argonian

Others: Pete Hines, Kurt Khulmann, Christiane Meister, and unknown

Author: 
Pete Hines, Kurt Khulmann, Christiane Meister, unknown author(s)

Pete Hines

Do Argonians lay eggs? (11/06/03)

Argonians are ovoviviparous. [Wow. I was SURE I'd never have to use that word again.] They don't lay eggs like reptiles.
Note that Lady Argonians have big bumps on their chests.

 

Kurt Khulmann (Hasphat Antabolis)

On the origin of Nedes

The usual Imperial arrogance. The hoary old "Out of Atmora" theory has been widely discredited (no reputable archaeologist would publicly support it these days), but the Imperial Geographers continue to beat the drum of the Nordic Fatherland in the best tradition of the Septim Empire. They seem to think that the imprimature of officialdom gives their outdated scholarship added weight -- which, unfortunately, it appears to in the eyes of the ever-gullible public which continues to snap up the latest Pocket Guides along with the rest of their Imperial Certified pablum.

 

Christiane Meister (Marverique)

On High Elves (02/07/01)

From what I understand, the High Elves in Morrowind are far from effeminate. True, their culture revolves around looks, but in a rather harsh way. In fact, they will kill any offspring that do not fit the "ideal". Perhaps this is one of the reasons that their race is on the decline... low birth rates aside.

On Bonemold (03/30/01)

Bonemold armor comes from ground up bones and is mixed with resin and left to set in a...mold. Kinda like plaster of Paris but much tougher I believe they use bug shells as some of the molds, thus giving a bug-like appearance to that armor as well. Why not just use chitin then? Well, apparently this paste, once set is much stronger than chitin. Chitin is very easily punctured by pointy things, unless it's a weevil - those suckers are tough to pin. :)

Differences between male and female Argonians (09/05/01)

GT Noonan's Posts

Author: 
GT Noonan

On Khajiit and Argonian variants (08/08/00)

The Pocket Guide explains the Khajiit rather well. They basically are one race, but range from very humanoid to perhaps an actual cat-like appearance. You could probably mistaken the most humanoid one for a human, while the most beast-like one you might take as a cheetah or something. This is my best idea/suggestion anyways. The same can probably be said for the Argonians. They may range from either a very humanlike apprearance to a crocodile-like appearance. I guess it depends on how many times they decide to lick the tree (refer to the PGE).

On Khajiit

Remember, Khajiit come in many forms. The closer you get to their homelands, the more wild they may appear. Though wild looking, this does not mean they are more primitive thinkers. There may or may not be different forms of the Khajiit in MW (I'm not the animator, so I wouldnt know) so just keep your eyes open for them.

Also, another point to be taken is that since Dark Elves use Khajiit and Argonian slaves, the nature of these slaves is most likely to be more Kitty-like, or primitive. There are reasons for the look, so dont think that it was just a snap decision.

[...]

Mark Nelson's Posts

Author: 
Mark Nelson

Clarifying the Hist (04/22/01)

Okay...here's my attempt to clear up a little confusion (or maybe create some more, which could be more fun :) ) without giving away too much:

The PGE says the Hist are an intelligent strain of Argonians. But it was written as a piece of Imperial propaganda. So, the author is writing with a bias, and, in some cases, is misinformed.

The creation myth says that the Hist were the first trees, and sentient. But, it is, above all, a myth. So, it shouldn't be taken too literally, either.

When it came time for me to flesh out the Argonian history (and you can't have Argonian history without a little "hist"), I had to try and decipher what truths could be gleaned from the various sources. So...the Hist are trees, and very special to the Argonians, for reasons I'm not gonna go into yet. Perhaps the author of the PGE got a little confused when hearing Argonians talk about the Hist. Could be that what they were saying led him to believe that they were speaking about other Argonians (read into that what you will). There has been talk about how the Hist (and Hist sap) are related to Argonian sexuality. This hasn't changed...it's still related. And, it's not a taboo topic; I just don't think it's the most interesting one out there.

Maybe that answers a couple of questions. Might raise a few, too. Rest assured, though, that our goal isn't to deviate from the established mythos of the Elder Scrolls.

Morrowind's clothing (01/08/02)

Douglas Goodall's Posts

Author: 
Douglas Goodall

on the difficulty of keeping lore consistent between games (04/08/01):

You have no idea. NO idea.

Seriously, I have re-learned the necessity of GREP. I only wish Arena and Daggerfall had left more documents for me to search... Redguard and the early Morrowind stuff is all easily searchable for contradictions. Still, I fear several are inevitable.

AND I should note that I was a big fan of the series, which makes this much easier... I only THOUGHT I knew everything about Tamriel... I can't imagine coming to work here without already being something of an Elder Scrolls loremaster.

On Dwemer trivia (pre-Morrowind) (04/19/01):

"I never told you or have been told myself that House Dagoth was not *linked* to Dwarves. It's just that House Dagoth *was not* Dwarves. See the difference?"

