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The New Argonian Compendium

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IceFireWarden's picture
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I haven't finished yet, but I decided to take it upon myself to update the original (and fucking awesome) Argonian Compendium. Enjoy.

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Argonians In General

Before we begin speaking about Argonians, we must first clarify what an Argonian is. On 3/26/2014, ex-developer Michael Kirkbride revealed that the term ‘Argonian’ is in fact more generalized than at first thought and had this to say on the matter:
 
Frankly, there is enough writing notes at Beth that I hope ESO got the memo on how to incorporate the concept of:
 
"Man" Khajiit (which is still Khajiit)
 
"Man" Argonian (which is not an Argonian)
 
Finally, and most importantly: Argonians are not an Argonian concept. All hist are Hist. A human can be enough hist that he is regarded as Argonian by the Hist. Similarly, a rock can be an Argonian if it shows enough hist traits that Hist deem it so.
 
When inquired further for better understanding, MK finished his above point with this following post to a question by one of the other posters to his original comment:
 
The Arena "Argonians" are a strain of hist-Dunmer mutants created by the Hist to infiltrate the Deshaan Plain and beyond, an experiment that was seemingly abandoned long in the past. Whether anything happened that was considered as a victory of this mutation is uncertain. The Hist aren't telling.
 
Furthermore, the Arena "Argonians" may or may not be considered hist enough by the Hist to be real Argonians. The Hist aren't telling. The game certainly called them that, though.
 
By this measure, there are no reliably confirmed "Argonians", only beings that think they are and have had that idea confirmed by meeting the Trees. And, of course, an Argonian may have started as one and is laughed behind his back by others because they know he/she/it is no longer exhibiting what the Hist wants from them. They, of course, must only be able to assume this.
 
Tell me, when you play an Argonian, do you ever hear the Trees talking to you? As a hist, I mean, even when you're playing a Nord? Because your Nord may instead be an Argonian without you even knowing it.
 
"Tell me, Uncle, do you remember the War with the Trees?" - PGE1
 
Why is an Altmer asking if another Altmer remembers the War with the Trees?? Why, an Altmer who is forgetting that he is exhibiting enough hist traits that he would never have Warred against the Hist... in other words, an Argonian who is also an Altmer.
 
So... who exactly had the BIGGER BIAS in that Pocket Guide now?
 
According to MK, ‘Argonians’ are creatures that have ingested Hist sap and have been changed by the experience, now exhibiting hist-like traits that make causes the Hist to view them as ‘Argonians’. In essence, any creature in The Elder Scrolls can be considered an Argonian if the Hist deems them one.
 
So for the sake of simplicity, from here on out the term ‘Argonian’ will be referring to the lizard-people of Tamriel. You have been informed.

 

The Argonians, known in their native tongue as Saxhleel, have generally taken on the appearance of reptilian/amphibious humanoids throughout The Elder Scrolls games. They are possessed of a calm intelligence, and good speed and agility on both the surface or underwater, but especially in the water. They generally adhere to the Mage and Thief archetypes in the series, but they also able to become proficient underneath the Warrior as well. They are perhaps the most mysterious race native to Tamriel, and are described as such by the other races. This view of them is perhaps aided by their strange relationship with the sentient species of tree known as the Hist.
 
They are known to be intensely loyal to members of their own kind as well as those they refer to as ‘friend’, and are extremely protective of the Hist. They have been persecuted throughout their history, are possessed of a cool intellect, treat the entirety of their life as one moment, and always have a reason for everything they do. It is also well-known that they and the Dunmer mutually hate one another; they share this sentiment (along with their ancient enemies in Morrowind) to a somewhat lesser degree with the Nords.
 
The appearance of the average Argonian has changed drastically with every new installment in the series. In Arena, Argonians appeared (like all of the other races) as men with grey skin. Simply remove the ears, eyes, ragged mouths, and hair and they could pass for Dunmer: the females even had reddish eyes. The males possessed wild green hair and green eyes, while the females had red hair. According to ex-developer at Bethesda Michael Kirkbride, however, these ‘Argonians’ were in fact Dunmer altered by Hist sap to conduct espionage in Morrowind and can thus be considered not ‘true’ Saxhleel.
 
