Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
BM - Savant's Notes on Black Marsh
01-31-2007, 05:15 PM,
#1
BM - Savant's Notes on Black Marsh
I figured bored savants, gentlemen with too much time and academic expertise, would write notes on provinces ... also notice the argonian savant's name... 'effigy' :lol: ... here is the long boring but necessary writings... well, boring only cause of the length...

EDIT: I'll get a scrappy savant-style sketched map up soon



[/hr]

Savant's Notes on Black Marsh
by Effie Jee
[img][/img]
Black Marsh
The province of Black Marsh is split into five districts: Murkwood, Arnesia, Blackwood, Bayou, and the Rivermouth District. The outskirts and coasts of the province is where the civilized populations and their government hold sway. The interior is all the lands of the tribal peoples. As a whole the people have had a long-standing hatred against their northern neighbors the Dunmer. They have warred in the past, often about slavery. However slavery has been outlawed. The province has several regions, mainly variations of marshes, bogs, and glades, however there are jungles, forests, and grasslands of the tropical persuasion. Control of the land lies in the Royal Court which works closely with Imperial Governors and their advisors and captains, the Archeins. This is a land of mystery where much of the land is untamed and civilizations have come and gone, leaving their marks in the form of long abandoned architecture. The population is nearly all Argonian, however foreigners do occcasionally go to the Marsh for business or for political reasons. For a long time this has been a backward province, in political and economy stagnation - though recent events may change that.

Regions
Despite its name, the Black Marsh contains several regions, one of which is the murky marsh so reknown in legends and tales. These regions are as follows..
Arnesian Jungle
This is the northern region of Black Marsh along the Morrowind border. This is home to the more hostile Argonian tribes, bitter from wars with the Dunmer. There is no transportation in this area and is a very unsafe region with Argonian war parties and Dunmer raids periodically occuring. The main road also falls prey to frequent ocassions of Naga banditry.
Parchlands
This is the land between Soulrest and Gideon. No one knows why the land became a dry grassland but they say long ago the land was overfarmed. The edges of Parchland shows signs of deforestation especially around Soulrest and Gideon. A few farmers make a living here with dry-land agriculture, but few live in this small tropical grassland. Occasionally Paatru will venture here to hunt game. The main road is barely discernable as grasses have overgrown it, however occasional mile markers allow for relatively easy travel.
Blackwood
This large forest forms the western border of Black Marsh. Here the air is still and one truly begins to feel on the threshold of a different world. remnants of the Blackwood Co. sometimes prowl the forests but the Argonians here are generally kind though not at all trusting. Slough Point is a relatively good stop for any immigrant or traveler. The region is mostly quiet, and though unnerving, most would like to keep in that way.
Mangrove Coast
Covering the whole southern Coast is an enormous mangrove forest along the river outlets of Black Marsh. Wary Argonian hunt along these rivers and the main road become choked with roots and other vegetation. Pirates occasionally find rest in this seldom penetrated area. This region is relatively safe as long as you don't go swimming in the water. Crocodiles and worse predators abound.
Kothringi Glades
This region in the east goes from the coast to further inland. It was named so because of the high populations of Kothringi that had lived here. The glades are full of life as alligators slink into murky waters, fish are in great abundance and birds fly overhead. This is one of the more pleasant regions of Black Marsh. Kothringi ruins can be found here hidden behind the clumps of trees and some partially submerged into the marsh.
Taansha Bog
Said to be the homeland of the Naga, the Taansha Bog is one of the most dangerous place in Black Marsh. The fiercest predators prowl the bogs and beasts of enormous size hunt each other. Vicious man-eating plants grow here. No wonder this land is said to have given rise to the fierce Naga brutes.
Onkobra Riverlands
Like the Kothringi Glades, the riverlands are a relatively pleasant area. Bayous and small cataracts are a common sight and flocks of water-birds and herds of marsh hogs live in this land. Here the Argonians are most peaceful, knowing enough of outsiders to be unalarmed, yet secure enough to feel safe. They welcome outsiders to bring them knews of the outside world but will ask them to leave after all is told. It is not clear whether this land is flooded by water, or water with many strips of floating earth. Both seem likely.
Topal Isles
These small tropical islands has an Imperial Port, an Argonian village and Khajiit as well. Though in the old days it was a haven for pirates, crime has been suppressed and only stealthy smugglers can find refuge here. It is a very plesant land and some Cyrodiilic nobles come here for relaxation, and it is the most sought-after post by older Legionaires who seek a quieter region.
Crimson Island
Said to be the first land colonized by Marsh tribes, Crimson Isle is a verdant tropical island formed by a caldera. However, it is shrouded in mystery as Royal Court vessels prevent other from reaching the isle and it is totally blocked off from the rest of the world.
Murkwood
This is the inner Marsh, a nearly submerged land with Hist forests growing here. Few know anything fo this place, but that the most mysterious and powerful Argonian tribes live here and Helstrom is in the center of it all. Shifting trees and changing lands make travel here madness.
Hachnan Swamps

