Argonian
While Argonians appear reptilian in nature at first glance, they also
exhibit qualities of fish and amphibians: they are able to breathe
underwater through small gills behind their ears, and swim using
the same method as that of a tadpole or eel by moving their tail
side-to-side to propel through the water. Argonians possess the
most alien personalities in all of Tamriel from a human or meric
perspective and it is often assumed that Argonians possess neither
personality nor emotions. Of course this is not true; Argonians
simply do not facially express their emotions as much as man and
mer do, though anger is easily detectable from their bared teeth
and narrowed eyes. Argonians' genders are sometimes referred to
as life-phases, implying they may be able to change gender.
However, this is unconfirmed, and Argonian hatchlings may be of
either gender.
History
The earliest historical records suggest that the Argonians were
already present in preliterate tribal communities when the Aldmer
began exploring Tamriel, and that no man or mer could survive in
their fetid, septic environment. This proved untrue, as members of
a surprising amount of races and cultures inhabited Black Marsh
over the years, and the province remained relatively peaceful until
the Second Era. Of course, the other races didn't know what to
make of them; they were perceived as everything from curiosities
to heroes to monsters. Some of them began venturing out into
other parts of Tamriel in the First Era, and proved surprisingly
adept at assimilating into other cultures.
Pirates began using Argonia as a base to Attack rich merchant
groups in eastern Cyrodiil, leading the Alessian Empire to launch
an anti-piracy campaign in 1E 1033 that took them deep into the
heart of the swamps, where they encountered heavy resistance
from the Argonians (who, thanks to their experiences with the
pirates, had developed a deep distrust of outsiders). They were
quick to leave once the pirates had been dealt with. Argonians
wouldn't be brought into the Imperial fold until a year after their
defeat in the Battle of Argonia in 1E 2811. The Empire, which
could only really govern pockets of the province along the coast
and borders given the harsh interior, used it as a prison for the
worst of criminals who could not be trusted in conventional
dungeons. During the Interregnum of the Second Era, in 2E 560,
a mysterious and lethal flu broke out which killed virtually every
non-reptilian race.
Saying Tiber Septim conquered Black Marsh is a bit of an
overstatement; he gained control over the borders and major
population centers along the coast, but he wisely avoided trying to
assert control over the interior. He would once again use the
province mainly as a place for high-security prisons. Unfortunately
for the Argonians, the very traits that enabled them to survive so
well in the swamps of their homelands also made them ideal slaves
for hard labor in regions of Morrowind that would prove
unbearable to other races. During the Interregnum, bandits once
again roamed the province in large numbers and entire tribes of
Argonians were enslaved. In 3E 396, during the Imperial
Simulacrum, a slave revolt escalated into the Dunmer instigating
the Arnesian War with Black Marsh and taking a significant
amount of territory (and undoubtedly many new slaves). Along
with the Khajiit, Argonians, particularly in eastern Tamriel, carried
the constant risk of being kidnapped and enslaved. Though
enslaving any civilized race is illegal in the rest of the Empire, the
Dunmer of Morrowind had practiced it since time immemorial
and continued to do so even after joining the Third Empire,
despite the disgust and frustration of many people throughout
Tamriel. This was due to the favorable conditions of the treaty
under which Morrowind joined the Empire, which allowed the
Dunmer to follow their ancient traditions and maintain great
autonomy in their domestic affairs. King Helseth eventually
abolished slavery in Morrowind for a wide variety of reasons.
The abolition of slavery improved relations with Morrowind, but
Argonians did not forget the transgressions of the Dark Elves.
The ramifications of the arrival of the Nerevarine, especially the
loss of their living gods, left the Dunmer very weak at the
beginning of the Fourth Era, and the Argonians had emerged
from the Oblivion Crisis more unified, stronger and ambitious
than ever before. Taking advantage of the eruption of Red
Mountain that weakened Morrowind, they successfully and
ruthlessly invaded mainland Morrowind, driving the remaining
Dunmer out of their ancestral homeland and onto the small island
of Solstheim and across Tamriel.
Society and Religion
Argonians usually live in tribes, each having their own customs as
well as differing appearances. They worship (or at least, deeply
respect) the Hist. Some early sources suggested the Hist were an
ugly and frail breed of Argonians, but other more reliable sources
have since revealed that they are a type of ancient, sentient tree
native to Tamriel that Argonians cherish, and that the trees secrete
a type of sap-like resin that hardens and can be sculpted into an
ideal Armor. In addition, Hist sap can be violently hallucinogenic
when ingested. The Argonians apparently believe that the Hist
have given them their souls and that when they die, their souls are
returned to the Hist to be reincarnated as a new Argonian. They
feel a connection to the Hist when in the Black Marsh, but this
diminishes with distance. When an Argonian makes physical
contact with a Hist tree, it may communicate with them through
visions.
The economic system and way of life amongst Argonians in Black
Marsh is seen as "backwards", as they mainly farm, fish and hunt
for subsistence and have only recently seen fit to start interprovincial trade. Like all the odder-looking races, the Argonians
experience quite a bit of prejudice and hostility even from people
not trying to enslave them. Their native language, Jel, involves
many grunts and squeaks, and the intricacies and rationale of their
naming conventions are completely unknown to outsiders.
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