer predecessors. He attempts to upset the Houses' bloodlines or ruin Dunmeri "purity". In the days of old Resdayn, Molag Bal was not worshipped so much as he was placated. Malacath tests the Dunmer for strength, Sheogorath tests for mental weakness and tempts Great Houses to treachery, while Mehrunes Dagon represents the dangerous terrain of Morrowind.

The Tribunal Temple (or Temple to the Tribunal)[97] was the native religion of the Dunmer of Morrowind.[98] They worshipped Almalexia, Sotha Sil, and Vivec, known together as the Tribunal or Almsivi.[98] Most people usually just call it "the Temple".[98] They accept outlanders as members, but most of the few outlanders that do join, join only for the services provided.

The main Temple cities on mainland Morrowind are Almalexia, Sotha Sil and the Necropolis Necrom. On Vvardenfell, the Temple District included the city of Vivec, the fortress of Ghostgate, and all sacred and profane sites (including those Blighted areas inside the Ghostfence) and all unsettled and wilderness areas, as the Treaty of the Armistice with the Empire maintained the island as a Temple preserve.[99] In practice, this district included all parts of Vvardenfell not claimed as Redoran, Hlaalu, or Telvanni Districts.

The Temple maintained less than favorable relations with most of the Imperial guilds of Morrowind.[100] However, it maintained strong relations with the pious House Indoril, the proud warriors of House Redoran as well as amicable relations with House Dres and House Hlaalu. When the Tribunal fell apart, the Tribunal Temple underwent a reformation, becoming the New Temple.[98]

The Great Houses generally followed the established Tribunal Temple, which preached faith in the Tribunal, respect for the "Good Daedra" who recognized the Tribunal, and veneration of ancestors.[95] There was some practicality to this: ancestral remains are used to power ghost fences to ward off spirits, notably the one created by the Tribunal at the closing of the Second Era that surrounded Red Mountain for hundreds of years to keep Dagoth Ur and his minions at bay.[101][95][99]

The Temple's priestly writings are called the "Hierographa". In the late Third Era, Archcanon Tholer Saryoni collected Vivec's most famous sermons and popular explanations of his Gospels. He used this information to write Saryoni's Sermons, which went on to become the best selling of the Temple's annotated texts; by 3E 427, a copy of Saryoni's Sermons could be found in most every Dunmeri household. Many editions were printed, the most elaborate of which were handsomely illuminated with Vivec's quotations from the Gospels for days, seasons, and festivals.[102]

Orsimer Religion[edit]

Mainstream Orcish religion is fairly unique to Tamriel in that it is monolatrous. Most Orcs revere Malacath, the Daedric Prince of Curses.[103] The orthodox belief among Wrothgarian and Wood Orcs is that Malacath is a broken Trinimac, transformed by Boethiah after he in some way stole the former Champion of Auriel's form.[104] There is debate among Orcs on whether he is Malacath, the Daedric outcast of Oblivion, or Mauloch, the Aedric outcast of Aetherius. Some even believe that he is both and has fittingly been cast out by both groups of divines.[105]

Regardless, after being reborn in his ashy prison, the newly-transformed Malacath cursed Boethiah and created the Code of Malacath, a central tenet to Orcish religion.[106] While exact interpretations vary between clans[107], his main commandments are as follows.

According to some priests, praying to Malacath for strength is futile because he cannot grant it. Instead, Malacath issues the challenge to claim strength from themselves.[108]

Upon death, followers of Malacath (or Mauloch) believe they will end up in Malacath's realm of the Ashpit. Here, Orcs are promised rewards of immortality, abundant food and drink, and constant battle deep within the Ashen Forge. Lending to the ambiguity of Mauloch's Aedric status, it is said that the Ashpit extends into Aetherius, allowing worthy Orsimer to freely transition into a more traditional afterlife.[109]

Some fringe members of Orsimer society choose to instead worship Trinimac. Some believe that Trinimac was the one that absorbed power from Boethiah, improving the Orsimer in the process,[110] while other worshippers think that Malacath and Trinimac are actually wholly separate entities, and that Malacath lies to keep them as pariahs under his thumb.[111] The latter belief has briefly risen to prevalence on numerous occasions, typically under newly-crowned kings of Orsinium who sought to form friendly relations with their neighbors, as was the case with King Kurog of Second Orsinium and King Gortwog gro-Nagorm of Nova Orsinium.[112][111] In both of these cases, the transition to Trinimac worship was brief and controversial, with Orcs reverting back to Malacath worship after their deaths.[113][111]

The followers of Trinimac believe that when they die, they ascend directly to Aetherius to join with their ancestors. The afterlife of Trinimac's faithful also consists of endless war and celebrations, but with a greater emphasis on once again spending time with family members who came before them.[104]

Boethiah holds a role in Orcish culture, despite the scarcity of preserved accounts of her veneration. Evidence and texts related to the worship of Boethiah by the Orcs exist. The esoteric text From Exile to Exodus discusses Boethiah's teachings to the Orcs.[114]

In the Merethic Era,[115] Boethiah was known to have Orcish followers. Among them, Dugikh emerged as a vessel for the Prince when Boethiah, alongside Azura, Mephala, and Hermaeus Mora, sought to banish Ithelia.[116][117]

Orcish religion includes: Shamans,[118] Witch Doctors,[119] and Wise Women[120] as spiritual guides.