Important Places
Gideon
The largest city in the western area of the province, Gideon seems both Cyrodiilic and Argonian. Right on the Cyrodiil-Black Marsh border, the city recieves much trade. However, though wealthy, much of the wealth is held by the Imperial governor, wealthy traders and plantation-owners, and the Archeins. The city is rotten with squalor yet also inhabited by the very wealthy. Rumor has it that a Sithis cult makes its base here, and certainly feuds amongst the nobles allows assassins to thrive.
Stormhold
Built upon the the ruins of an Ayleid city, Stormhold is a quiet city in the nothwestern part of Black Marsh. On the edge between Blackwood and northern jungles, the city is relatively isolated. Here the Mages Guild and Imperial governorship find itself most influential, away from criminal activity, hostile tribes, and greedy Archeins. However brieftly the peaceful life of Stormhold was interrupted by the Blackwood Company, but this threat was promptly dealt with. This is where Imperial culture and administration has done best.
Soulrest
Soulrest would be a very Argonian city if it were not for the Khajiit. Interestingly this city began as an Argonian village fortified against pirate raids. gradually Khajiit traders and hirelings have found their way here and are a large minority in the city. There is a reasonably large port here and resources from the Marsh are shipped to Elsweyr or Topal Island from Soulrest's bustling docks. Soulrest is definitely not rest for a weary soul. Infact if one if looking for gang wars, bar fights, smuggling, and crime this is the perfect haven from such villany.
Blackrose
This is a fortress-city, built upon the ruins of a Lilmothiit city. Thick earthen walls protect the citadel from outside and the Rose Prison, a large tower, prevents criminals from coming out. Rumors that torture and prison-time for the worst of criminals is exported to Blackrose is not unfounded. This city also recieves the few mining yields of Black Marsh and makes weapons for the Royal Court and the Archeins.
Lilmoth
This is the capital of Black Marsh, built on the ancient ruins of the Lilmothiit. Here Imperial governors, Archeins (argonian advisors), and the Royal Clan meet. Within this large and well fortified city are districts separating rich and poor and shadowy agents and stern guards that watch the streets. It is a beautiful yet horrifying city, large and yet stifling. However, built-in canals provide easy public transportation around the city, but do not use these for the purposes of crime, dreugh, crocodiles, or other aquatic predators are often released into the canals to prevent smugglers and criminals from hiding there. This city is firmly under the Royal Court's control and this can be clearly seen, though the people here live relatively well, they pay for it with their freedom.
Archon
This was once a fishing village of Velothi. They discovered that Kothringi lived futher inland and they came into a trade network. Those Kothringi are now dead, but this city has become a strong port city. It serves more as a hostel for travelers and a stop for ships than a proper city, more like a large outpost. It is also a trading post for the coastal Argonian tribes.
Thorn
This was once a city owned by Great House Dres long ago. However, since, it had fallen into the hands of Black marsh. Interestingly it still maintains a large Dunmer population. This is a regional trade-city, where goods from southern Morrowind are traded for lumber and exotic foods of the Black Marsh. In the old days, slaves were captured from the surrounding lands, brought to Thorn, then marched to Tear. They say an underground slave-trade still exists.
Helstrom
A mysterious city of the Argonians. This is the only known city of the People of the Root. All other settlements are villages or hamlets. Rumor has it that the city is submerged between the marsh and the roots of giant Hist trees under and upon which the city is built. However no reliable information can be gleaned though an Imperial expedition to set up a fort and Imperial village next to Helstrom was initiated long ago, and even though an arena and estate were erected, the settlement disappeared in ten years. This serves as the capital for the tribal argonians though how strong the affiliations are is unknown.

