Khajiit language

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Khajiit language

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Ta'agra names can also contain apostrophes or hyphens, which does not necessarily make parts of names an honorific. Capitalization in Khajiit names with honorifics varies: The name after a prefix can have either a capital or minuscule first letter, while suffixes are usually—but not always—minuscule.

Honorifics sometimes are gender-specific, though sometimes Khajiit with gender-swapped honorifics exist these are likely typos, however.

The meanings of the pre- and suffixes are as follows, though usually just one might apply: [1] [UOL 1].

Since females with S' prefix exist, it may also apply as suffix honorific for them. J'ffer , Joto , S'rathra. Nagh , S'Vanir , Zhanar. Eye-Fly , Sugar-Lips.

Dawnwhisker , Goldfang , Sharp-Tongue. Since Redguard , Khajiit as a rule do not have family names, but in the earlier games they did. In Legends , once more a Khajiit appeared whose surname may be a family name.

Goldfang , Snarlsbane. Note : the following references are not from official sources. They are included to provide a rounder background to this article, but may not reflect established lore.

Jump to: navigation , search. Category : Lore-Appendices. Rarely taken by females; master of Khajiiti martial arts, renowned warrior, guard of the Mane.

Rarely taken by females [3] ; leader of soldiers, trade or governance. Most are the same as in english, except that all constonants can be used with z E.

G Jz and Dz Fz does not exist in the language nor does sm. In Khajiiti culture, individuals will often take an optional honorific on their name.

These honorifics may be chosen by the individual or given to him or her by clan or family. Some Khajiit consider it foolish or poor form to take more than one honorific.

Honorifics be either prefixes or suffixes. When adding an honorific prefix, the honorific is separated from the name with an apostrophe and the name is capitalized.

For example: Zakhar with the honorific prefix "ra" would be "Ra'Zakhar". When adding an honorific suffix, the honorific is separated from the name with a dash and the honorific is not capitalized.

For example: Garesh with the honorific suffix "ri" would be "Garesh-ri". Listed below are some of the most common khajiiti name honorifics.

Ta'agra has no markers for the subject or objects of a sentence, so word order is important to conveying meaning. Comments on word order: Existing lore samples of Ta'agra are inconsistent in their use of word order.

After extensive discussion on this topic, we have decided to stick with a Subject-Verb-Object order for Ta'agra. This will increase simplicity and ease of use, because this is the same word order used by native English speakers.

We attribute the discrepancy to cultural and linguistic variations between Anaquina and Pa'alatiin with the north historically using SOV and the south using SVO.

Both structures work, so long as the Subject comes at the beginning of the sentence. We are saying the official structure, however, is SVO. Declarative sentences in Ta'agra have no special intonation.

Interrogative sentences questions end with an upwards inflection at the end, just like English. Genitive Possessive : No change, indicated by word order.

When two nouns are paired together in a sentence, the first noun is the possessor and the second noun is the possessed.

Ablative Movement from something. Also used to indicate origin. If the word ends in a vowel, drop the vowel before adding the suffix.

Special irregular: Single syllable words consisting of a consonant and a vowel would become too short. Instead of dropping the trailing vowel entirely, the vowel is moved to the front of the word.

Simple common verbs are often truncated for brevity.

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Also used to indicate origin. If the word ends in a vowel, drop the vowel before adding the suffix. Special irregular: Single syllable words consisting of a consonant and a vowel would become too short.

Instead of dropping the trailing vowel entirely, the vowel is moved to the front of the word. Simple common verbs are often truncated for brevity.

For example, "vara" may be said simply as "ra" and vaba may be said simply as "ba". The Khajiit often look for language shortcuts.

Ta'agra uses a negation suffix on verbs instead of using an independent word to establish negation e. Ta'agra can use both passive and active voice.

The active voice, which is short and direct, is usually preferred. Ta'agra, like English, establishes Grammatical moods condition, command, hope, etc.

If the last letter of the adjective and the first letter of the noun are both vowels, separate with a glottal stop '.

