I love the idea of alchemy ingredients from around the outskirts of Black Marsh. I'd suggest a couple paths to the potion, or a Hist Disease Resistance effect. If you were using the potion system. Perhaps three ingredients from around Black Marsh, one from finding the Hist tree, and one ingredient from murdering Argonians. Let people be dark, let them make the choice if they want to be evil. I'd like to see there be a balance between preparation and "ease of use". Maybe if you get 4 ingredients the effect would last for three days, so you would only need a couple potions, but there's that moment where you run out and have to scramble to escape without dying. I think that would make it feel dangerous. If you make it permanent it's just a gateway, and you can forget you're in a dangerous place. Maybe if you were a well stocked traveler, you'd carry a couple Resist Hist Disease potions and a couple Cure Disease potions.
It should also be balanced with the Resist Disease effect from the base game. Perhaps a 100% Resist Disease would translate to a 50% Resist Hist Disease. Argonians (and Bosmer) would have an advantage, but the Argonians could increase that with ingesting Hist sap in a way that other races couldn't.
Cheating the system should always feel a little risky.
I'd think about doing both. You can be a friend to the Hist and do the quests and gain a blessing that is easily renewed by visiting Hist trees, Argonian players could need fewer quests for the blessing. If you don't want to befriend the Hist, you can pay (or make) a potion that protects you from those diseases. You'd need to really prepare and perhaps pay some probably disreputable people for the potion, and they'd probably be trying to take things from the deep marsh for profit. Just my two cents.
If you wanted to double down on the dark side you could have one of the ingredients for the potion to be from the bodies of Argonians. Other ingredients might be very difficult to get or very rare.
"Spotless!" As a battle well done. "He threw it to a fellow Khajiit, who scraped his claws across the Goblin's sagging form before throwing it back to Ra'tassa. "Spotless!" he shouted, beating it about the face before snapping the Goblin's neck." https://www.imperial-library.info/content/elsweyr
Hello, I'm the one who messaged you. Now that you're here, the next step is to get you set up on Discord and Trello so you can look around and see where we're at. Also check out the Concept art forum here. These are beautiful. I'm excited to be working with you.
Originally I was basing the concept on The Source of Bone, where you could see which animal each bone comes from, and which bone it was. I was thinking that each could have a unique enchantment (if we wanted to devote resources there) based on the animal the bone was from. However, since I had to look that up, I found the Arms and Armor of the Bosmer, so I'm going to think on that. Unfortunately without the amber we'd need something else to add a feel of cultivation to these, or just up the look of craftsmanship in them.
Amber would really add a touch of culture to the tribal, raw feel of the bone. It would also really help to differentiate this from the uncultured Forsworn weapons. If the Green Speakers can find a way to use wood, they can certainly find a way to use amber.