In Daggerfall, the Argonians appearance had changed dramatically and they were now in their common lizard-man look. This incarnation of them was very green and scaly with red eyes regardless of sex, and their most notable feature was that their lower half was similar to that of a man or mer excluding the tail. No Argonians appeared in Battlespire, and Dreekius was the lone Argonian to appear in Redguard. Their appearance is largely unaltered in The Elder Scrolls Travels mobile series, notably Shadowkey.
 
In Morrowind, the look of the Argonians changed once again but this time for the more subtle. Their scales changed from mostly green to mostly tan, the males having accentuated coloring along the spine and on the upper chest and neck. The Arena rule of eye color also came back with females always having red eyes and males seemingly always having green. The biggest difference, though, was in the legs as their feet (specifically the metatarsal bones) became extended to a length comparable to their shin bones/lower legs and kept their knees bent, much like a dog, cat, or other animal's legs do.
 
In Oblivion, the typical Argonian became much more accented. Their scales became more colorful and bright, ranging from red to green to blue. Both sexes had reddish-orange eyes once more, and remarkably their walking style returned from digitigrade to being plantigrade like in the earlier installments.
 
In Skyrim, the Argonians became more rougher and ‘dinosaur-like’ in this incarnation. The color of their scales became duller but still variously colored. They remained plantigrade as well. In this game they are also capable of having feathers growing from their head alongside the usual horns and spines. The fact that they can be even found in the province the game takes place in suggests that they are warm-blooded as well. In Elder Scrolls Online, the Argonian’s appearance carries over largely from Skyrim and no major changes have been made.
 
From the Arena in-game description on Argonians:
 
Know ye this also: 
Thy race is born of the swamps, thou hast stayed thyself from the open fields, for thou art hunters of a different sort, those who stalk thy prey in the still black waters...
 
From the Arena manual:
 
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.
 
From the Daggerfall manual:
 
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.
 
From the Daggerfall in-game character creation screen:
 
Argonians hail from the province of Black Marsh. You are part of a highly-evolved race of reptiles, known for their intelligence, agility, and speed. Because of their reptilian nature, Argonians do not tire easily when swimming. While many Argonians have successfully mastered the arts of thievery and spellcasting, there are some regarded well as warriors.
 
From the Morrowind website:
 
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.
 
From the Morrowind in-game description on Argonians:
 
At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends.
 
From the Shadowkey in-game description on Argonians:
 
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.
 
From the Oblivion in-game description on Argonians:
 
This reptilian race, well-suited for the treacherous swamps of its homeland, has developed natural immunities to disease and poisons. They can breathe water and are good at picking locks.
 
From the Skyrim in-game description on Argonians:
 
This reptilian race, well-suited for the treacherous swamps of their Black Marsh homeland, has developed a natural resistance to diseases and the ability to breathe underwater. They can call upon the Histskin to regenerate health very quickly.
 
From The Elder Scrolls Online in-game description on Argonians:
 
The Argonians are possessed of a cool intellect, and are well-versed in the magical arts, stealth, and the use of blades. They are also guerilla warfare experts, long accustomed to defending their borders from invaders. They often serve as the scouts and skirmishers for the forces of the Pact.
 
From “Savant's Note On Vvardenfell” by Andilo Thelas and Llaalam Dredil: 
 
The Argonians of Black Marsh call themselves the 'People of the Root'. They are equally at home on land or in water, and are magically gifted. Persecuted and enslaved by other races, they are cautious and secretive. Little is known of their homeland or native culture, and their alien physiology and customs are not well understood by scholars. 
 
Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior. There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. For ages the Dunmer have raided Black Marsh for slaves; though the Empire has made this illegal, the practice persists, and Dunmer and Argonians have a long-standing and bitter hatred for one another.
 
