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Argonians tend not to speak of Black Marsh. I think this may be the work of the Hist, as they do not want the argonians to reveal too much of the province in order to help prevent future invasion. To a degree, argonians are hive-minded, as the Hist often make decisions for the race. And so, the Hist would revered by the inhabitants of Black Marsh, decorating the trees with ornaments of various kinds. The Hist are essentially an alien species. They are powerful enough to have survived an entire Tamrielic time cycle, and are responsible for the argonians. Due to their sentience and alien, I imagine that they possess odd looking organ growths all around them, roots forming in ways that allow the argonians to easily enter and gather their sap. In terms of story, the player character would need a good reason to visit Black Marsh. Regardless as to whether or not the player character chooses to be Dragonborn, I imagine that the Hist are aware of the player's potential, and send an argonian to retrieve them for an important quest. The argonian would provide the player character with an item that allows them to more easily traverse Black Marsh, perhaps in the form of ingredients that prevent disease or invoke water breathing. Later in the main quest, the Hist may gift the player character with an item that, when worn, grants both disease resistance and water breathing. In the in-game book 'The Argonian Account', Decumus Scotti enters the body of a translucent worm in order to traverse the swamps. This could be implemented as a way of public transport in Black Marsh. Canoes and underwater argonian pathways could also work. Maybe ziplines? I think that Black Marsh should become more hostile as you go deeper into the province, yet, more civilized as well. The player character would need to rely on accessories, potions, and ingredients in order to progress, while simultaneously utilizing argonian modes of transport. On that note, Black Marsh being the "Garbage Heap of Tamriel" is likely Imperial bias to the province. I do not think that the project should adhere to ESO's rendition of Black Marsh. Rather than simply portraying the argonians as Aztecs, we could develop more of an original, alien style for them. Perhaps buildings in the shapes of shells,maybe utilizing tree roots and the flora of the swamp for structure. We should treat Black Marsh in a similar manner to Morrowind, but take it even further, focusing efforts on designing cities in such a way that the player would be in awe at the creativity, encouraging them to explore and examine the environment. Much of argonian culture is a mystery, and so, we could take as much creative liberty as we like in designing it. The elven provinces in Tamriel are strange and fantastic in design, imagine how alien a beast race province would be. Flesh eating bugs are prevalent in Black Marsh, as shown in The Argonian Account. Perhaps they could be warded off with torches and fire magic? Or perhaps even a special spell that acts as a bug deterrent? Argonian Underwater Cities In order to breath underwater, the player character can either be an Argonian, or do the following: Consume an ingredient to breath underwater for an extended period of time. Use an enchantment. Consume hist sap to temporarily become an argonian. This would also protect the player from the diseases of black marsh. Wear an organic 'rebreather' made of plant material found in Black Marsh. These gameplay elements could carry throughout other areas of Black Marsh as well, encouraging exploration of underwater ruins and sunken temples. Guild Ideas Dark Brotherhood The argonians, while also cherishing the Hist, also worship Sithis. And so, the Dark Brotherhood could have an outpost somewhere in Black Marsh, likely mostly consisting of Shadowscales. The An-Xileel Perhaps the player character can assist this warrior faction in driving out imperial influences and threats to Black Marsh. Although they probably wouldn't accept non-argonians, the Hist may inform them of the player's assistance, and they will gradually allow the player into the faction. If the player is a member of the Imperial Legion, they could be forced to renounce their role in it in order to join the An-Xileel. Argonian Disease Black Marsh is an inhospitable place, and the various diseases are life-threatening to the other races. And so, not only do non-argonians need a good reason to travel there, they also need to be immunized: Enchantment. Consume an ingredient to temporarily boost the immune system of the player. Become an argonian for a while via hist sap. Perhaps the Hist could grant the player character a special item that allows them to travel Black Marsh, immune to the disease while simultaneously allowing them to traverse the underwater cities. City of Blackrose Originally founded by the Lilmothiit, a vulpine beast race thought to be extinct.. Now fully occupied by Argonians, it is home to the most secure prison in Tamriel, known as "The Rose". Blackrose would possess a distinct, never before seen architectural style belonging to that of the deceased Lilmothiit. Parts of it should be broken apart and sunken into the swamp, while other areas of it would be argonian. The Akiviri constructed the city's infamous prison, adding some Japanese style architecture to the city. The prison, being the most secure in Tamriel, could be a huge dungeon with a quest. Lilmoth An imperial settlement, formerly Argonian. Destroyed during the events of The Infernal City, and it now consists of rotted imperial buildings. I imagine that Lilmoth would be a creepy place to visit. Very eerie, seeing the sunken imperial architecture. If done right, it would help to symbolize the fall of the empire in the 4th Era. The imperial buildings could be filled with 3E props, such as weapons, furniture, clutter. Soulrest A major argonian city of which many carry out death rituals. Much like Falkreath, I imagine that the city would use a lot of death-related naming conventions. Perhaps the player character could be tasked with tracking down graverobbers? Gideon and Stormhold were both founded by the Ayleids, further adding to the diversity of the province. Argonian Equipment/Weapons I think that we should deviate a bit from standard item material conventions in Black Marsh, so as to help differentiate Black Marsh from the other provinces. Here are some ideas: 'Stone' themed weapons This could be carried out in a similar manner to that of 'Glass Armor' and 'Ice Armor', in that the material isn't actually stone, rather, a much more durable and fancy crafting substance altogether. According to lore, the argonians do actually mine for materials, although, these are not specified. Perhaps they mine for this 'stone' material to craft weapons with? Give it a better name than stone. Barsaebic Ayleid Ayleid armor and weapons, mixed with the Black Marsh theme. Could be very interesting! Hist Bark I imagine that the Hist also helps in providing the argonians with means of self-defense. The wood from the Hist would be stronger than regular wood, and also have cool carvings. Perhaps it could be crafted with hist sap and hist bark? 