The Allfire is some form of obscure afterlife, seemingly associated with Orcs and goblin-ken; referred to in such curses as: "blast them to the Allfire!"[121]

In Orcish shamanism, a spirit called Gar-shutan (Sacred Beast) comes to the world in search of nobility. When it does, it appears in a vision to the Abbas (Seeker), the bravest warriors, through whispers, and has been seen in dreams hovering in the clouds. Complimentary to the Abbas is the Abasseen (Seeker's Companion), who may appear in these visions alongside the Abbas. When Gar-shutan appears, it does so always in a different form to test the clarity of the Abbas's vision. When called upon, it is customary for the Abbas to seek out the Abasseen and go to together on a holy quest to slay Gar-shutan. In combat, Gar-shutan tests the Abbas and thereby tests his people. The sacrifice of blood, theirs or beast's, is said to bring prosperity and joy to the Abbas's people. If neglected for too long, Gar-shutan may get tired of waiting, and may, inferably, remove the opportunity of letting the duo face the it in battle.[UOL 5]

Argonian Religion[edit]

Except for the more deeply assimilated, the Argonians do not formally recognize or worship any type of Tamrielic deity.[122] They revere their creators, the Hist.[123] Marsh-born Argonians can hear the Hist—when they place their hands on its bark or rest beneath its boughs, they hear whispers or songs, and can perceive faint smells or soothing tones.[124]

This relationship is not one of bondage, but rather a bond—the Hist care for the Saxhleel,[124] and they in turn care for the Hist. The Argonians have agency apart from the Hist; their servitude is voluntary.[125] Marsh-born Argonians are capable of wielding Hist-magic, which doesn't operate on the same rules as conventional spellcraft.[126] Practicioners can summon a cloud of spores to incapacitate a target.[127] Lukiul cannot hear the Hist.[128]

The Argonians also revere Sithis, a being that even the Hist acknowledges.[129] The Clutch of Nisswo is a group of priests dedicated to Sithis who wander across Murkmire to collect the 'many truths' of each tribe and share each tribes beliefs with other tribes.[130][131] Z'en, the Bosmeri God of Toil, is thought to have originated in Argonian and Akaviri mythologies before being introduced to Valenwood by Kothringi sailors.[132][133]

A religious practice Argonians share across many tribes involves entering the dream-wallow, which is said to be between the lines of a vision and reality,[134] and is capable of physically manifesting objects into the physical world.[135] The methods involved to enter the dream-wallow and what it consists of differ. It typically involves a period of isolation and exposure to potent mind-altering herbs so the participant may see beyond the physical realm.[136] Dream-wallows take a toll on the mind and are hard on the stomach.[137]

Members of the Bright-Throat Tribe enter the dream-wallow by ingesting deep sap, hist sap collected from deep beneath the ground. One Bright-Throat reported seeing in his vision a clam challenging him to a game of riddles, where all the words turned to orange mud, and in the end the clam was feasted on.[137] The Naga-Kur paint their faces red and inhale the fumes from burning Starblossoms. Inside the dream-wallow, they face a kaju, a dream-beast chosen by their chief that must be killed unassisted. Tree-minders and naheesh dream-talkers are consulted for questions regarding the dream-wallow.[138]

A heresy relating to Y'ffre emerged among the refugees who fled to Valenwood from Black Marsh after the creation of the Ebonheart Pact. Having severed their ties to the Hist, many of these Argonians turned to Y'ffre and the trees of Valenwood in the hope that he could allow them to reproduce. This heresy was potentially ended in 2E 582 when ex-Shadowscale refugees assassinated those responsible for abandoning the Hist.[139]

The Adzi-Kostleel tribe of Argonians believe that the world was created in a struggle between two spirits. Originally, there was Atak, the Great Root. As Atak grew, its roots "formed new roots, and those roots took names, and they wanted space of their own to grow." Soon, it discovered the serpent spirit, Kota, who had been born from the Nothing and hungered. Atak and Kota fought and ate at each other until they became something new and indistinguishable, Atakota. They shed their skin and Shadow and went to sleep. The Shadow ate the roots and was changed by them, keeping them safe and telling them the secrets before releasing them instead of devouring them, letting itself sleep as well. The secrets changed the roots, making them realize they were now temporary and could change.

Many of the spirits learned to fear this change, calling it Death. The chaos that ensued awoke Atakota and split them once more, leading to Atak and Kota and their roots going to war over the existence of Death. Some of the roots drank of Atakota's blood and sap until they grew scales, fangs, and wings. Other roots were protected by a Forest Spirit, singing with her and becoming one with the forest. In the chaos of the war, the Shadow awoke and ate both Atak and Kota, shedding the skin of Atakota and covering all of the roots, promising to keep them safe.[140]

A few tribes (such as the Sul-Xan) worship Daedra, but Argonian society at large does not partake in the veneration of powers from Oblivion. In fact, there are no Jel words to describe any of the Daedra. As explained by a native speaker during the Interregnum, the Argonians do not "taint their language with words for abominations from Oblivion". Instead, they use common words from other more widely-spoken languages to refer to the beasts.[141]

Khajiit Religion[edit]

many examples of how the spirits fulfill a role in the various Paths, whether by aiding or hindering Khajiit during their journey.[13] 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.[142] 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.[143]