The list of following adjectives have been used towards the Argonians in both in-game and out-of-game sources, and have been included for a rounder look at the race:
  • Reserved
  • Strange
  • Amphibious
  • Reptilian
  • Cautious
  • Secretive
  • Intelligent
  • Agile
  • Fleet-footed
  • Expressionless
  • Loyal
  • Methodical
  • Mysterious
  • Magically gifted
  • Persecuted
  • Alien
  • Beastly
  • Relatively intelligent
  • Repulsive
  • Primitive
  • Reclusive
  • Hissing
  • Cool Intellect
  • Well-Versed
  • Cunning
 
Mark Nelson and Doug Goodall, the Argonian and Khajiit specialists respectively at Bethesda, note that Argonians are not just Mages and Thieves, seeming to imply even more versatility than simply a rounded tri-arch including the Warrior. 
 
BlueDev following up on guesses about the new race recently revealed: 
From the Elder Scrolls Forums, posted 03/15/01 
 
As resident Argoniphile here in the office, I'd say don't go counting my lizardly friends out of anything (be it magery, thievery, or hit-you-over-the-head-with-a-club-ery) just yet. They're an amazingly versatile group of folks. There is much yet to learn about the denizens of Black Marsh.
 
affamu on Argonians being good Mages or Thieves: 
From the Elder Scrolls Forums, posted 03/15/01 
 
That may be how Argonians are perceived... But, frankly, their natural talents are more diverse.
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Religion and Mythic Origins of the Argonians

According to “Varieties of Faith: The Argonians”, the Lizard-Folk of Black Marsh do not naturally worship or even identify Aedra or Daedra. But they do venerate two beings – the Hist and the primal being known as Sithis:
 
Except for a few of the most assimilated, Argonians worship neither Aedra nor Daedra. They do not have "religion" as it is known elsewhere in Tamriel. They are known to venerate the Hist Trees of Black Marsh, but they do not appear to have prayers, priests, or temples.
 
Argonians also venerate Sithis, the primordial Shadow/Chaos that existed before the gods were born. Unlike most citizens of Tamriel, they do not regard Sithis as "evil." In fact, Argonians born under the sign of the Shadow are taken at birth and presented to the Dark Brotherhood, which in Black Marsh is considered an integral part of society.
 
The Argonians are the only race residing in Tamriel that is not descended from the Ehlnofey, but instead were created by the Hist. The Hist are a race of highly-intelligent and sentient spore-trees indigenous to Black Marsh, the home province of the Argonians. The Lizard-Folk venerate the Hist, and also share a mental and spiritual bond with the trees that makes them special amongst the other mortal races.
 
An Elder Scrolls Online loading screen description of Haj Uxith, an Argonian settlement in Oblivion:
 
The souls of Argonians are different from those of other races of Tamriel due to their deep, mystical connection to the Hist trees. Sorcerers who specialize in soul trapping have long sought some way to take advantage of this difference.
 
Unknown to the average Tamrielic, the Hist are entities not native to the Aurbis: they are invaders into the Dream of Ald-Anu, his Amaranth, and beings from his world. Amaranth is the state when one Dreams the universe; the current Dream is the one of Ald-Anu. They are completely foreign to everything else (well, mostly) on Nirn, and the Argonians are their way of integrating with the rest of Tamriel.
 
To the average Tamrielic, however, more information about the Hist can be found in texts scattered throughout the continent.
 
From “The Annotated Anuad” by Michael Kirkbride, originally titled the Bosmeri creation myth: 
 
The only survivors of the twelve worlds of Creation were the Ehlnofey and the Hist. The Ehlnofey are the ancestors of Mer and Men. The Hist are the trees of Argonia.
 
…and…
 
The Hist were bystanders in the Ehlnofey war, but most of their realm was destroyed as the war passed over it. A small corner of it survived to become Black Marsh in Tamriel, but most of their realm was sunk beneath the sea.
 
From “Myths and Legends of the Hist”, an overview of the spore-trees from an Imperial perspective:
 
Those willing to risk rust chancre, greenspore, and a host of other more debilitating diseases may venture into parts of Black Marsh unmapped by the higher races. The few who can cope with swamp rot, fleshfly bites, and the constant palaver of unseen entities whooping, clicking, or simply lying in the murk waiting to slice teeth across your limbs may reach the innermost swamps. And the hardiest of Imperial explorers, who have no further need to prove their mettle after the following discovery, may gaze upon the Hist tree.
 