'Crystal' themed weapons Much like the above 'Stone' weapons, the argonians may mine for this material to craft items. Lilmothiit Weapons/Armor No one knows what Lilmothiit equipment looks like, but delving into an ancient Lilmothiit dungeon and discovering the schematics for crafting Lilmothiit equipment would be super cool! Iron/Steel I figure that the argonians would at least have these basic components. However, they would be crafted into odd shapes, with distinct argonian carvings. Perhaps the handles could be wrapped in plant matter found underwater. Bone Black Marsh is known for having various dangerous creatures, such as Werelions and Hackwings. Perhaps the bones of these creatures are sturdy enough to be molded into weapons and accessories? Hackwing feathers could also be used in many of the argonian armor sets. Scale Perhaps created from the scales of Werecrocodiles? Other armor ideas Shadowscale A Dark Brotherhood armor variant. Obtained by assisting the Black Marsh chapter of the guild. An-Xileel Armor
TheMadAnime posted a topic in RecruitmentI'm not to sure if this is the right place to submit ideas like this, but I sort of wanted to share it around at the very least for anyone interested, and possibly for some feedback. So, without further ado, I present... The Black House "Damned be the man who dare turn the lock to enter that house. For it is by his bravery or foolishness, that he has crossed a line beyond death itself. For no good came from opening locked doors" - Vigilant Hemlock (One of the founding father of the Vigilant of Stendarr) http://static-2.nexusmods.com/15/mods/110/images/18480-3-1339256881.jpg (Rough idea for what the house would look somewhat like) Years after the Oblivion crisis, the Vigilant of Stendarr had made it their goal to rid the world free of darkness, shining the light where it would dare show its face, as they had so proudly declared. Surviving the attack of Volkihar Clan, those few members of the Vigilant were successfully able to scour the land for recruits, slowly able to regroup their clans and inspire the next generation of practical 'monster hunters'. Even to this very day, the vigilant have sworn to rid darkness wherein it lies... With the exception of one place. "Let me give you a word of advice, stranger. You see a house as dark as pitch, and howling with the screams of the undead, you best turn around and go back the way you came..." - Wardviir In its ancient nordic tongue, it is known as 'Nimbus Domus', roughly translated to The Black House. It is a small cabin built from scratch by one Sadean Black, an escaping refugee from Hammerfall towards the beginning of the Fourth Era. Being a redguard mage, Black had made it his life goal to escape the unholy prejudice of mankind, thus taking to building the shack in the deepest recesses of The Great Forest within Cyrodiil. There he believed, would he be finally safe in the seclusion of the tall trees and immense tundra of the forest, and free at last from the struggles of humanity alongside his young daughter, Minia. But this treasured time was not to last. On the eve of her seventh winter, Minia had contracted a fatal disease; a poison that swept through her body, resulting in horrid, white spores upon her fair skin. Desperate to save the life of his only child, Sadean turned to darker resources. Dark magic as it were. Every last spell and incantation the young mage knew, but it was all for naught as the young Minia had past away several months later. Unable to live with the death of his daughter, Sadean began along the path of necromancy with the intent of bringing his precious Minia back from death's firm grasp. But for that... He required flesh. Victims. Anything for his daughter. Posing as a beggar on several of the many roads that mapped out across Cyrodiil, Sadean would warmly invite them back into his cabin in the woods for food, rest and general shelter to the many lone souls that wandered the landscape. There it was that he proceeded to harvest them, testing with whatever value they had that he could collect, before disposing of them in the house's lower sanctums once they had outlived their purpose. Sadean repeated the process until the lives he'd taken meant nothing more than tally marks on the wall. Until his own morality and sanity vanished completely. Until he'd died. With its owners long since deceased, The Black House still stands in the middle of that God-forsaken place. Serving no real purpose but as a place for dust to gather. For years, the Vigil had done what they could, to attempt to quell the darkness that resided in that house. Though even they dare not speak of that which lies within. Many passer-bys report hearing the tortured cries of the ghosts of Sadean's many victims from within the walls of The Black House; their last, blood-chilling moments of life, as if on a permanent loop, begging and pleading to be freed from their demise. Others report seeing Sadean himself, wandering along the river beds that surround the house. His mad, indecipherable ramblings still escaping past his lips as he prepares himself for the death of another. And, on even rarer nights, the squeals of young Minia can also be heard, pleading her father from beyond her small grave to cease his experiments. Whatever the case, trees almost refuse to grow anywhere near The Black House. Birds know better than to fly above its rafters, as fish no better than to avoid resting upon its banks. For The Black House stands... Waiting to be unlocked and secrets to be revealed...