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,[144] 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".[145] At the end of a Khajiit's Path, they are reunited with Azurah along with the souls of all other Khajiit[144] at the Gates of the Crossing behind the Lunar Lattice, which they will cross to reach the afterlife beyond.[145]

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.",[142] Boethra, the patron of warriors and rebellious exiles,[146] and Hircine, who guides Khajiit back to the Path should they get lost.[147] The barrier of going through the Path are the challenges posed by many hostile spirits, a sample which are Sheggorath and his Madness,[148] Sangiin and his Lust without purpose,[147] and most notably Namiira, who is responsible for corrupting Khajiit souls.[149]

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 deceptions), 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.[150] 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.[151]

Khajiit also venerate saints. One of them led the settlement of the Stitches away from shame. Another known saint was Yosito. It is believed that although saints do not live forever, "the dead recalled in good memories are the true saints of our lives."[152]

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.[12] 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.[12] 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.[12]

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.[12]

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.[12]

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.[12] 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.[153] 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,[154][149] which calls them to darkness through the "beating drum of the Dark Heart in [their] moments of deepest sorrow or most anguished regret."[155]

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—the forest people—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,[12] a substance holy to the Khajiit.[156][12] Though some ancient traditions credit Hircine (who sphere represents skinchanging) with fathering the precursors of the Khajiit,[147] the act of a Khajiit changing their Lunar Lattice-given form for another is considered taboo in most circles.[157]

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.[158] From Llesw'er, these spirits await until the Next Pounce,[159] for Khenarthi will call upon their combined might to fight for creation at the end of time.[154] 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.[159] 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.[160] 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.[147] In this fashion, the Khajiit explain not only their origins but their bond with the moons and conflict with the Bosmer.[12]

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 .[17][161]

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.[162]

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.[163][164] 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.[165] 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 further 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.[166]

As previously mentioned, Khajiit worship both Aedric and Daedric gods which they refer to as spirits.[167][146] 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,[146] and the fear of being persecuted for keeping to the older faith.[168] 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.[13] This type of categorization is still seen to an extent in the modern Khajiiti Religion.[169]

Azurah, the Khajiit name for Azura. She is the Sister to Nirni, the plane, and goddess upon which the Khajiiti dwell, Azurah is the goddess to whom the Khajiit attribute both their current form and the mysterious tie between them and the Lunar Lattice. She makes few appearances among Khajiiti myth apart from that of their origin.[169] In some art, she is represented as a Khajiit with oversized eyes and star-like pupils.[170] In others, she depicted with three faces—of a Khajiit, a Mer, and a Human woman. Ancient Khajiit considered her an ancestor spirit and a teacher of the old ways.[144]

One aspect of the Lunar Lattice, Jode is revered uniquely by each subspecies of Khajiit, as regards their aspect at the time of the Khajiit's birth.[169] Ancient Khajiit knew Jode as the lantern of love.[153]

Another aspect of the Lunar Lattice,[169] Jone is revered uniquely by each subspecies of Khajiit, as regards their aspect at the time of the Khajiit's birth. Ancient Khajiit knew Jone as the lantern of mercy.[153]

Khenarthi, the Khajiiti name for Kynareth.[171] Little is known of the worship of Khenarthi, whom the Khajiit hold to be the Goddess of the Winds, whose breath sustains her kin, Jode and Jone, on their path through the sky. She is also credited with aiding the Khajiit with swiftness.[169] When "true cats" die, Khenarthi flies their souls to the Sands Behind the Stars.[159] She is usually represented as a great hawk, and is popular among sailors and farmers.[172] When worshiped in her agricultural aspect, she is known as the Gatherer of Waters.[173]

Magrus, the Khajiit name for Magnus. Known to them as the god of the sun and sorcery, although Khajiit magicians revere Azurah more.[169]

Hermorah is comparable to Hermaeus Mora and is associated with the Tides.[12] Hermorah is said to live within a vast library beneath the waves, where he records everything he has witnessed. This place also functions as collection of knowledge from Others (i.e. Non-Khajiit)[147] In some ancient stories, he is linked with Azurah as a friend, having helped her maintain the moons' paths after the world's creation.[147][174] However, more recent writings do not understate the danger of approaching Hermorah for guidance. His knowledge is likened to tearing the mind apart like the "most potent skooma".[174]

Hircine is the god of hunting and skin-changing, revered for his fierceness and cunning.[169] Some tribes of ancient Khajiit believed Hircine to be the father of Nirni's first litter, who were "as changeable as the Moons".[147] This litter would later have their form stabilized by Azurah, who bound their forms to the Ja-Kha'jay.[154] Ancient Khajiit prayed to Hircine when they have "strayed from the Path", and believe he will guide them back upon it.[147] Modern Khajiit still worship him, and to gain his favor, the Khajiit partake in a hunt and offer their game in hopes that he will reward them by strengthening their claws and sharpening their senses.[175]

Nirni is the personification of Nirn and is considered the mother of all mortal life in the Mundus.[147] She is one of the children of Fadomai's third litter, along with Jone, Jode, Azura and Lorkhaj.[12] From birth, Nirni and Azura were rivals and fought for their mother's favor which lead to one of her epithets as the Jealous Sister. This jealousy is used in some tales to explain the harshness of the Khajiit homeland, as a response to their status as Azurah's favored people.[147][12]

