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Found 22 results

  1. Hello! I'm very interested in joining really any project as a writer. I've been writing for at least a decade and a half and have a few written works lying around. I'll link a few I've done if you'd like me to do one exactly like the writing example simply ask. https://docs.google.com/document/d/1mJF9ylbO6nPrhlh0_NIQYBgmz8ecaZU8rlY7XldaMWE/edit?usp=sharing https://docs.google.com/document/d/103gWiPiRMytxNs-jvLHPv33ChGz6WePU_zYmZUEciZ8/edit?usp=sharing https://docs.google.com/document/d/1wOvgFXDFVlY0PLEpSE8hzQ0rt0_zSJe_q6e05UUcq8E/edit?usp=sharing https://docs.google.com/document/d/1ZWI50cKawv8FDlLh1jJpPuxH5m9ZzNCluNAMfZDdwng/edit?usp=sharing
  2. hello, i am a fan of TES V: Skyrim and TES IV: Oblivon, i enjoy the games very much and i write in my spare time, please tell me if my example quests should be more in-depth, i made 2 separate ones, one for Black Marsh and the other for Elswyr. https://docs.google.com/document/d/1uYraZhfqdcfpn8VDjxwWs-lARkW8TYGRD8A3_sjHPeM/edit?usp=sharing https://docs.google.com/document/d/11OBMKajSX6udhSQtprv62Ewb8GcHnmqEjsm50X2CIoM/edit?usp=sharing
  3. Sharing Assets

    I just want to throw my hat into the ring on this. I'm working on a small mod that creates a portion of Black Marsh (https://www.nexusmods.com/skyrim/mods/88643). I've pieced together some assets for some stuff that you all would be welcome to commandeer for this. I plan on adding a section of Xanmeer ruins (the aztec-like ancient argonian ruins in ESO) with some aztec-style weapons and armor, if you'd want to incorporate that. It's still a work in progress, but feel free to use whatever you want!
  4. Velothi Mountains

    Hey, I've been keeping this quiet since Ive only been making Blue Prints and stand alone NPC's. But, the mod Im currently working on is a factions mod that will cover the velothi mountains. . Lore - Now, it IS impossible to make a New Lands mod correlating to the Dragonborn's quest and still have it "lore-friendly" no matter how you manipulate it, the Dragonborn never went to Cyrodiil or any other place outside of Skyrim and Solstheim. That's the entire story. So, after a few redbulls and battling with writers block. I thought "Who Cares?" The lore of this mod WILL CONFLICT with all around lore, but basically. Regardless, if your an Argonian or not, the Dragonborn cannot know the way to Argonia, and the path that makes the most sense? Goes straight through the Velothi Mountains. Now, Ive fully customized and voiced my own main character, a former Shadowscale hiding in the Ratway, named "Itzli", will be waiting there in the Ratway Warrens above the traumatized Imperial Veteran. He'll lead you to Argonia, and throughout the way there you'll uncover details of who exactly he is and why he is the way he is. I thought it'd be best to do that since he uncovers one of Nirns biggest misteries to a guy who's fallen off of a mountain 90 times. (The Dragonborn). . Progress? Ive written the entire story and have the whole questline mapped from start to finish, originally I was going to have the player only go to the nearest hold. But, itd be incredible if we were enabled to make the mods coherent. Ik its a lot of work and you'll finish before me, I dont have much history in publishing mods. But, Ive done a lot to this so far and I think the story is good enough to pass through as one of the fellow Beyond Skyrim's. If it's possible than Id be grateful for you allowing me to do so, if not? I'll do it anyway but maintain my original plans. Its a win, win for me. I just believe that as far as the mod goes, it would be a very fun experience for Argonian lovers and Skyrim fanbois and gurls to see the full extent that Argonia can reach. . What I have planned? . Armor Itzli's Old Armor Simple light armor, that's concept art is based off of the Shadowscales in the card game. The armor rating will match the Dark Brotherhood's, but have different enchantments. It will be uncraftable because its his own armor, and it will have varients for women and humans and khajiit but the main point is that it was made for a male argonian. . Weapons Following the Aztec's military basics in weaponry it'll be mostly based off of the basic surroundings of the Argonians. . Kothringi Race Adding stand alone textures for them, along with their own armor set all based off of ESO lore. . Naga Race Also adding stand alone textures for them, all to depict what the various books have described them to be as. Both of them will be non-playable. . Argonian Hairstyles All around just to add versitility and customization to the Argonians because Ive gotten so mad that no matter how much customization you do, you wont ever make someone stand-out. . Alternate Questlines and Dialogue Just to add replayability and bring more importance to it, rather than jumping in and killing everything. Each life, is a life and all of that matters. The cleaner/ quicker the kill, the more money and contracts you'll get. Everything will be pent up on how you play your game. For instance, if your character's a brute. He'll be bound to just jump in and attack things where an assassin can taunt and manuever around it's prey.
  5. Hello, my name is Zac and I'm a massive fan of the Elder Scrolls series, Skyrim in particular! I've been playing the game since it's release in 2011, and have created various different characters to replay the story several different times until the point where I now recognise the majority of the dialogue from NPCs within the main game engine. I have been following the Beyond Skyrim project for a couple of years now, and was inexpressibly impressed by the final result of Bruma. I've recently decided that I would love to be a part of the project under the title of writing dialogue for the NPCs the player would encounter within the mod project. I have worked on dialogue for a few smaller and non-game projects in the past two years for my other hobbies and interests, and after dedicating a large portion of my life to The Elder Scrolls, I believe that I'm fit for role! Hope you get back to me soon! Many Thanks, Zac
  6. Hey! So I just saw a video on the Beyond Skyrim project and I wanted to see if I could help out in any way. My main interest is helping shape Black Marsh, but I can try others. I compiled the the biggest (canon) Saxhleel dictionary on the web and thought I could help brainstorm with the voice acting and maybe some of the writing there. (helping shape the accent so it matches the phonemes and written accounts, that kind of stuff) Also I have about a year of experience trying to do concept art for it and a few ideas on different types of Argonian mounts and housing. My computer recently bricked and I lost all of my digital stuff, but I can throw together new sketches if you need. I also have a composer handy who might like the challenge of arranging some music for it. And if it matters, I used to run the Argonian fan page with some friends (that died, but it's still the biggest out there) Anyways here's some really old stuff from before the crash. (I know it's not great, but whatever)
  7. Hello, I am deeply interested in becoming a writer for black marsh, as i am deeply interested in the lore of the argonian homeland and also the lore of the argonian race as well
  8. Biome Map