Rumors abound that the Hist tree is the main form of worship among the scaled peoples of these dark swales. Others have hypothesized that the trees are apperceptive, with a deep knowledge and unfathomable secrets from the times before all the races of Man and Mer. Loose translations of recently uncovered Dunmeri texts seem to indicate a ritual among the Argonians, although this may be legend rather than fact.
 
It is said that when a Saxhleel emerges from juvenescence, it finds a nearby Hist tree to lick sap from its bole. The elements in the sap quicken the hormonal glands, which sprout appropriate organs from which the Argonian's gender can be determined. Immediately afterward, an appropriate mate is found and reproduction occurs. The female soon lays one or more eggs, which are moved to a hatching pool where gestation and spawning takes place.
 
With recent Imperial expeditions into central Black Marsh ending inconclusively (burial sites were marked on the map Cornix Caeparius provided), and the locals reticent to speak of the mysteries of this fabled tree despite our cajoling, we remain alarmingly ungifted in the realm of Hist tree knowledge.
 
Head horticulturist Titullinia Petillia of the Imperial Palace Gardens has requested careful handling and collection of sap or seeds from this tree, should one be discovered. It may prove to be a considerable boon to our apothecaries.
 
Their creation by the trees is reinforced by Mere-Glim, one of the main protagonists of both TES Novels and also an Argonian. In the books, Glim provides interesting as well as excellent information about his species during both stories.
 
From The Infernal City, the first of the TES Novels:
 
“It was generally believed that Argonians had been given their souls by the Hist, and when one died one's soul returned to them, to be incarnated once more. [To Glim,] that seemed reasonable enough, at least under ordinary circumstances. In the deepest parts of his dreams or profound thinking were images, scents, tastes that the part of him that was sentient could not remember experiencing.”
 
From Lord of Souls, the second of the TES Novels:
 
The Hist “are sentient trees, and we [Glim, speaking on behalf of the Argonians] are—connected to them. They are many and they are one, all attached at the root, and we, too, are joined to that root. Some say we were created by the Hist, to see for them the world where they cannot walk. They can call us or send us away. When we are named, we take of the sap of the Hist, and we are changed—sometimes a little, sometimes very much...
 
Also supported by “Dominion Troops General Order 719a”, a hostile text by the first Aldmeri Dominion towards an invasion of Black Marsh:
 
When assaulting an Argonian village or settlement, be careful of the large, usually centrally-located tree within the hamlet's boundaries. The Argonians call it a Hist tree and their cold-blooded race can be driven into a berserk fury if it is attacked. The tree has something to do with their mating rituals and life-cycle, so that is understandable.
 
Whenever the Argonians were created, it was sometime directly after the Dawn Era for they are recorded to have existed during the Merethic Era in “Before the Ages of Men” before being driven to their respected homelands by the exploring mer:
 
During the early Merethic Era, the aboriginal beastpeoples of Tamriel -- the ancestors of the Khajiit, Argonian, Orcish, and other beastfolk -- lived in preliterate communities throughout Tamriel.
 
…and…
 
In the Middle Merethic Era, the Aldmeri (mortals of Elven origin) refugees left their doomed and now-lost continent of Aldmeris (also known as 'Old Ehlnofey') and settled in southwestern Tamriel. The first colonies were distributed at wide intervals on islands along the entire coast of Tamriel. Later inland settlements were founded primarily in fertile lowlands in southwest and central Tamriel. Wherever the beastfolk encountered the Elves, the sophisticated, literate, technologically advanced Aldmeri cultures displaced the primitive beastfolk into the jungles, marshes, mountains, and wastelands.
 
From “Father of the Niben”, a book of fragmented poems about the legendary Topal the Pilot’s exploration of early Tamriel:
 
The fetid, evil swamp lands and their human lizards
Retreated to the east, and Topal and his men's
Hearts were greatly gladdened by the sight of
Diamond blue, pure, sweet ocean.
 