On Fadomai's deathbed, she gifted Nirni with knowledge that she would become the mother of numerous children. In turn, it was Nirni who asked Lorkhaj to create a place so she could birth them. This resulted in Lorkhaj's trickery of the other spirits and his subsequent punishment.[12] Various stories have romantically linked Nirni to both Y'ffer and Hircine, with some stories claiming that the latter fathered some of her children.[147] Modern Khajiit recognize Azurah's role in taking some of Nirni's children and transforming them into the first Khajiit, as per Fadomai's instructions to be the secret defenders of the world. In response to the changing of their shapes, Nirni punished the Khajiit by making their lands arid and barren.[176][12]

Some of the myths prior the Riddle'Thar Epiphany claim that Nirni was slain by Y'ffer in a bout of madness. Despite her diminished spirit, her presence is said to be still felt in the unsullied wilds of Nirn.[147]

Little is known of Sangiin, though he is comparable to the Sanguine. He is the god of Death and Secret Murder, and his worship is hidden from Magrus.[169] He is revered by some vampires, who perform blood sacrifices for him through hemo helots.[177] He is prayed to in secrecy in forbidden shrines.[165]

Y'ffer, the equivalent of Y'ffre in the Khajiit pantheon, and much like the latter is considered the creator of the Bosmer.[12] Despite his appearance in Khajiiti myth, he is not considered a figure of worship. Prior the Riddle'Thar Epiphany, he was was recognized as a bastard son of Ahnurr, though his temperament was the opposite of his father's.[147]

Of the known stories involving Y'ffer, he often linked with Nirni. In older traditions, Y'ffer became Nirni's mate after creating the first flower for her and fathered many of her children.[147] In more recent stories, such as those attributed to Clan Mother Ahnissi, this aspect of their relationship is downplayed. Y'ffer is portrayed as nosey spirit that can't keep secrets, eavesdropping on Azurah's creation of the Khajiit and promptly telling Nirni what he overheard. In gratitude, she allowed Y'ffer to alter some of her children in the same manner, which became the first Bosmer.[12] These same stories also hold Y'ffer responsible for "Fadomai's Children" (i.e. Daedric Princes) being able to cross the Lattice and enter Nirn.[12]

Sometime after the death of Lorkhaj, Y'ffer also became corrupted by the Great Darkness and killed Nirni. In response, he was destroyed by the combined efforts of Azurah, Khenarthi, and Hircine. Afterwards they used his bones to create a cairn for Nirni.[147]

Akha, a Pre-ri'Datta deity, he is one of the eldest children of Ahnurr and Fadomai. Early in his existence, Akha explored the heavens and his trails became the "Many Paths", forming myriad kingdoms. At his father's advice to find love, he mated with the Winged Serpent of the East, the Dune Queen of the West, and the Mother Mammoth of the North. He is said to have disappeared when he traveled south. In his place, Alkosh emerged to warn the others of the things Akha had created while traveling the Many Paths.

After this, Alkosh assumed the rule over Akha's kingdoms and watched over Akha's many children, "for they are both terrible and kind".[142]

Alkhan is one of the known children of Akha, who is said to have come from a union with a demon. Alkhan was said to grow in size after consuming the souls of those he killed. Some legends state that he was slain by Lorkhaj and his companions, but other sources like Amun-dro suggest that Alkhan would eventually return from the Many Paths.

He is considered the enemy of Alkosh, Khenarthi, and Lorkhaj.[142]

Alkosh, a cultural hero, and one of the earliest gods among the Khajiit culture, his worship was co-opted during the establishment of the Riddle'Thar, although worship of Alkosh as a deity continues to flourish among Elsweyr's desert-blasted regions. Most commonly depicted as a fearsome dragon with feline features, the Khajiit typically describe Alkosh as "a real big cat". He repelled an early Aldmeri pogrom of Pelinal Whitestrake, leaving a time wound in its place. The Khajiiti built the temple of Sunspire where the time wound lay to honor him, and believe that without his divine intervention, Pelinal would have wiped them out.[169][178] Khajiit believe that Alkosh is their dragon-father who gave them their strength. Some interpret that link as them being both cat and Dragon.[179]

In the modern Khajiiti pantheon, Akha is absent and Alkosh instead takes his place as the First Cat.[12]

Boethra, the Khajiit name for Boethiah, little is known of her worship. She is a sharp-tongued[145] ancestor spirit and a teacher of the old ways,[144] and the patron of warriors and rebellious exiles.[146]

Mafala, the Khajiit name for Mephala. While she is known to be the recorder of hidden guilt and eternal shame, Mafala is also considered an ancestor spirit and a teacher of the old ways.[144] However, her worship fell out of favor after the event known as the "Sinner Suicides".[180] She is an ally of Azurah, Boethra, and Lorkhaj.[142]

Namiira, the Khajiit name for Namira, Namiira is the Great Darkness found within Lorkhaj's heart and the void from which he was born. Some outsiders believe that the Khajiit entrust the souls of the dead to Namiira,[181] but this is actually Khenarthi's role. Namiira is the spirit that drags the souls of bent cats to the Dark Behind the World, where they serve her as dro-m'Athra.[159]

Noctra, the Khajiit name for Nocturnal, much that is known about her predates the Riddle'Thar Epiphany. She was 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.[149]

Varmiina, the Khajiit name for Vaermina, Much that is known about her predates the Riddle'Thar Epiphany. 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.[149]

?????, a spirit of vengeance with no will of its own. Its true name is known only by Azurah, Boethra, and Mafala, and can only be summoned by them. It appears in songs as a black panther, a warrior in ebony armor, or as a hidden sword. Its existence is acknowledged in texts that predate the Riddle'Thar Epiphany. [149] It shares similarities with Ebonarm.