    Black Marsh's official Biome Map. May require tweaking!
  9. Archon Rock Formations

    Ran through a couple versions of what rock formations might look like in the beaches of Archon. Im leaning towards number 4. I think having large dark powerful slate like rocks covering a pink beach would have some great visual power. Ill end up doing a few rounds of thumbnails after this to try and really solidify the overall silhouette of the formations. Really just wanted to get something down visually though.
  10. Project Update

    Hello all, I just wanted to let you all know that the project is indeed alive and well. We havent had many updates for it recently but the leads have recently met and discussed the future of this project and it is indeed something we'd love to accomplish and are still immensely passionate about so if you will bear with us for a bit longer you wont be disappointed. In the mean time feel free to discuss ANY and I do mean any ideas you may have or wish to accomplish with this project. At the moment thats all we can do is speculate an get excited about the potential of this project. The more we get talking about it the more excited we get! So lets get some discussions going! At the moment we are working out our pipeline and management that way we will be able to efficiently post claims and be able to manage that work that would be assigned. Everyone that is still involved and have stuck through this small speed bump, @saturnus @Asurnasurpal @simsim899 and I (@gr1ndh0use) all really appreciate your patience and we have every intention of getting to work ASAP.
  11. Flora For Alchemy

    Its been discussed outside of DC but I'd formally like to start a discussion on the boards about designing the unique harvestables in BM in terms of alchemy since were somewhat working on the terrain and biomes. Im not a huge user of alchemy to be honest so I'm not exactly sure how well the system works now but in that regard I think there is a unique element we could bring to BM that might make it more appealing to those who dont use it and add a new element to the game. I cant quite remember what our boundaries were for BM or if we shelved the idea all together but I remember someone saying we couldn't create new mechanics for the game which is fine because I believe this one should work with the game as is just fine. So the overall concept is that different flora will affect players differently depending on their race. An example might be that one ingredient might give Orc players a stamina buff while poisoning a Wood Elf for a short period of time. This concept would also apply to poisons made. Like I said before I'm not sure what our technical limits are but the theory is that the player could make poisons that affect races differently. It might not have much use inside BM seeing as the region is mostly Argonian but outside the region it could be really useful for stealth type players and those who use bows. I think adding this element would work really nicely considering BM is filled with natural dangers. Why not be able to create your own? Also I'm not sure how we would apply these properties to all the fauna of the base game so I'm not sure if we could work around that or not. Either way I thought I'd bring this idea over officially to DC to discuss.
  12. BS Black Marsh Modders' Map