Okan-Shei, also known as the Argonian Savant, indicates that the Argonian creation myths are distinct from Khajiiti or any others, as is their culture and physiology distinct from all other races, beastfolk or otherwise. This can be a direct result of their unique creation, which brings up the question of the Argonians even having their own creation myth:
 
Okan-Shei, Argonian Male, Savant (lvl. 13). 
Ebonheart, East Empire Company, first floor. 
 
On the subject of Betmeri... 
 
Betmeri, or 'Beastmen,' were the aboriginal inhabitants of Tamriel. Each Beast race has its own distinctive accounts of the mythic era before the coming of Elves and Men; each Beast race is as culturally and physically distinct from one another as it is from Elven and Manish races.
 
The Argonian’s link with Sithis is perhaps even stranger. The primal IS NOT and the literal embodiment of both the Void and Change, Sithis is the ‘soul’ of the even more ancient entity known as Padomay. It is commonly believed that they regard this being because the Hist also recognize him as well.
 
From "The Monomyth", an Altmer apologistic creationism text: 
 
In most cultures, Anuiel is honored for his part of the interplay that creates the world, but Sithis is held in highest esteem because he's the one that causes the reaction. Sithis is thus the Original Creator, an entity who intrinsically causes change without design. Even the hist acknowledge this being. 
 
To the other races Sithis is an evil deity that corrupts and destroys. The Argonians do not view him as such, however. Sithis is even made a part of their daily lives: young Argonian hatchlings born under the Shadow constellation are sent to the Dark Brotherhood, the infamous assassin guild, to become Shadowscales. The Brotherhood is well known for their reverence for Sithis, as well as his ‘wife’ the Night Mother. The Argonians also acknowledge her as well, which is weird because she is often described as the ghost of a mortal woman and not a god.
 
From “The Dark Husband”, a Shadowscale text on Sithis:
 
Like Secunda follows Masser, Sithis follows the Night Mother. Her husband pursues, but she seldom pauses, leaving him eternally in shadow.
 
Sithis has many names, and many parents … or none at all. But his Fangs … the Fangs of Sithis still bite. They take particular pleasure in envenoming the weak-minded, the foolish, the greedy, or the headstrong, but the Fangs can destroy the powerful and the wise as well.
 
Beware those born under the Shadow, and all those who seek to use its power. The downfall of our ancestors is tied to the Fangs of Sithis, and our scales remain darkened by his touch.
 
From “Beware the Shadowscales”, a pamphlet that is generally anti-Shadowscale:
 
Shadowscales are reptilian kith born under the sign of the Shadow. Plucked at birth and offered to the detestable Dark Brotherhood, these hatchlings are a boon to their cause and are expertly trained in the arts of furtiveness and subtle bloodshed. When fully formed, they are embraced by these Sithis cultists and accept warrants for assassinations, just as their higher race kin have infamously done. Now that Shadowscales are incorporated into Argonian society, their targets benefit only the lizard-folk. How such targets are determined is still unclear.
 
Interestingly, the tradition of Shadowscales might be older than previously suspected and might have been separate from the Dark Brotherhood before being incorporated into it, according to some interesting texts that imply that the Argonians have venerated both Sithis and the Night Mother since ancient times long forgotten. They also suggest that the Night Mother might be a more ancient deity than previously thought.
 
An Elder Scrolls Online loading screen description of the Sunscale Ruins, a location in Black Marsh:
 
The vaults beneath the Sunscale xanmeers were built by a long-gone Argonian tribe in honor of Sithis, the "Dark Husband." They are said to contain tests for those who think to withstand the call of the abyss.
 
From “The Night Mother Watches”, a note written by a Shadowscale to another Argonian:
 
Though you were not born under the sign of the Shadow, it does not mean Sithis or the Night Mother ignores your pleas. Pray to them and you shall gain power. Kill in their name, and they will respect you. Stand up for the heritage of our people.
 