Merid-Nunda, also known as Meridia, ancient texts claim that 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.[148]

Merrunz, also known by his Imperial name Mehrunes Dagon, Merrunz is an eternally-young god of cat-like form; thus, as a kitten, do the Khajiit explain his natural tendency to rend and destroy the world around him.

Molagh, the Khajiit name for Molag Bal, he is one of the twelve Demon Kings. Ancient texts state that 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.[148]

Orkha is known through texts that predate the Riddle'thar Epiphany, it is a demon sharing similarities to Malacath, it 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.[148]

Sheggorath, the God of Madness, Sheggorath is easily identifiable with the Imperial Sheogorath, the negative effects of Skooma and Moon Sugar being attributed to his presence among the Khajiit.[169]

Lorkhaj is the Khajiiti name for Lorkhan. Ancient texts interpret Lorkhaj as both a Sky and Dark Spirit, and he is easily identifiable with the tales of Lorkhan. As a Sky Spirit, Lorkhaj was the Moon Prince and was honored as the first spirit to make his own path, which led to him uniting the spirits to create Nirn.[154] Lorkhaj as the Moon Beast was considered a Dark Spirit due to Namiira corrupting him into the first dro-m'Athra. After his cleansing, the darkness that left him became separate being.[153] Modern Khajiit revile Lorkhaj, instead believing him to be an enemy of Khajiit,[182] and a hateful trickster that trapped them in mortal form.[165] His deceptions lie even in plain view, and are common enough to be accepted as truths.[150]

According to pre-ri'Datta beliefs, sometime before the "first memory" of the Khajiiti people, Azurah, knowing that the false Lorkhaj, the Moon Beast, would one day covet her children, used the Twin Lanterns of Jone and Jode to summon the true spirit of Lorkhaj[154] to be a sky-guardian.[183] As the third moon, Lorkhaj shined his light upon the Khajiit, choosing the purest of heart to be part of the "Litter of the Hidden Moon", where they would learn the way of the Moonlight Blade.[183] And from then on, on nights of the Ghost Moon, Azurah opens the Void Gate, and the Moon Beast will challenge mortals until banished.[149] Modern Khajiiti beliefs on the Dark Moon differ from ancient beliefs, with the birth of the Mane being the main purpose of its existence.[184] Furthermore, They believe that Lorkhaj's body was hurled to the moons, and forced to follow Jone and Jode forever as punishment.[157][185]


Baan Dar is regarded more as a manifestation than a formal god, Baan Dar is the personification of Khajiiti cleverness and the wit engendered of long-suffering on their part.[169] He is commonly attributed with that genius which lends itself to the creation of last-minute plans to foil the machinations of the Khajiit's foes, man or mer.[169]

Ius, known as the animal god, or the extremely agitated Little is known of this spirit, but was known to be a subject of worship in parts of Elsweyr sometime between 3E 405 and 3E 417, and is unknown if he was worshipped past this period. He is known as a God of Animals, and is represented by statues of a misshapen humanoid carrying a rod. The tale The Ox and The Evil Farmer tells of an Ox praying to Ius to be saved from being a farmer's dinner, to which Ius responded by eating the farmer.[186]

Khunzar-ri is an apotheosized Khajiit hero and warrior who was active during the Merethic Era.[187] Some stories elevate him to the status of a god,[188] or him being created by one.[189] He is known for his many adventures, some examples include his meeting with the Skooma Cat, and the debaucherous Night of Seven Hundred Paramours.[190] He was most well known for capturing the Dragons who plagued the land of Elsweyr by imprisoning them in the Halls of Colossus.[191] Long after his death, he is still worshipped for his heroic deeds within Khajiiti shrines.[192]

Mara, the Goddess of Love Mara is attributed all the passion of the Khajiit. Nothing is known of her worship among the Khajiiti.[169]

Rajhin, the thief-god of the Khajiiti, legend holds that Rajhin grew up in the Black Kiergo section of Senchal. In life, Rajhin was the most infamous burglar in Elsweyr's history, said to have stolen a tattoo from the neck of the Empress Kintyra as she slept.[169][193] He is accredited with using the Ring of Khajiiti in his thievery, making the ring famous. After his death, Rajhin was inculcated among the Khajiit gods, to serve as an example to them of cleverness and adroit ability. His blessing is most often asked for before undertaking activities of a less-than-lawful nature.

