The Khajiit mind is not engineered for self-reflection. We simply do what we do, and let the world be damned. To put into words and rationalize our philosophy is foreign, and I cannot guarantee that even after reading this, you will understand us. Grasp this simple truth – "q'zi no vano thzina ualizz" – "When I contradict myself, I am telling the truth."
We are the Renrijra Krin. "The Mercenary's Grin," "The Laugh of the Landless," and "The Smiling Scum" would all be fair translations. It is a derogatory expression, but it is amusing so we have adopted it.
We have anger in our hearts, but not on our faces. We fight for Elsweyr, but we do not ally ourselves with the Mane, who symbolizes our land. We believe in justice, but do not follow laws.
We want our life and our home back as it was, but if that is not realistic, then we will accept a different simple, pragmatic goal. Revenge. With a smile. – Ahzirr Traajijazeri
The Renrijra Krin Agent
The Renrijra Krin are a long-standing Khajiiti criminal organization that, by the late Third Era, had proclaimed dedication to reclaiming areas of Cyrodiil they saw as rightfully belonging to Elsweyr. They blamed Count Marius Caro of Leyawiin for driving the Khajiit from the fertile land around Lake Makapi and River Malapi, more commonly known as Niben Bay and Niben River. In this they disagreed with the Mane, who was responsible for making the agreement with Cyrodiil, and the Empire believed that the organization was simply posing as freedom fighters in order to further their criminal agenda and their Cyrodilic skooma smuggling.
The group’s status in the Fourth Era is unknown, but considering that there has been no indication that Cyrodiil has surrendered any lands to Anequina and Pelletine (the successor states to Elsweyr), it’s entirely reasonable that the group is continuing its mission. The concept behind this build is that you are an agent sent by the group to Skyrim in order to conduct anti-Imperial activities there, be they thievery, murder, or even outright rebellion.
Map of Elsweyr and southeastern Cyrodiil. Notice the strip of land that Leyawiin sits on.
Race: Khajiit is an absolute must. Aside from the obvious roleplay reasons, they have the most unarmed damage with Claws, their Night Eye power is cool for stealth builds, and they get several useful skill boosts (+10 Sneak, +5 Alchemy, Lockpicking, and Pickpocket).
Stone: The Agent’s AR is lackluster and options for magic resistance are limited, making the Lord a good choice. Since the Agent happens to use all the stealth skills in the game, however, the Thief is a nice earlygame option.
Stats: 0/3/1. Health is good to have, as always. Stamina is spent mostly on bashes and eventually Shield Charge sprints, while this build doesn’t use any magic at all.
Shouts: Aura Whisper and Throw Voice are always nice for stealth. Unrelenting Force is good for clearing out crowds, and Become Ethereal is useful for safely closing in on distant enemies. Finally, Marked For Death is very useful against stronger targets. With all three words, your damage output will increase by 9% per second, making even unarmed combat quite viable.
Renrijra Krin Shield: Not an actual shield ingame, but rather a Hide Shield renamed via Enchanting. For the actual enchantment itself, go with Resist Magic. While Enchanting’s an otherwise unused skill, you can boost the effectiveness of the enchantment via self-made enchanting potions.
Thieves Guild Hood: Gives the Renrijra Krin Agent a nice, shady look, and provides a useful enchantment as well.
Amulet of Articulation: Aside from the obvious benefit of being able to successfully persuade virtually everyone in the game, it also provides a little AR bonus, a welcome addition for the Agent. Since this is a very lategame item, use a generic necklace of magic resistance in the meantime.
Thieves Guild Armor: As with the hood, it provides a nice aesthetic and enchantment. Have Tonilia upgrade it when she gives you the option.
Gloves of the Pugilist: This is one of the few builds that actually uses the Gloves of the Pugilist instead of disenchanting them. They’re quite useful as is to the Agent.
Ring of the Beast: The 100 point health bonus is incredible on its own, but the extra claw damage is even better. For those without Dawnguard, use a generic ring of magic resistance instead.
Predator’s Grace: Completely silences your movement and gives a small bonus to stamina regeneration as well. What’s not to like?