In Arena, a mysterious ‘Brotherhood of Seth’ is mentioned to have some hold in the province of Black Marsh. By going off of phonetic similarities as well as the “Go Blades!” text that is a compilation of descriptions of cities from Arena, it seems safe to say that Seth was the early incarnation of Sithis (the passage also mentions a gladiatorial team that may also be an early precursor of the Shadowscales):
 
Gideon, the black city of the followers of Seth, lies near the southern tip of the Imperial Run. A cold air that has nothing to do with the time of year seems to chill your bones as you enter. It has been rumored that the Shadowblades, who fight for Gideon, are undead...
 
However, their natural ‘worship’ of the Hist, Sithis, and the Night Mother is completely obligatory (aside from the Shadowscales until the 4E, where a Shadowscale in the Dark Brotherhood during the events of Skyrim reveals that he is in fact the last Shadowscale), and the individual Argonian may follow any deity of their choosing. A good example would be the Argonian village of Haj Uxith, which made a pact with the Daedric Prince Molag Bal and were taken to his realm, a tale described in the text “How We Came To Coldharbour”:
 
In the ancient past, my people lived in Nirn. Our great civilization rose from the warm swamps of Black Marsh and our beloved Hist tree was connected to the other Hist trees of the world. But a time of change was coming. The Argonian civilization, as we knew it, was coming to an end. Our Hist tree told us so.
 
And our Hist tree despaired. It did not want to see the great civilization fall. It did not want to see its children reduced to a more primitive, primeval state. Our Hist tree sought a solution that would keep our civilization intact. That, our legends tell us, is when Molag Bal appeared with an offer we couldn't refuse.
The Lord of Brutality's offer was simple. He would create a place in his realm of Coldharbour for our Hist tree and its children, a place where we could continue our values and traditions just as we had always done. We would not have to fear the coming changes that would sweep through the rest of the Argonian settlements. And all the Daedric Prince asked for, all he wanted in return, was a little of our Hist tree's sap.
 
Our beloved Hist tree decided that it could spare a bit of sap in exchange for the continued health and happiness of its children. It accepted Molag Bal's offer and the city of Haj Uxith—along with its people and its Hist—slid into Oblivion and came to rest upon Coldharbour's dark and dismal shores.
 
Did our Hist make the right decision? That's for the leaders of the scholars and the warriors to decide. For me and for most of the common citizens of Haj Uxith? We'd rather have the civilization we know than the unknown fate we were destined to endure before we departed for the isolated islands of Coldharbour.
 
Minor support suggests that the Argonians also revere Akatosh and Lorkhan at least to a certain extent, but this is largely unfounded and odd.
 
From “Varieties of Faith in the Empire”:
 
Akatosh (Dragon God of Time): Akatosh is the chief deity of the Nine Divines (the major religious cult of Cyrodiil and its provinces), and one of two deities found in every Tamrielic religion (the other is Lorkhan).
 
The above states that both Akatosh and Lorkhan can be found in every religious tradition on Tamriel. In regards to Akatosh, the Argonians do not naturally recognize the concept of time (which shall be explored later on); so them recognizing a Time God is a bit confusing. In regards to Lorkhan, it’s possible that he has been replaced by Sithis in their culture. In the book titled “Sithis”, it’s stated the soul of Padomay begat Lorkhan:
 
Sithis sundered the nothing and mutated the parts, fashioning from them a myriad of possibilities. These ideas ebbed and flowed and faded away and this is how it should have been.
 
One idea, however, became jealous and did not want to die; like the stasis, he wanted to last. This was the demon Anui-El, who made friends, and they called themselves the Aedra. They enslaved everything that Sithis had made and created realms of everlasting imperfection. Thus are the Aedra the false gods, that is, illusion.
 
So Sithis begat Lorkhan and sent him to destroy the universe. Lorkhan! Unstable mutant!
 
Z'en, a Bosmeri god often confused with and also identified with the Imperial Zenithar, was one of the most important deities of the silver-skinned human tribe of Black Marsh known as the Kothringi, who went extinct late in the Second Era. It can only be speculated whether they got Z'en from the Argonians (lizard men) or not. Of most interest is the connection made with the continent of Akavir.
 