Right. The Dwemer didn't divide themselves into "Houses" anyway.

"Actually, according to "The Songs of King Wulfharth", some dude called Dagoth Ur killed Dumac the Dwarfking during the Battle of the Red Mountain. The Songs controverse each other, so take it with a grain of salt. After all, it's a legend, and a Nordic one. Nords, after all, might not have a clue as to what was going on."

Well, the Nords *were* there... Only the combined might of the Dunmer and Dwemer could drive the foreigners out to found Resdayn. After the Battle of Red Mountain and the mysterious disappearance, the Dunmer no longer needed Dwemer technology for defense -- by then, they had the Tribunal.

"On a side note, Dunmer traditionally place family name first and given name second, as in "Indoril Nerevar" and "Hlaalu Brevur"."

Um. I suppose you're referring to the

Argonian

Author: 
B

Argonians - OblivionArena Description
Argonians hail from the province of Black Marsh. They are a highly evolved race of reptilians, at home in any marsh-like environment from which they hail. They are known for their intelligence, agility, and speed. Because of their reptilian nature, Argonians do not tire easily while swimming, and seldom drown. They can also swim faster than any other race. They are adept at any art involving the arcane, or involving thievery and sleight of hand.

Argonian - MorrowindDaggerfall Description
The strange reptilian people of Black Marsh seem equally comfortable in the water - surely no other race of Tamriel can swim faster or for longer than Argonians. An intelligent, quick-footed, and agile people, Argonians often train in magery and thievery.

Battlespire Description
No beast races present.

Morrowind Description
Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends.

Shadowkey Description
A highly evolved reptilian race native to the Black Marsh region. Agile and cunning, Argonians make excellent thieves. Argonians also have Merchant Sense; they buy goods lower and sell higher than other races

Oblivion Description
This reptilian race, well-suited fot the treacherous swamps of its homeland, has developed natural immunities to disease and poisons. They can breathe water and are good at picking locks.

 

The War with the Trees: Argonia and the Black Marsh

Author: 
Imperial Geographical Society

Map of Black Marsh

It has been called the Garbage Heap of Tamriel, to where everything rotten and despoiled eventually flows. Its borderlands and coasts have been ravaged by civilization after civilization, but its heart is inviolate, for so poisonous is its air, ground, and water, its mysteries are secure. Detractors long ago called the southeastern swampland of Tamriel "Black Marsh," but to its admirers, of whom there are a few, it is Argonia.

History

Every Province of Tamriel has its secret histories, but no land in the Empire is as undocumented and unexplored as Black Marsh. We know that Topal the Pilot and other early Aldmeri explorers passed through the "fetid, evil swamp lands and their human lizards," suggesting an early primitive species that might be related to the modern day Argonians. By the phrasing of the poet's words, it is also clear that Black Marsh had begun its long tradition of being a place no one would want to live in, man or mer, which it maintains into the present day.

Argonian RaceYet people did live there, and people did move there. Compared to much of Tamriel, there have been a large variety of cultures that have live in Black Marsh at different points in the past. Most surprisingly from a modern perspective, we hear of few wars or conflicts between these cultures until well into the Second Era.

The Wild Regions

Author: 
Imperial Geographical Society

Argonia

These vast swamplands were once part of the Second Empire, which, in 1E2837, had seized a large portion of it to create the Imperial Province of Black Marsh. Many humans still refer to the region by that name, but the Elves call it Argonia, after some ancient battlefield where many of their ancestors fell1. Thus, the native inhabitants of the swamplands, a collection of beastly tribes of "lizard-men," have become, in common parlance, the Argonians.

Argonians are rarely seen outside of their homeland, except for a relatively intelligent strain called the hist. Individuals of this strain are repulsive, but peaceful enough to be tolerated among the human kingdoms, and can be found as far from Black Marsh as western Hammerfell. The rest of the Argonians are primitive, reclusive, and practice heathen rituals of nature worship that necessitates a proximity to a certain type of spore-tree, which grows only in the interior of their native swamplands.

Black Marsh never regained its Provincial status after the dissolution of the Second Empire, though some parts of it are still considered Imperial territories. In CE560, the Knahaten Flu spread through greater Argonia, claiming the lives of the Kothringi tribesmen, the only humans to have persisted in the area for long. The hist proved immune to the effects of this plague, leading to wild rumors that they had, in fact, created it through a manipulation of their cherished spore-trees.

Pyandonea

Far to the south of the Summerset Isles is the island kingdom of Pyandonea, home to the Maormer, a rare breed of tropical elf. It is covered mostly in dense rain forest, and is a playground for the southern water spirits. The Maormer almost never travel to Tamriel or visit their cousins at Summerset, for they were exiled from the latter kingdom in ancient times. They are known to possess a strange, chameleon-like skin, an involuntary process that is similar to the forest-coupling skills of the Bosmer. They also practice a powerful form of snake magic. With this, they have tamed the sea serpents of their island for use as steeds and warbeasts. The Maormer ruler is King Orgnum, a deathless wizard who is said to be the Serpent God of the Satakal (see Hammerfell).

