


Without the spiritual leadership of the Mane, whose untimely death was at the hands of an unknown assassin, they were denied their rightful duty of climbing Khenarthi's breath to set right the moons themselves. The player asks about the Dominion: Dra'zanji suspects the Khajiit's worship of their Elven saviours is built on a lie. Because the Mane was assassinated hundreds of years ago, not to return since, Dra'zanji suspects the moons are not aligning to form the third moon of legend. The player asks about Jone and Jode: Dra'zanji laments that while the moons have returned to the night sky, ostensibly through the Thalmor's "Dawn Magics" ( refer the Void Nights of 4E 98-4E 100), the sugar is somehow bitter and its dreams less profound than in her youth ( especially exalted Clan Mothers were rumoured to use Alfiq servants to extend their lifespans with powerful magic). She fears she may be the last true Shir-Fado, and if so, the secret traditions of the Khajiit could well die with her ( Khajiit do not learn from scholarly texts, but from observation and word of mouth, reflecting their ever-shifting nature). For decades, the Dominion has surreptitiously replaced the Clan Mothers with “Yajira” ( mimics, puppets) to teach false religious doctrine about Jone, Jode ( aka Masser and Secunda, the two moons of Tamriel) and the Mane. The player escapes to safety with Dra'zanji, who reveals the Thalmor sought her death more than Leyawiin's sacking. Leyawiin is razed, thanks largely to the presence of a mysterious but powerful Altmer battlemage called Cyrelas Stormire. The Khajiit population of the city are told to flee into Anequina while they can all others are slaughtered. You are sent to the Imperial city of Leyawiin to extract Dra'zanji, a Khajiit Clan Mother who possesses crucial information about resurrecting the Mane.įollowing the prologue, the player arrives in Leyawiin to meet Dra'zanji ( and her Alfiq servant, Joto), who asks in surprise, “ You are the one sent to Dra'zanji?” Before the two can escape, Leyawiin is beset by Thalmor soldiers in concert with the Renrijra Krin and Renrijra Maor to apparently eliminate the strategic advantage the Empire possesses from the east. Awakening to the news you have been poisoned by a slow-acting and fatal toxin, they offer you protection from the Thalmor, and an antidote, in exchange for a task that could strike a blow to the Dominion's war effort. As an escaped fugitive fleeing a Thalmor tracker through the treacherous jungles of the Valenwood-Pelletine border, you are waylaid by a Khajiit militia called the Tenurrjihaat.