Do not drop ending vowels before adding suffix. It is not necessary to convert a noun to its adjective form when using that noun as an adjective.

These two forms can be used to create subtle differences in words. It is a common misconception that the Khajiit do not use pronouns.

Ta'agra has pronouns, though the use, origin, and meaning of these words reflects the Khajiiti culture. Pronouns are sometimes omitted, especially when using certain irregular verbs where the conjugation implies the pronoun that was excluded.

Ta'agra's usage of prepositions is the same as in English. Prepositions are used to relate a noun or pronoun to another word or element in a clause.

Ta'agra uses most of the standard English conjunctions and, but, or, because, etc. Like English, conjunctions are used to join sentences, clauses, and words.

Taagra Dictionary. Sign In Don't have an account? Start a Wiki. Categories :. Cancel Save. Stats Nouns. While most see it as a form of combat, it is meant to be lyrical meditation, much different than the other races' forms of meditation, which are quiet and lack motion.

The claw-dances comes from the nervous energy that was excreting from the monks at the time and their focus on raw physicality. Considering their predatorial instinct and the movement of their claws, it became a distinct form of martial art that led to claw-strikes and wide leaps.

Long before the unification of Anequina and Pellitine into one kingdom, sixteen Khajiiti clans roamed the province.

These clans went to where they needed, but they are often simplified as belonging to a region or realm. With a combination of outside pressures and mastery of areas of expertise, it became more accurate to associate a clan with an area.

Eventually, sixteen tribes became sixteen kingdoms. The lullaby known as the Hasa Zha'ja explains how these clans got their name, while the poem known as Zhan Zhab tells of the transition from clan names being used to refer to the names of regions.

Due to the Thrassian Plague, these sixteen clans changed their tribal functions or they may have died due to starvation and other hardships.

These clans essentially became two and were separated ideologically and geographically as what we would come to know as Anequina and Pellitine.

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

For Khajiit vampire clans, see the following list here. Ta'agra is the language spoken by the Khajiit of Elsweyr. Although many natives of Elsweyr can speak Tamrielic, it is not uncommon for Khajiit to interject Ta'agra words or phrases into their sentences.

Khajiit notably tend to have a speech pattern that consists of talking in the third person when speaking in Tamrielic. The word "khajiit" is derived from the Ta'agra words "khaj" and "-iit", khaj meaning "sand" or "desert" and the suffix -iit indicates an occupation or place of residence.

As such khajiit might be translated as "desert-dweller" or "one who works in a desert"; but as what one commonly does in a desert is to walk, khajiit is normally translated as "desert-walker", and thus are many Khajiit known.

A monomythic society, the Khajiit are educated in their beliefs by the figures within their communities known as "Clan Mothers", whose duty it is to disseminate the cultural myths among their kind, and who maintain autonomy from the Mane and the disparate tribal leaders.

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.

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, the Khajiit believe that Lorkhaj's heart was filled with such, and thus was the Great Darkness made aware of itself and then known as Namiira.

Amidst the darkness, surrounded by her children, Fadomai realized her death was near and set the moons, Jone and Jode, in the skies to guide her children and protect them from Ahnurr's wrath.

She gave Nirni her "greatest gift", proclaiming that she would give birth to as many children as Fadomai had. Nirni was pleased because Azurah, with whom she routinely squabbled, had been left with nothing.

Protected by the Lunar Lattice, the children of Fadomai left, save for Azurah. Into the silence and void their absence caused, Azurah 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. 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 were 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.

Azurah cleansed Lorkhaj of the corruption and flung the Dark Heart of Lorkhaj into the Void, and Lorkhaj perished within Azurah's embrace.

And so Lorkhaj represents the duality of Khajiiti souls and their susceptibility towards the Bent Dance, the spiritual corruption into dro-m'Athra. 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, [17] a substance holy to the Khajiit.

Khenarthi was a boundless and free spirit whose domain was the sky but suffered from loneliness.

Prior to her death, Fadomai had given her the company of Magrus in the day, Jone and Jode at night, and Azurah in between, but each were bound by their own path and could never truly share Khenarthi's joy.