    The Black Marsh official Modders' map is now available on the BSTamriel heightmap download page. Pick "Download this file" and then select: BSBlackMarsh_Modders_Map.png Modders maps are fully gridded topographic maps at full heightmap resolution, including the entire area that will be available for the team. This includes the entire 128-cell "havok-safe" area from (-64,-64) to (63, 63) and a 16-cell overlap beyond that on the sides adjoining other worldspaces (for LOD). The actual borders with neighbouring teams are not marked - that's up to you to negotiate! For LOD building there is actually rather more of the map imported - you should be able to see as far as the Imperial City and Red Mountain when LOD is generated. This woldspace is now imported into BSTamriel and will be in the next release - once 1ShoedPunk and I finish messing about with it.
  13. Black Marsh Ideas

    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
  14. What do we know? Well right now we know very little except for what is on the wiki (which is not totally reliable) and some odd bits and pieces you can find throughout the game. We know little of their origins except that they could be descended from a primitive species of early reptilian beasts Quote: 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. There is also mention of different species that could be descended from the Men they say that they formed tribes with the each other, They were called Kothringi, Orma, Yespest, Horwalli. There were also tribes of mer although there were only two tribes of mer, it is probably safe to say that they had some connections to the Ayleids and an old house of Morrowind they were called the, the Barsaebic Ayleids and the Cantemiric Velothi Quote: The origin of the species associated with the name "Argonian" is the stuff of myth, not history. We know they were spoken of in various terms by the early non-reptilian inhabitants of Black Marsh, as everything from funny curiosities that would wander in from the misty, mephitic inland bayous for short times, to noble heroes who save the innocent from horrors of the swamps, to savage monsters who terrorized communities http://www.darkcreations.org/forums/topic/2320-book-black-marsh-mystery-of-the-hist/ I like Deezer's ideas in this book he has written for the mod, but I have a theory that the hist was used when maybe a tribe group of Atmorans split from the main force and landed in Black Marsh, they could have used the Hist as a way to survive to marsh and then when they couldn’t find a way out they started to settle in marshy lands and slowly of a couple of hundreds of years they started to change to the argonians we now know today. The Hist is later revered as an ancient blessing of the highest order among their people, but even they do not understand how the Hist came to be, some might think of it has a blessing from the gods or it could be seen as a curse sent by the Daedra, all that is known is that somehow it helped their ancestors survive and gave birth to the argonian people Thoughts?
  15. I've been thinking about potential NPC's for Black Marsh and although it's probably far too early to be doing this in great detail, I don't think it would hurt to begin to design the rough outlines for certain NPC's (I'm talking political leaders, military commanders, etc.). Argonians - and non argonians - who play an important role in the province. It would be especially helpful for when we begin to design the quests in greater detail. Anyway, just something that I came across in my head but it's certainly something to think about, if not now then in the future.
  16. Black Marsh Environment Concepts

    Hey, so I wasn't sure where to post work for Black Marsh so I'm posting it here for now. I feel most of the central Black Marsh region is swamp and wetlands so I focused mostly on that. The region would have large tall trees on land and mangroves and similar trees near the water. Most minor flora would probably be things like generic shrubs and grasses. I focused mainly on trees for this pass but I'm going to start fleshing the environment out more as I get use to the material.
  17. Black Marsh Recruitment Drive

    Hey everyone! I'm Saturnus, and as my signature might suggest, I'm leading the effort, alongside Asurnasurpal and Paulibobo, to make Black Marsh: The Roots of the World an official project here at Beyond Skyrim. We've already stirred up some discussion in the "Other Provinces" sub-forums, but now it's time to broaden our search for new team members. The first step to joining Team Black Marsh is to fill out this short questionnaire so we can learn more about you. After we've received your application, we will personally email you to further discuss your future role on our team. Currently, we are looking for: Associate Lore MonkeyGeneralist writer / editorConcept Artist3D ModelersTexture ArtistsHowever, if you are a quest designer, level designer, audio engineer, voice actor -- or even if you just want to help and don't know what you want to do -- feel free to apply. We are not actively seeking those roles yet, because we're in the very early planning stage of development. But going forward, we will expand our team and every applicant will be considered. Hail Sithis!
  18. Gideon and Blackwood