Block: I personally find that there’s not a whole lot of use in dual-wielding fists, so to speak, and a shield is nice for boosting the Agent’s shoddy AR. Furthermore, Block Runner enables you to sneak around at walking speed, provided you have a shield raised. Perkwise, grab Quick Reflexes and then work your way up the left side of the tree to Shield Charge. Later on you can get the perks on the right side of the tree and max out Shield Wall as well.
Alchemy: The most important skill of the build, needed for making potions that both fortify skills and restore health/stamina as well as poisons to drop in the pockets of enemies. Get Physician, Benefactor, and Poisoner, and all ranks of Alchemist.
Pickpocket: The means by which we deliver the poison. Eventually, it can be used for relieving an opponent of their arms and armor. Obviously, you’ll want to grab Poisoned ASAP, but you should get everything in the tree except Keymaster.
Sneak: Of course, these poisons have to be delivered stealthily. Perkwise, since Muffled Movement, Silence, and the sneak attack perks are useless to the build, only ranks in Stealth are necessary.
Lockpicking: The Renrijra Krin Agent’s dexterous hands enable him to open all sorts of locks. Personally, I don't like Locksmith/Unbreakable (they take the challenge out of lockpicking) and Wax Key (prevents you from gaining lockpicking experience), but I got all the other perks.
Light Armor: Needed for squeezing as much AR as you can out of your equipment. Grab all the perks in this tree except for Matching Set, for obvious reasons.
Speech: Not critical to the build, but due to a glitch the Merchant perk allows you to buy some ingredients from apothecary merchants that you otherwise wouldn’t be able to buy (for example, Large Antlers), not to mention the convenience of being able to sell any item to any merchant. I also decided to pick up the Bribery perk in case I got in trouble with the guards. Ignore Persuasion/Intimidation though; you have the Amulet of Articulation for that.
You should be at level 60 once the build is complete.
There are quite a few potions and poisons in the Agent’s arsenal. I’ll admit, you might find some of the ingredients used too hard to find for your liking, but I wanted to play the Renrijra Krin Agent as a master alchemist. Regardless, if you don’t like hunting for some of the more rare ingredients, feel free to modify or disregard these concoctions. In addition to the potions listed below, I also recommend potions of Invisibility for stealthy operations and potions of Fortify Marksman since it increases unarmed damage due to a glitch. Also, with regards to the Debilitator poison, while the first version has a Damage Health effect, the alternate version uses ingredients than are easier to find than Human Flesh.
Potion of Restoration: Bear Claws, Charred Skeever Hide, Wheat
Fortify Health, Restore Health, Restore Stamina
Philter of Elemental Resistance: Snowberries, Hawk Beak, Fly Amanita
Defensive Draught: Bleeding Crown, Tundra Cotton
Fortify Block, Resist Magic
Renrijra Krin Elixir: Beehive Husk, Light Armor Ingredient, Sneak Ingredient
Fortify Light Armor, Fortify Sneak
Debilitator: Human Flesh, Imp Stool, Slaughterfish Egg
Damage Health, Lingering Damage Health, Paralyze
Debilitator (Alternate Version): Canis Root, Imp Stool, Orange Dartwing
Lingering Damage Health, Paralyze
Magebane: Glowdust, Hanging Moss
Damage Magicka, Damage Magicka Regen
Warriorbane: Deathbell, Skeever Tail, Large Antlers
Damage Health, Damage Stamina Regen, Slow
In a sense, having a roleplay section for a Renrijra Krin build is absurd. After all, they refer to their own tenets as "thjizzrini" – "foolish concepts." But roleplaying a faction is half the fun in playing a faction-based build, and as the Khajiiti expression goes, "gzalzi vaberzarita maaszi" – "absurdity has become necessity."
1. "Vaba Do'Shurh'do" – "It Is Good To Be Brave": As a Renrijra Krin Agent, you are struggling against impossible odds, against the very Empire of Tamriel, yet you cannot shirk your mission like a coward. No matter how hard the task, you will always take it on if it helps you in your fight against the Empire.