People of Black marsh
Outsiders:
There are outsiders in Black Marsh. Imperials in the Black Marsh tend to be connected to the Legion or the government. Bretons and Altmer tend to be in the Mages Guild. Khajiit tend to be along the west as traders between this province and Elsweyr. Bosmer, Redguards, Orcs, and Nords tend to be mercenaries in this dangerous land. And of course Dunmer, they are often assassins, traders, and frontiersmen or rogues in this land, and they and the people of the root havea long-standing hatred.
Two Ayleid tribes are said to have lived in this Province but since the First Era their two cities upon which Gideon and Stormhold were constructed, had been abandoned. Forerunners to the Argonian Velothi of today, there were Velothi settling Thorn and Archon in the Merethic Era. Also, mannish tribes such as the hunter Horwalli, the farming Yerpest, the blind Orma, and the powerful seafaring Kothringi had existed. The Knahaten Flu killed all known populations however, except for those people that the Kothringi tried to escape together with on boats. Also, once there existed a vulpine Lilmothiit, distantly related to the Khajiit perhaps. Maybe the reports of 'Marsh Cats' are actually the remnants of the ancient fox-civilization, but that has not been confirmed.
People of the Root:
The mysterious Argonians are the most common type of provincial-race in Black Marsh. They mostly live tribally, however many have settled the cities. They are very clannish and communual and loyal. However they distrust outsiders and few have totally rejected their old ways. They are known to be great warriors adept at guerilla warfare as well as skilled alchemists and illusionists.
Other Aboriginies:
Other related races are the Naga, large serpent-like brutes taller than Nords, Paatru, broad and vicious frog-folk, and Sarpa, an avian and seldom sighted relative of the Argonian. Of all these, only Naga have been known to have some semblance of civilization as their cousins the Argonians do. However this may simply be due to the fact that civilization means easy food and booty for these ferocious hunters and raiders.

Culture
Civilized Culture
Civilized culture in the Black Marsh consists of Imperial and Kothringi influences. Though Imperial architecture can be clearly seen, many of the wealthy Argonians don Kothringi noble-garb. However the Imperial civilization is a stronger influence. Urban Argonians wear Cyrodiilic clothes, send their children to the Mages Guild or to schools provided by the Nine Divines.
Argonian Tribal Culture
Not much is known of Argonian tribes. However they all center around a certain ancestor-Hist. Tribes occasional war against each other and against other races. Most of the tribes are relatively peaceful, though warrior scoieties exist for every tribe. Certain tribes have traditional alliances with others however most are autonomous and can be allies one day and enemies the next. However, due to the space available and common interests, tribes rarely come into conflict. Some tribes welcome outsiders openly while others do not. Most tribes also have a main village, but can be spread out. Some are nomadic. The tribal Argonians tend to be a reclusive lot, but they have their chiefs, shamans, and war leaders as most tribal societies do. However, in the war-like north, a tribe's war leader holds more prominence than the interior where shamans who commune with Hist are held in higher regard. Aside from those two regions, tribal chief usually hold most power in the other areas more favorably exposed to outsiders.