    The topic is most obvious, so i will skip to the pertinent info available atm. From Deeza's Encyclopedia: and Asuran's work in Areas and Climates on Blackwood As well as random bits of lore found here http://www.imperial-library.info/content/pocket-guide-empire-third-edition-war-trees-argonia-and-black-marsh We know quite a bit about this area but less about how it has changed since the events of LOS and the rise of the An-Xi. Gideon/Blackwood Proposal 1. Ayleids - How much influence do we want visible, and how much do we want hidden in this well travelled area? 2. An-Xi/Lukiul - As a border town there is a history of Cyrodil co-operation here, but has that stood the test of time or will Gideon be a darker place in An-Xi hands? 3. The Royal Court/Scaled Guard - What influence do they have this far from the capital? 4. The Cult of Sithis - I would think this group has disappeared, but there may still be secrets they have left behind and serve as a great introduction to the Covenant. 5. Synod or College of Whispers - Which side has hold of Gideon and why? 6. Foreigners - How is immigration and travel handled by the An-Xileel/RC? Blackwood - What secrets can it still hold, and what events in Cyrodil would have the most immeadiate effect in this area? FLora/Fauna - If you wanna talk that stuff, go to the other thread :P
  19. So i was doing the lore/research thing and i kept finding this odd reference This led me back to recall what else Mora is called in TES Lore, and to give some level of thought to this general sphere of "Secret Knowledge" which leads me to ask one simple question.. Then there is this picture http://img1.wikia.nocookie.net/__cb20130807195524/elderscrolls/images/a/a6/Hermaeus_Mora's_Shrine.png Is Hermaes Mora some kind of Hist Daedra? Consider the links i offered and a few others before giving me too much guff One, and its odd, but books are written on paper. As such the knowledge of the world of Tamriel is literally written along the skin of the Hist. (In the sense that all things contain "Hist") Two, the link between him and the Dragonborn of Skyrim, or Flying Reptiles He is the Brother in law of Sithis and seems to live right next door (Morag Tong and the Foresters Guild are linked to him but he isnt part of Morrowinds Daedric Pantheon.) Lurkers, Seekers look vaguely reptilian and both them and Mora himself all are based on Cthulhu concepts A dark god who is part reptile...with infinite secret knowledge that lives underwater.
  20. Shadowscales