2. "Vaba Maaszi Lhajiito" – "It Is Necessary To Run Away": However, if your difficult task should become impossible, fleeing is always an option. You are no good to the Renrijra Krin dead, after all, and it is better to lose the battle than lose your life.
3. "Fusozay Var Var" – "Enjoy Life": Life is short. If you have not made love recently, please, stop reading this build, and take care of that with all haste. Find a wanton lass or a frisky lad, or several, in whatever combination your wise loins direct, and do not under any circumstances play hard to get. Struggling against the colossal forces of oppression can wait.
For those whose circumstances deny them the pleasures of the flesh, enjoy this excerpt from the Lusty Argonian Maid.
Good. Welcome back.
While the cold of Skyrim is hardly the best place for a Khajiit to enjoy life, there is plenty of mead and other drinks to be had in the land. Be sure to consume as much as you find. Should you come across some Moon Sugar, or a nice bottle of Skooma, even better.
4. "Fusozay Var Dar" – "Kill Without Qualm": Your enemy is powerful, with resources much greater than your own. Concepts such as honor and chivalry are a handicap that will prevent you from carrying out your mission effectively. Should someone prove to be an obstacle, do not hesitate to put an end to their life.
5. "Ahzirr Durrarriss" – "We Give Freely To The People": The Renrijra Krin aren’t the only ones suffering from the Empire’s tyranny. There are many others being crushed under its oppression. Should you find any beggars or others in need, be sure to donate charitably.
6. "Ahzirr Traajijazeri" – "We Justly Take By Force": Your cause is noble and your heart true. The ends justify the means, so you will take anything you need to aid you in your mission.
I also recommend doing the following questlines as the Renrijra Krin Agent:
Main Quest: Only up to the completion of The Horn of Jurgen Windcaller, for access to some nice shouts.
Volkihar: You’ll need to join these guys in order to get the Ring of the Beast. Once you’ve acquired it, ditch them and cure your vampirism, unless you really like the sneak bonus.
Thieves Guild: Now this is where a Khajiit feels at home. Deprive the citizens of the Empire of their riches while lining your own pockets.
Dark Brotherhood: This group provides you with the perfect opportunity to assassinate several high-value Imperial targets, most notably the Emperor himself.
Stormcloaks: You couldn’t care less for Ulfric’s cause, but severing Skyrim from the Empire will further weaken it.
In combat, you’ll want to sneak up on your enemies and place the appropriate poisons in their pockets. If your pickpocketing level is high enough, you can even go for weapons and armor. You’ll want to go for the weapon first; without it, most enemies become trivial threats. I wouldn’t bother taking anything from mages though, as their robes don’t significantly enhance their fighting capabilities. Once you are detected, block liberally to soak up damage and use bashes to interrupt enemy power attacks and stagger them while drinking potions as necessary. The quick swing speed of your fists means that it’s easy to get a couple swings in and then block the incoming blow. Use Marked For Death as much as possible; it’s absolutely key for getting good damage out of your fists. Once you get the Shield Charge perk, it will be your crowd control tool of choice, knocking enemies over easily so you can punch the hell out of them while they’re getting back up. Use Unrelenting Force in the meantime.
That being said, the Renrijra Krin Agent is definitely a thief, and there’s as much fun to be had stealing goods in town as there is in clearing out a dungeon. Most folks will have a ring or something else of value on them; some even carry enchanted items. Here is a list of what to expect in people’s pockets. If you’re going for something particularly hard to pickpocket, consider breaking into people's homes at night and pickpocketing them in their sleep to take advantage of the Night Thief perk. Remember that it’s not a crime to simply look in someone’s pockets. Likewise, you can look through unlocked chests and it’s not a crime if you don’t take anything, and once you get Quick Hands you can do the same thing with locked ones. You should be able to get a lot of riches from chests between Golden Touch and Treasure Hunter. Also, if you can, take the opportunity to enter and survey places to determine what valuables are in there before you break into them. When it comes time to sell your goods, the enchantment bonus from your hood, combined with the perks invested in Speech, will ensure that you get a good price.