Riddle'Thar, the cosmic order deity of the Khajiit, the Riddle'Thar was revealed to the citizens of Elsweyr by the prophet Rid-Thar-ri'Datta. The Riddle'Thar is more a set of guidelines than a single entity, although it has been known that some of his avatars appear as humble messengers of the gods to those in need.[169] Some believe that when he replaced the old ways, he usurped rich traditions with a flimsy one, and "sanded down the sharper edges of Khajiiti theology."[184]

S'rendarr is revered by the Khajiit as a god of mercy, whose spheres include compassion, charity, and justice.[169] In some Khajiit traditions he is portrayed as a runt and was birthed last in the first litter of Fadomai and Ahnurr.[12] At least one of his cults fell afoul of the followers of Riddle'Thar during the time of the Epiphany when they refused to follow its edicts.[168] In Elsweyr, the adeptoriums which devoted to S'rendarr are known as houses of healing.[194] In day-to-day lives, many will invoke S'rendarr for protection.


Other Religions[edit]

References[edit]

  1. ^ a b c Pocket Guide to the Empire, 1st Edition: CyrodiilImperial Geographical Society, 2E 864
  2. ^ a b c d e f g h i j k l m n The Monomyth
  3. ^ Before the Ages of ManAicantar of Shimerene
  4. ^ a b The Annotated Anuad
  5. ^ a b Sithis
  6. ^ Words of Clan Mother AhnissiClan Mother Ahnissi
  7. ^ Children of the All-MakerTharstan of Solitude
  8. ^ The Light and The DarkIrek Unterge
  9. ^ Aedra and Daedra
  10. ^ a b Children of the RootSolis Aduro
  11. ^ 36 Lessons of Vivec, Sermon 21Vivec
  12. ^ a b c d e f g h i j k l m n o p q r s t u Words of Clan Mother AhnissiClan Mother Ahnissi
  13. ^ a b c Spirits of Amun-droAmun-dro, the Silent Priest
  14. ^ Nine Coruscations
  15. ^ a b c d e f g h i Varieties of Faith...Brother Mikhael Karkuxor of the Imperial College
  16. ^ 36 Lessons of Vivec, Sermon 33Vivec
  17. ^ a b Great Spirits of the Reach: Volume 5Vashu gra-Morga, Chief Daedrotheologist at the University of Gwylim
  18. ^ Spirit of Nirn, God of Mortals
  19. ^ Ten Commands: Nine Divines
  20. ^ a b The Prophet's dialogue in Oblivion: Knights of the Nine
  21. ^ a b Shezarr and the DivinesFaustillus Junius
  22. ^ a b For my Gods and EmperorImperial Cult
  23. ^ Gaston Tussaud's dialogue in Oblivion
  24. ^ The Stone of St. Alessia quest in Oblivion
  25. ^ Avrus Adas' dialogue in Oblivion
  26. ^ The Great War — Legate Justianus Quintius
  27. ^ Guide to the Imperial CityAlessia Ottus
  28. ^ Divines and the NordsHigh Priest Ingurt
  29. ^ Nenya's dialogue in Skyrim
  30. ^ Falkreath loading screen in Skyrim
  31. ^ Children of the Sky
  32. ^ The Etched Tablets of High Hrothgar.
  33. ^ Danica Pure-Spring's dialogue
  34. ^ a b c Loremaster's Archive - The Druid Circles of GalenLaurel of the Stonelore
  35. ^ a b c d e Wyrd and Druid — Archdruid Barnabe's Discourse with Mainlanders, 2E 553
  36. ^ Legacy of the BretonsStefan Mornard
  37. ^ Systres HistoryTrilam Heladren, Associate Dean of Eltheric History, University of Gwylim
  38. ^ Death cutscene in Daggerfall
  39. ^ The Improved Emperor's Guide to Tamriel: High RockFlaccus Terentius, 2E 581
  40. ^ Loremaster's Archive - Tamriel's DungeonsDhulef
  41. ^ Pocket Guide to the Empire, 3rd Edition: All the Eras of Man, A Comprehensive History of our HistoryImperial Geographical Society, 3E 432
  42. ^ Wyress Demara and Wyress Linnae's dialogue in ESO
  43. ^ Loremaster's Archive - Bretons & High IsleLady Arabelle
  44. ^ Druid Ryvana's dialogue in ESO
  45. ^ Wyress Matilde's dialogue during Sojourn of the Druid King in ESO: Firesong
  46. ^ a b Manmer Coupled Idol Antiquity codex entries in ESO
  47. ^ a b Varieties of Faith: The BretonsBrother Mikhael Karkuxor of the Imperial College
  48. ^ a b Varieties of Faith: The High ElvesBrother Mikhael Karkuxor of the Imperial College
  49. ^ a b c Tu'whacca, Arkay, XarxesLady Cinnabar of Taneth
  50. ^ The Horse-Folk of SilverhoofDoctor Nabeth al-Gilane, Khefrem Academy of Yokudan Heritage
  51. ^ King Fahara'jad's dialogue in ESO
  52. ^ Vizier Yeqdah's dialogue in ESO
  53. ^ EGTFlaccus Terentius, 2E 581
  54. ^ Sithis