    Covenant of Sithis: Location - LIke most tribes in Black Marsh, this faction is named after and centered around the Shadow Tree. Their village is very isolated and few ever make it there. Background: For generations since the raid on Oblivion the Shadowscales had been in preparation for events that had yet to take shape, the coming of Umbriel. Strengthend by the Hist, renewed in their resolve, the leaders of the Shadowscales eagerly sided with the An-Xileel and walked the front lines of a long awaited war. Through cunning, sabotage and strategic precision the Shadowscales became one of the key factions in ensuring as much of Morrowind was infiltrated as possible. Even beyond the scars of war and epic battle, silent campaigns and mysterious deaths proved invaluable to the An-Xileel cause, and with many Shadowscale members vigorously pursuing their hated rivals in the Morag Tong some came to call this time "The War that was not fought" for so few no its true history and depth. Yet their devotion, and their sacrifices, would prove destructive to the Shadowscales of legend. With deaths mounting and birth rates plumetting it was not long before many of their elite members had been lost and new recruits had suffered indescribable torment making them unfit to serve. As an honor for all they had done, many of the injured members of the Shadowscale were allowed to serve as royal guards in protection of the King. At first, few paid it little heed, for the Shadowscales had been heroes and even those who had not yet tasted their end had their purpose. With efforts in Morrowind raging to their peak, it was expected that soon the An-Xileel would begin to withdraw for they had no desire for conquest. More Shadowscales began to mature, and those who were not drawn to the greater battle in the North stayed in service of the King. When political rivalries and dissident groups vanished like whispers in a raging storm, the Shadowscales had been there. When foreign traders eager to establish new markets with the fledging nation were found skinned and hung from the gates of Gideon, their killers suffered a fate far worse that none ever saw. The power of the Shadowscales proved vital to ensuring the stability of the An-Xileel's nation and gave confidence to their King. And in the depths of the Marsh, the elders of the Shadowscales felt the first twangs of discord and the first hints of the Shadowscales demise. Anti-Lukiul sentiment continued to grow, pushing hardline believers to abuse and torment their own kind in ways even the Dunmer would have found barbaric. Eager youths who had little knowledge of things and less patience for ways they saw as ancient began to experiment, troubling strict An-Xileel councilors and priests so much that new laws and tradtions were laid down. Still the Shadowscales grew, and with so few caring to sacrifice their lives for the decaying Brotherhood, those in service of the King became a silent legion catering to cruel masters. No where in Black Marsh was this more apparent then the training facility of Archon. There, tutored more in methods of torturing their own kind than following the path of Sithis, an entire generation of Shadowscales was tainted by the An-Xileel forcing the elders to demand it's "closure". The excommunication of the Shadowscales had begun and by its end only a handful of both sides remained. Those who favored the An-Xileel and the King became the foundation for the Scaled Guard in service to the Royal Court. Those who still walked the path of Sithis faded from memory and formed the Covenant. Philosophy - While Death is certainly the core of this group, their relation to Sithis actually extends well beyond the rather macabre sideshow that was the Dark Brotherhood. Much of their basic beliefs are not all that different from those held by the Psijic Order and known as the Elder Way The Elder Way is a philosophy of meditation and study said to bind the forces of nature to the individual will. Specifically tho they focus on those forces of nature that will best aid them in their larger roles as Peacekeepers, Counselors and Assassins. This creates a more monastic order than the Shadowscales, one whose strength lies not simply in killing but in a system of belief that acknowledges the importance of ending lives that are a greater threat than can be allowed. Elders of the Covenant : "White Eyes" In their meditations, and through visions granted by the Hist, they came to see that the ways of the Dark Brotherhood and the Shadowscales had long been compromised. Not simply by "Imperialists" or the depravity of the Dunmer but at the core of their beliefs. To the White Eyes far too many of those who claimed to serve Sithis only truly served their own interests or killed without thought. Unlike other groups, they also quickly recognized that the attitudes towards the Lukiul was self defeating and would ultimately hurt the Argonians and the Hist. While many of their order were calling for a full withdraw from Argonian society and a return to hidden path they walked during the Era of the Shadowscales, a few organized their beliefs and approached the King. Through negotiation and diplomacy some strides were made, tho unfortunately for the persecuted Lukiul even the King had little sympathy. Instead he forced the Royal Court and the An-Xileel to relax their attitudes towards foreigner interests enough to allow outsiders some freedoms within the nation. While many of the Covenant are older Argonians, some are simply assassins that retired and devotees of Sithis, but all have spent years in silent meditation. Sitting alone outside, staring into the void, and "listening" to the Symphony of Silence they claim to find a sense of peace. It is their belief that once one hears the Symphony then one many find their way to it more easily after death. They may join with it and transcend the Argonian view of a soul to become part of the Hist. Symphony of Silence: Energy has a unique resonance as all physical and spiritual matter does, a song in the cosmos that has always existed and always will exist. Through deep meditation members of the Covenant of Sithis can learn to feel the energy of this Song as "vibrations", giving them a unique perspective of the events taking place around Black Marsh, and to a lesser extent all of Mundus. This also applies to direct interactions, making them very keen observers of those they deal with and what words they speak. The Symphony, however, means so much more than an early warning system. It is the voice of the Hist rising in glorious cadence, it is the hammering rhythm of Lorkhan's heart beating out the primal desires of all existence, it is the joyful song and haunting tragedy of all things that all strain so desperately to hear. There is perhaps no greater evidence of this than the Covenants sacred belief in a concept that best translates as "The Heart's Death". (Love) Current Enemies: Peace Keepers - The Shadowscales once functioned as a form of law enforcement for the King of Black Marsh, tho it is clear that at times they themselves were as much judge as they are executioner. When the King's illness began to steal his vitality and the members of the Royal Court forced the closure of their training facility in Archon it became standard practice to use the privately recruited members of the Scaled Guard to enfore their desires. Since that time something of a shadow war has started between the two groups and now with assassinations and retribution killings on the rise many quietly fear that the greatest threat to Black Marsh will come from within. The P.O. and the Morag Tong - I would hope to see at least a shadow of both these groups represented in Black marsh for their own reasons. The P.O. could have what would best be described as a "Listening post" in cities like Gideon or Soulrest and with the Velothi influences of Archon there is no doubt in my mind that there would be at least one Morag Tong hideout/base in that area.
  21. BlackMarshLoreRelief

    This is the master Lore map from the PGE overlaid on the BSTamriel heightmap. The view is from the south, not directly overhead so there's a little perspective to show the relief better.
  22. ES Anthology: Black Marsh Map

    From the album Maps (ES Anthology, Concepts)

    Black Marsh as depicted on the ES Anthology Tamriel map.

    © 2013 Bethesda Softworks LLC

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