From “Varieties of Faith: The Wood Elves”:
 
Z'en, god of Toil 
Bosmeri god of payment in kind. Studies indicate origins in both Argonian and Akaviri mythologies, perhaps introduced into Valenwood by Kothringi sailors. Ostensibly an agriculture deity, Z'en sometimes proves to be an entity of a much higher cosmic order. His worship died out shortly after the Knahaten Flu.
 
Goroflox The Unholy is a summonable entity mentioned in the story "Withershins" by a shaman of sorts in a store called the ParaDocks located near the wharfs of a town presumed to be in Black Marsh. Goroflox's nature and origin are not described in any way beyond him needing to be summoned only after a candle is lit. However, his name resembles the typical nymics of Argonian culture which indicate he could be some spirit connected to the race.
 
Strangely, a Dunmer text refers to what may or may not be Argonian gods. It mentions lizard gods calling static change 'the Striking'. I can conclude nothing from it given the bias of the Dunmer and the intense use of metaphor, allegory, improvised terms, and general love of hidden meaning that typifies the writing of Michael Kirkbride, wrote the infamous “Thirty-Six Lessons of Vivec”.
 
From "The Thirty-Six Lessons of Vivec: Sermon Twenty-One": 
 
The Spokes are the eight components of chaos, as yet solidified by the law of time: static change, if you will, something the lizard gods refer to as the Striking. That is the reptile wheel, coiled potential, ever-preamble to the never-action.
 
The Striking is also mentioned in “The Tsaesci Creation Myth and We ate It to Become It”, which once again creates an interesting link between both Akavir and the Argonians. Of special note is that the Saxhleel and the Tsaesci (frequently referred to as the Serpent Men) share reptilian characteristics as well as a love for naming:
 
There was the Striking, and the Egg was split into twelve worlds, one for each serpent who had a name, and the names of the serpents were alive and coiled into themselves and became more eggs, for names are self-maters, and the Naming went and went. According to the calculations, the random sequence learned very cunningly that fragmentation reserved itself to the left eye. Variation realms were the evidence needed.
 
One final note is that according to “Kier-Jo”, a username on The Elder Scroll Forums who is suspected to be a developer wrote this text:
 
"The Worshippers of the Unnamed Lord, know as 'Argonians' on Nirni, are the Descendents of Boethiah and the Serpent-men."
 
The above text goes against pretty much everything we know about the Argonians, but it is possible that there might be some stranger meanings going on within the passage. For example, Boethiah is the Prince of Plots so his name may be a metaphor for ‘plots’. The term descendents (descending from an ancestor) rather than descendants (descending from a particular ancestor) is also strange. Also, according to Michael Kirkbride the continent Akavir is in the ‘permanent future’ and everything that occurs on Tamriel is past news to it. Could it be possible that the proto-Tsaesci traveled to ancient Black Marsh as regular reptiles and were transformed into Argonians by the Hist in a greater scheme to ensure their own existence? No one truly knows: this text has puzzled countless scholars since the day it was written.
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Joined: 09/27/2013

Argonian Language

The Argonian language is known as Jel, which is described in The Infernal City  as being “the closest speech to thought.” Humans are not able to pronounce it well enough to converse effectively, as it consists of mainly grunts, hisses, and other reptilian/amphibian noises. The language itself only consists of present-tense terms and a few past tense words, due to the Argonians not naturally comprehending time. It was first mentioned in the “The Madness of Pelagius”, with the infamous insane emperor using it to converse with his Argonian visitor:
 
It was said that when the Argonian ambassador from Blackrose came to court, Pelagius insisted on speaking in all grunts and squeaks, as that was the Argonian's natural language.
 
Since Morrowind, we have steadily learned more of the Argonian language along with their definitions.
 