Thras

The coral kingdoms of Thras, a set of islands southwest of the Chain in the Abecean Sea, are home to a godless tribe of beastmen called the Sload. These amphibious slugmen, perhaps the most hated race in all of Tamriel, were long thought to be extinct. After the Sload released the Thrassian Plague in 1E2200, which claimed more than half of the continent's population, the largest allied naval force in Tamrielic history sailed to Thras, slaughtered all the Sload they could find, and, with great unknown magicks, sunk their coral kingdoms into the sea.

Sadly, it has been reported that Thras has risen again, and that its masters, the Sload, have recently been seen in various areas of Tamriel. Citizens are encouraged to avoid these beasts, and contact the nearest Imperial authorities when they learn of one's existence. Much is remembered about the slugmen, and has been collected for you in the nearby sidebar. Be vigilant.

Collected from the Notes of Bendu Olo, West King of Anvil and Baron-Admiral of the All Flags Navy, and Dealer of Swift Justice to the Foul Spot of Thras.

Life Cycle:

Juvenile: Disgusting little amorphous grubs.

Adolescent: Soft, squishy octopuslike things that cannot emerge on land.

Adult: No outside limit to age or size. Individuals seen on land in Tamriel tend to be older, corpulent adults; the trait of greed is common in these individuals, and they excel as merchants and smuggling entrepreneurs. Younger adults lack essential surface survival skills, and are rarely seen on land. Older adults collapse under their own weight unless buoyed by water.

Gifts:

Perfect memory. They cannot read or write, but they remember everything they see or hear.

Magic-adept: All land-traveling Sload know the Recall spell at a high level of skill, and use it casually and frequently as the default mode of travel. It also provides the best defense; they teleport out of difficulty instinctively. We must be on our feet!

Liabilities:

Poor grasping ability, weak tool use. [Sload slowly adapt their outer integument to conform with surfaces and objects, permitting them to pick things up or climb things like disgusting slugs.] Slow! They think very quickly, but never enough to suit their careful, deliberate personalities. They move slowly, and act slowly. It takes them a long time to come to decisions. They can answer questions quickly, if they choose to… which they seldom do.

Cautious. They have no word in their language for adventure. The closest equivalent means 'tragic disaster'. All their heroic myths are about individuals who sit around and think for years and years, consulting cautiously with wise Sload, until finally they act - always deliberately, always successfully. All their mythic villains act quickly, and always fail.

Morally Repugnant: Every Sload individual encountered has been a grasping, callous, godless, self-loving schemer. They do not seem to experience or display any familiar human emotions, though they are skilled diplomats and actors, and produce gross, exaggerated parodies of human behavior [laughter at lame jokes, weeping at apparent misfortunes, furious tirades at folly or ineptitude]. They have no compunctions about blasphemy, theft, torture, kidnapping, murder, or genocide. They break laws whenever they calculate it in their best interests. They do not perceive or honor friendship or loyalty in the familiar human terms, except for a cheerful affinity for those who defeat them or trick them in any endeavor. The adult form does not apparently reproduce, and shows no interest in the fate of its offspring.

Orsinium

Literally, 'Orsinium' means Orc-Town in the early Aldmeris. The goblin-ken (orcs, ogres, gremlins, and other beastfolk) that live in Orsinium favor the Elvish name for their settlement, for it suggests, at least to human ears, a glorious and beautiful fortress-city instead of the squalid and filth-ridden village-and-keep that it is. It was founded during the Camoran Dynasy, when hundreds of beastmen were set free by the rulers of the Summerset Isles and allowed to settle lands north of Valenwood. These Orcish tribes chose an uninhabited mountain region near Old H'roldan in High Rock, for their people were (and most still are) dependent on a rare shaggy giant centipede herdbeast that can live only at high altitudes on alpine and sub-alpine forage.

Orsinium did possess considerable strength during the First Era, when Orcish refugees fleeing the Ra Gada invasion of Hammerfell joined the beastman army already gathering there. This army was determined to take control of the Bjoulsae River and force the kingdom of Wayrest to pay Orsinium regularly for its use. Other powers of the area rose to confront the Orcs, principally the Yokudan Order of Diagna and the chieftan-kings of early Daggerfall. The Siege of Orsinium lasted thirty years and ended in its ruin.

Orsinium briefly became an Imperial territory under the Akaviri Potentate, though this ended with the death of Savirien-Chorak in CE431. The Orcs have recently petitioned the New Emperor to grant them a similar status, but Tiber Septim is famous for his hatred of their kind, and has yet to bestow the beastfolk good answer.


Annotations by YR:

1. "Does anyone on the Thalmor know what the humans are talking about?"

 

Syndicate content