  55. ^ a b c Pocket Guide to the Empire, 3rd Edition: The Blessed Isle: Alinor and the SummersetsImperial Geographical Society, 3E 432
  56. ^ Talomar's dialogue in ESO: Summerset
  57. ^ Thoughts on the Sacred Numbers
  58. ^ Sheogorath Madness Cube antiquity codex entry in ESO
  59. ^ Vairabrian's dialogue in ESO: Summerset
  60. ^ a b Words and PowerTelenger the Artificer
  61. ^ a b Uurkar of Auri-El's dialogue in ESO
  62. ^ Rituals of the Harmonious MastersAritanwe of Lillandril
  63. ^ The Sounding Horn
  64. ^ Praise Be
  65. ^ Transcription of Praise Be as performed in ESO: Summerset
  66. ^ Jurisreeve Lorne's dialogue during Old Wounds in ESO: Summerset
  67. ^ The Great War — Legate Justianus Quintius
  68. ^ Monastic Firinore's dialogue in ESO
  69. ^ Monastic Nuleros' dialogue in ESO: Summerset
  70. ^ The Price of PraxisCeruval Rolumaril
  71. ^ Aetherquartz Prayer Beads codex entries in ESO
  72. ^ Seeker Duperil and Seeker Veraye in ESO
  73. ^ The Banished Cells loading screen in ESO
  74. ^ Tanlorin's dialogue in ESO
  75. ^ Sotha Sil's dialogue in ESO: Summerset
  76. ^ The Onus of the OghmaPhrastus of Elinhir
  77. ^ Circlet of Saint Ohmandil item description in ESO
  78. ^ Saint Terilde's Fingerbone item description in ESO
  79. ^ Monastic Nenaron's dialogue in ESO
  80. ^ Pocket Guide to the Empire, 1st Edition: Aldmeri DominionImperial Geographical Society, 2E 864
  81. ^ The Green Pact and the Dominion
  82. ^ a b Gwaering Answers Your QuestionsGwaering
  83. ^ War Customs of the Tribal BosmerMistral Aurelian Teriscor
  84. ^ The Ooze: A Fable
  85. ^ Indaenir's dialogue in ESO
  86. ^ Varieties of Faith: The Wood ElvesBrother Mikhael Karkuxor of the Imperial College
  87. ^ Ordinator Edict: Mandate SixteenInquisitor Nivos Uveran
  88. ^ The ReclamationsThara of Rihad
  89. ^ The Anticipations — Anonymous
  90. ^ Vivec's conversation with the Nerevarine after of Dagoth Ur's defeat in Morrowind
  91. ^ Appearance of the Tri-Angled Truth Altar and its related Antiquity Codex entries in ESO
  92. ^ Appearance of the pyramid-shaped monoliths in the cloisters of the Mournhold Temple in ESO
  93. ^ Gorapple Muffin Pan item description in ESO
  94. ^ a b c Generic dialogue regarding the topic of Ancestors in Morrowind
  95. ^ a b c d e Ancestors and the Dunmer
  96. ^ Loremaster's Archive - House TelvanniDivayth Fyr
  97. ^ Mottos of the Dunmeri Great HousesVilyn Girith
  98. ^ a b c d The ReclamationsThara of Rihad
  99. ^ a b A Short History of MorrowindJeanette Sitte
  100. ^ The Imperial Cult's enemy factions in Morrowind
  101. ^ Pocket Guide to the Empire, 1st Edition: MorrowindImperial Geographical Society, 2E 864
  102. ^ Saryoni's SermonsArchcanon Tholer Saryoni
  103. ^ The House of Troubles
  104. ^ a b Varieties of Faith: The OrcsBrother Mikhael Karkuxor of the Imperial College
  105. ^ Shrine of Mauloch loading screen in ESO
  106. ^ Mauloch, Orc-FatherRamurbak gro-Abamath
  107. ^ The Code of MalacathAmanda Alleia, Mercenary
  108. ^ Thazeg's dialogue in ESO
  109. ^ On Orcs and the AfterlifeErisa Moorcroft, Scholar, Comparative Religious Studies
  110. ^ Villager dialogue during The Heretic quest in Blades
  111. ^ a b c Pocket Guide to the Empire, 3rd Edition: OrsiniumImperial Geographical Society, 3E 432
  112. ^ Events of the Orsinium storyline in ESO
  113. ^ Lord of SoulsGreg Keyes
  114. ^ From Exile to ExodusTarvyn Aram
  115. ^ Curate Gadayn's dialogue in ESO
  116. ^ Acolyte Dugikh's dialogue in ESO
  117. ^ Events of Prisoner of Fate in ESO
  118. ^ Orc Shaman in Daggerfall
  119. ^ Dialogue during An Unexpected Journey Part II quest in Daggerfall
  120. ^ Orc Strongholds Generic Dialogue in Skyrim
  121. ^ Olpac Trailslag's dialogue during Trailslag's Goods quest in Shadowkey
  122. ^ Varieties of FaithBrother Mikhael Karkuxor of the Imperial College
  123. ^ Tree-Minder Deyapa dialogue during The Tree-Minder's Fate in ESO
  124. ^ a b Xukas's dialogue in ESO Murkmire
  125. ^ The Seasons of ArgoniaJekka-Wass Paxalt, Keeper of the Xinchei-Konu
  126. ^ Sun-in-Shadow's dialogue during Rising to Retainer in ESO: Morrowind