Seeing her grief, Azurah shared a secret to Khenarthi, making her a psychopomp that would accompany the spirits of deceased Khajiit to the afterlife of Llesw'er , the Sands Behind the Stars.

Those of this litter occasionally slip through the cracks in Nirni, and tempt true cats, so their souls can too be sent to the Dark to serve Namiira as dro-m'Athra.

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 Riddle'Thar 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. The Bosmeri creation myth does complement the Khajiiti myth, as both speak of shapeless entities.

And like the Khajiiti creation myth, Y'ffer or in their naming scheme, Y'ffre is indeed credited with giving a shape to the Bosmer. Of the surviving letter fragments by Topal the Pilot , the following passage tells of his encounter with the ancient ancestors of Khajiit sometime during the Middle Merethic Era.

Length, always keeping the boat in their Green-eyed sight, hissing, and spitting, and. The theories of Imperial scholars contradict the Khajiiti origin story.

These "cat demons" reported by Topal are interpreted as evidence to Imperial scholars for their belief that Khajiit are the descendants of a race of great cats.

These origins may be furthur debated, as Pelinal Whitestrake , leader of the Elven Pogrom, slew many thousands of the Khajiit, during the same era, under the mistaken impression that they were "another strain of Aldmeri" so closely did they resemble such.

There are other such reports, and they raise the possibility that the Khajiit, in general, may actually have elven ancestry.

The Khajiiti pantheon encompasses myriad Aedric and Daedric gods, [61] which are recognized as spirits, [62] a fraction of which are detailed below.

Various gods rose and fell out of prominence over the eras due to events and cultural changes. Indeed, after the unification of Anequina and Pellitine into one kingdom, and the event known as the Riddle'Thar Epiphany, the Riddle'Thar cult would rise and scrub many of these spirits from the Khajiit pantheon, [62] and those that refused to follow the new edicts of the Ephiphany faced persecution.

Prior to the Riddle'Thar replacing the ancient theology of the Khajiit, ancient texts were written by Amun-dro, the Silent Priest, who categorized the spirits as Sky, Worldly, Wandering, or Adversarial Spirits.

Some that hold the modern religious beliefs of the Riddle'Thar consider these writings a blasphemy due to their deference and respect for darker spirits, such as suggesting Azurah walked the realm of Hermorah as a friend.

Additionally, they were considered dangerous due to the fact that they were created during the time that Khajiit held scattered beliefs, with sixteen different faiths competing against each other, that "tumbled and scratched their way through history, competing for the souls of all Khajiit.

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. Ancient Khajiit considered her an ancestor spirit and a teacher of the old ways.

She is also credited with aiding the Khajiit with swiftness. Jone Little Moon God One aspect of the Lunar Lattice, [16] Jone is revered uniquely by each sub-species of Khajiit, as regards their aspect at the time of the Khajiit's birth.

Known to them as the god of the sun and sorcery, although Khajiit magicians revere Azurah more. This place also functions as collection of knowledge from Others i.

Non-Khajiit [55] In some ancient stories, he is linked with Azurah as a friend, having helped her maintain the moons' paths after the world's creation.

His knowledge is likened to tearing the mind apart like the "most potent skooma". 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.

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.

In response to the changing of their shapes, Nirni punished the Khajiit by making their lands arid and barren. 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. He is the god of Death and Secret Murder, and his worship is hidden from Magrus.

Y'ffer The Elden Shaper Y'ffer the equivalent of Y'ffre in the Khajiit pantheon, and much like the latter is considered the creator of the Bosmer.

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.

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.

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.

Daedric Princes being able to cross the Lattice and enter Nirn. 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.

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.

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".

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.

Some interpret that link as them being both cat and Dragon. 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. She is a sharp-tongued [79] ancestor spirit and a teacher of the old ways, [67] and the patron of warriors and rebellious exiles.

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.

Some outsiders believe that the Khajiit entrust the souls of the dead to Namiira, [81] 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. 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.

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.

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. Orkha 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.

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