Word: Saxhleel
Meaning: ‘People of the Root’
Usage: True name of the Argonian people
Source: The Infernal City
Reliable: Yes
“The Argonian Mere-Glim uses the term to refer to his kind while speaking of the Argonian connection with the Hist”
 
Word: Haj-Ei
Meaning: 'Hides His Eyes' 
Usage: Argonian Name
Source:  The People of Morrowind.
Reliable: Yes 
"In a Morrowind quest, it is revealed that the escaped slave Haj-Ei and the Argonian guide/informant Hides His Eyes are one and the same; it is explained that 'Haj-Ei' means 'Hides His Eyes' in the Argonian language”
 
Word: Ixtaxh
Meaning: 'Exact'
Usage: Ixtaxh-thtithil-meht - 'Exact Egg-Cracker', the Hist word for Padomay/Sithis.
Source: Interview with 3 Booksellers; The Infernal City
Reliable: Yes
“The name of a great stepped pyramid in Lilmoth, Black Marsh is called Ixtaxh-thtithil-meht and the word was going to originally show up in the Annotated Anuad before being cut. Has recently been identified with the Scarab That Turns Into The New Man, one of the Six Walking Ways (reaching heaven through violence)”
 
Word: thtithil
Meaning: 'Egg'
Usage: Ixtaxh-thtithil-meht - 'Exact Egg-Cracker', the Hist word for Padomay/Sithis.
Source: Interview with 3 Bookseller; The Infernal City
Reliable: Yes
“The name of a great stepped pyramid in Lilmoth, Black Marsh is called Ixtaxh-thtithil-meht and the word was going to originally show up in the Annotated Anuad before being cut. Has recently been identified with the Scarab That Turns Into The New Man, one of the Six Walking Ways (reaching heaven through violence)”
 
Word: meht
Meaning: 'Cracker'
Usage: Ixtaxh-thtithil-meht - 'Exact Egg-Cracker', the Hist word for Padomay/Sithis.
Source: Interview with 3 Booksellers; The Infernal City
Reliable: Yes
“The name of a great stepped pyramid in Lilmoth, Black Marsh is called Ixtaxh-thtithil-meht and the word was going to originally show up in the Annotated Anuad before being cut. Has recently been identified with the Scarab That Turns Into The New Man, one of the Six Walking Ways (reaching heaven through violence)”
 
Word: Daril
Meaning: ‘Seeing everything in ecstasy”
Usage: The name of an Argonian drug.
Source: The Infernal City
Reliable: Yes
“Daril is a type of intoxication derived from the moon-adder, a snake native to Black Marsh. It is lethal to all but Argonians”
 
Word: xhu
Meaning: ‘You?’ or ‘Yes?’ depending on the context.
Usage: As a type of affirmation.
Source: The Infernal City
Reliable: Yes
“Seems to be sort of a sentence ender for asking a companion for a response. For example: ‘I’m going, xhu?’”
 
Word: Xuth
Meaning: Probably ‘shit’.
Usage: Vulgar Interjection
Source: The Infernal City
Reliable: Yes
“After observing its use, it seems to be Argonian equivalent to either real life ‘crap’ or ‘shit’.
 
Word: Waxhuthil
Meaning: ‘Stupid’ or ‘Ignorant’.
Usage: Vulgar Interjection
Source: The Infernal City
Reliable: Yes
“Seems to be denoting situations that Argonians find absolutely silly or needlessly troublesome, or to perhaps insult a friend”
 
Word: Kaoc
Meaning: ‘Stupid’ or ‘Ignorant’.
Usage: Vulgar Interjection
Source: The Infernal City
Reliable: Yes
“Seems to be denoting situations that Argonians find absolutely silly or needlessly troublesome, or to perhaps insult a friend”
 
Word: Thtachalxan
Meaning: ‘Dry-Killers’
Usage: Denotation of non-Argonian guards in Black Marsh
Source: The Infernal City
Reliable: Yes
“Probably created sometime after Dunmer/Imperial interest in Black Marsh, to refer to the soldiers that occupied Argonian cities”
 
Word: Tsonashap
Meaning: Swimming Frog
Usage: Denotation for Argonian vessels or buildings
Source: The Infernal City; Elder Scrolls Online
Reliable: Yes
“In the novels, it is the name of one of the ships. In ESO, there is also a mine in Black Marsh that bears the name”