Currency from Akavir, found commonly as loot in Padomaic dungeons and uncommonly as rarities in Tamriel proper (especially in Cyrodiil).
Tang Mo currency is made of gold, and commonly used as a counterpart means of exchange to the Tamrielic drake in ports serving ships from both continents in the eastern Padomaic. Tang Mo coins are often strung together through round holes in the center (much like the Hlaalu scrip).
The artworks of the individual buildings are more up to date, following a discussion on discord, so use those as a primary style reference with the large image serving as examples of form.
Alfiq-Raht Khajiit are bipedal, unlike the Alfiq, but otherwise are still quite small. They should take visual inspiration from small wild cats like Andean mountain cats and sand cats. Alfiq-Raht Khajiit should be digitigrade - they cannot wear shoes. They should have tails, and stand about as half as tall as a Bosmer man.
Some inspiration photos of Andean mountain cats and sand cats for Alfiq-Raht are included below, as well as a cartoon style image of how they might look wearing clothes.
Tojay Khajiit should take visual inspiration from Manul (Pallas') cats, with thick fur and wide faces. Manul Khajiit should be plantigrade, and able to wear shoes. They should have tails, and stand about as tall as a Bosmer.
Some inspiration photos of Manul cats for Tojay are included below.
Tojay-Raht Khajiit should take visual inspiration from Lykoi cats, with large eyes and thick, scraggly looking, dark-colored fur. Tojay-Raht Khajiit should be digitigrade - they cannot wear shoes. They should have tails, and stand about as tall as a Bosmer.
Some inspiration photos of Lykoi cats for Tojay are included below.
With the Dagi-Raht having been inspired by sphinx and short-haired cats, Dagi Khajiit should take visual inspiration from Abyssinian cats, with the same large ears and eyes but thicker reddish fur. Dagi Khajiit should be plantigrade, and able to wear shoes. They should have tails, and stand about as tall as the Dagi-Raht Khajiit.
Some inspiration photos of Abyssinian cats for Dagi are included below.
Ma'Zargo, a mage in the Mages Guild in Narsis, wants a vampire player to assist him in his experiments. He plans to confirm that animals can be converted into vampirism like humanoid races, appealing to the existence of Khajiit and Argonian vampires as well as the Tsaesci race. If you accept his offer, he will ask you to return one day later. The next day, he appears with a scrib and a rat in a cage (T_Com_Var_CageChicken_01 scale 1.7).
[A variation of "The Boy Who Would Be Undead" quest in vanilla game.]
A Hlaalu noble's son, after reading a number of Western books which romantize the image of vampires, desired to become a vampire himself. When you meet him, he asks you to convert him into vampirism. You can refuse, kill him, or agree to infect him. Three days later, when you meet him again in his converted form, he confesses that he witnessed the dark sides of the unlife and realized he made a mistake. He asks the player to kill him to end his suffering. If you refuse, he goes insane and attacks you himself.
In a tomb in the Velothi Mountains, the player can encounter a large number of dead Ordinators and dead Orlukh vampires, with only one vampire survivor. If the player is a vampire, the survivor will explain that his fold was using this tomb as a lair until it was raided by the Ordinators. The vampire wants to have his revenge, but his wounds are too deep, so for that he requests you to openly kill an Ordinator responsible for the raid on his visit to Kragenmoor. Similarly to a vanilla quest, the murder should take place during the day.
A group of vampires hiding in Narsis sewers (Teraldo and Modogail, existing npcs) are diehard worshipers of Namira. Due to their devotion and firm belief that vampirism originated from Namira, the cultists in the sewer shrine tolerate them and sometimes allow them to pray at the shrine, secretly believing that it might be the way to contact the daedric prince herself.