  127. ^ The Improved Emperor's Guide to Tamriel: Black MarshFlaccus Terentius, 2E 581
  128. ^ Eoki's dialogue during The Heart of a Telvanni in ESO: Morrowind
  129. ^ On ArgoniansCirantille
  130. ^ Nisswo Uaxal's dialogue during Art of the Nisswo in ESO: Murkmire
  131. ^ Art of the Nisswo quest in ESO: Murkmire
  132. ^ Keystones of Loriasel
  133. ^ Sacred PlacesGoes-Here-and-There
  134. ^ Sap-Speaker Kuzei's dialogue during Death and Dreaming in ESO: Murkmire
  135. ^ The Rootmender's Staff appearing in the physical world after the dream-wallow during Death and Dreaming in ESO: Murkmire
  136. ^ Famia Mercius' dialogue during Death and Dreaming in ESO: Murkmire
  137. ^ a b Xukas' dialogue during Death and Dreaming in ESO: Murkmire
  138. ^ Jaxsik-Orrn's dialogue during Death and Dreaming in ESO: Murkmire
  139. ^ Scars Never Fade quest in ESO
  140. ^ Children of the RootSolis Aduro
  141. ^ Kyne's Challenge: A Hunter's Companion: Black Marsh, Daedroth
  142. ^ a b c d e The Wandering SpiritsAmun-dro, the Silent Priest
  143. ^ Moongrave Fane loading screen description in ESO: Elsweyr
  144. ^ a b c d e Shando-ri's dialogue in ESO: Elsweyr
  145. ^ a b c Mazza-Mirri's dialogue in ESO: Elsweyr
  146. ^ a b c d Shrine of Boethra furnishing codex from ESO
  147. ^ a b c d e f g h i j k l m n o The Worldly SpiritsAmun-dro, the Silent Priest
  148. ^ a b c d The Adversarial SpiritsAmun-dro, the Silent Priest
  149. ^ a b c d e f The Dark SpiritsAmun-dro, the Silent Priest
  150. ^ a b Secrets of the Riddle'TharRid-Thar-ri'Datta, First Mane of the Epiphany
  151. ^ Moongrave Fane loading screen description in ESO: Elsweyr
  152. ^ Nazdar's dialogue in ESO: Elsweyr
  153. ^ a b c d The Favored Daughter of FadomaiAmun-dro, the Silent Priest
  154. ^ a b c d e The Sky SpiritsAmun-dro, the Silent Priest
  155. ^ Epistle on the Spirits of Amun-dro Vol 1Thava-ko
  156. ^ Pocket Guide to the Empire, 1st Edition: The Elsweyr ConfederacyImperial Geographical Society, 2E 864
  157. ^ a b Moon Bishop Hunal Answers Your QuestionsMoon Bishop Hunal
  158. ^ How We Came to Fly
  159. ^ a b c d Litter-Mates of DarknessMoon-Bishop Hunal
  160. ^ Twilight Rites and Hymns
  161. ^ Nchuand-Zel's loading screen in ESO
  162. ^ The Ooze: A Fable
  163. ^ Race Description of Khajiit in TES:Arena
  164. ^ Race Description of Khajiit in TES II: Daggerfall
  165. ^ a b c The Improved Emperor's Guide to Tamriel: ElsweyrFlaccus Terentius, 2E 581
  166. ^ Pocket Guide to the Empire, 3rd Edition: Sugar and Blood: the Cats of the SouthImperial Geographical Society, 3E 432
  167. ^ Chamberlain Haskill Answers Your Questions — Chamberlain Haskill
  168. ^ a b Claw's Strike loading screen in ESO
  169. ^ a b c d e f g h i j k l m n o p Varieties of Faith: The KhajiitBrother Mikhael Karkuxor of the Imperial College
  170. ^ Description of Golden Azurah Icon
  171. ^ Sweet Khenarthi's Song furnishing codex from ESO
  172. ^ Khenarthi's Roost Loading screen in ESO
  173. ^ Mane-of-Many-Rivers description
  174. ^ a b Epistle on the Spirits of Amun-dro Vol 2Thava-ko
  175. ^ Nisuzi's dialogue in ESO: Elsweyr
  176. ^ Adept Lakjo's Dialogue in ESO
  177. ^ The Sanguine Successor quest
  178. ^ Moon-Bishop Azin-jo's dialogue in ESO: Elsweyr
  179. ^ Crafting Motif 75: Sunspire StyleAzin-jo, Esteemed Bishop of Sunspire
  180. ^ Abode of Ignominy's Loading screen in ESO
  181. ^ Persistence of Daedric VenerationLady Cinnabar of Taneth
  182. ^ Shazah's dialogue in ESO
  183. ^ a b The Tale of Three Moons
  184. ^ a b Vastarie's dialogue in ESO: Elsweyr
  185. ^ The Moon Cats and their DanceClan Mother Ahnissi
  186. ^ Ius, Animal GodBuljursoma
  187. ^ Dialogue with Abnur Tharn
  188. ^ The Song of Khunzar-ri
  189. ^ Khunzar-ri: OriginAneshi, Keeper of Legends for the 16 Kingdoms
  190. ^ Khunzar-ri's dialogue in ESO
  191. ^ Khunzar-ri and the Demons
  192. ^ Aneshi the Shrine Keeper's dialogue in ESO
  193. ^ Famed Artifacts of TamrielYagrum Bagarn
  194. ^ Silhu-jo's dialogue in ESO

Note: The following references are considered to be unofficial sources. They are included to round off this article and may not be authoritative or conclusive.