Architecture
Jungle Style
The Jungle homes of the Argonians include bark-homes, tree-houses, and thatched huts. Most of the huts are made of thick bark or bamboo. They are very simple looking dwellings and often large water-proof leaves are placed on top. Northern Argonians also make fortified war lodges.
Riverland Style
The Riverlands style includes many longer looking homes. Often it is a half of a cylinder, made of reeds, and ranging from very small, to very large and spacious. They are open and breathe well.
Marsh Style
Marsh style stilt homes are common in the inner marshes, especially along slow moving rivers. Offshore coastal Argonians also make stilthomes, though coastal Argonian dwell in places ranging from boat-homes to shacks. Lean-tos are often made for hunting trips.
Earthen Style
Argonians in the Bayou District and along the Mangrove Coast have been making hardened-mud dwellings for generations. Often a cluster of mud-huts are encircled in a large earthen ring, a wall of defense, and often elevated.
Grassland Style
The Parchlands d not have many of the necessary materials for extensive housing, thus many of the Argonians who do live there construct underground lodges, their roofs being only a small height above the surface. Oftentimes, because of a lack of strong wood in the area, a whole clan will live together in a lodge, but wood can be traed for though many of the Argonians here are herders and small time farmers who only venture into the Parchlands for food, thei main village being further in the Marsh, near their ancestor-Hist.
Islander Style
The Argonians living on tropical isles have developed an architecture of hut that makes use of the available grasses and bamboos. Thus tall huts are made that can easily shed off water, withstand minor storms, and easy to maintain and repair. They are often rectangular with tall tapering tops.
Imperial Style
The Imperial style is composed of imported architecture. Aside from the cities, most of it is in the form of Cyrodiilic shacks and homes. However the weather and conditions make it so that most of the homes become dilapidated rather quickly, soaked by rain, dirtied by mud, overgrown with vines, or even sinking into the earth because of their weight.
Frontier Style
A rough style of architecture has evolved with the Archeins who needed quickly constructed and practical buildings for their mining, lumbering, or punitive ventures into the inner Marsh. It is often made of logs and has a very fortified feel as most of the small camps have strong palisades. This is a quick and unsophisticated style. Dunmer in the north sometimes also use this style but it looks slightly different due to different echniques and materials involved, and of course the different banners and emblems.
Velothi Style
This style is the traditional Dunmer style of architecture, said to have been taught to them by Boethiah, the Daedric Prince. It often has rounded corners, domes, angular and blocky shaped buildings. They are very sturdy and if built properly can last centuries if not razed.
Lilmothiit Style
The vulpine lilmothiit race was said to have made few lasting examples of architecture. No doubt however they did make some, and there may have been artisans and crafters even amongst these nomadic people. They use black basalt which is often carved into organic shapes. It is said that often the only proper buildings were temples or tombs, and that the lilmothiit simply lived used the public places as a place to sleep and that they were places to meet.
Kothringi Style
The Kothringi, being a very maritime people, include many of those themes in their architecture. Though many of the buildings are very angular, they are covered with carvings and murals of war scenes, tribute, exploration and the like. Most lived in large huts that were stylized to look like enormous canoes, but the nobility resided in palaces of stone. All cities were made near water and many have causeways and canals.

Factions
Imperial Guilds
The most prominent Guild in the Marsh is the Mages Guild. They have many Argonian members and they provide education and magical training to these gifted but normall yuneducated people. Of course they also disprove of many traditional practices which serves to separate so-called civilized Argonians and tribal ones. The Fighters Guild makes a good living here by providing guard and patrol services in places where the Legion cannot reach and caravaners need to go. The Guild Thieves do not find great success here in general but Gideon has been their most profitable place. They are however, not weak, and not threatened by a native syndicate yet.
Legion
Here the Legion ranges from top shock-troopers trained to supress rebellion to relaxed veterans who patrol the streets. The Legion here serves as a police force in the more civilized places of Black Marsh. However they also serve the important political role of providing for and protecting Imperial Governors. However most of the soldiers themselves are Argonians, Bosmer, khajiit, and Orcs, with Imperial drillmasters and higher-ups.
Archeins
These Argonians began as advisors to the Cyrodiilic governors. However as time passed, their knowledge and influence in the land was obviously more than the distanced governors'. Thus, with permission of the Royal Court, they began to take more control, some do not have a governor to adhere to. They began exploiting the resources of Black marsh, leading to more influence and economics, but more instability as tribal groups begin to feel threatened. They are the rich class of Argonians and while some are kindly, many are kleptocrats, working their own people like slaves and sucking the land dry of resources to profit themselves. Every Archein has a small private military force.
Trens
The mysterious Trens are local criminal organizations - a Tren is a gang. They are said to be masterminded all by one sinister individual, called Sotho. Little is known but occasionally shady Argonian smugglers guarded by menacing Naga bodyguards are seen making deals with Camonna Tong thugs, Guild Thieves, and smugglers from Elsweyr.
Blackwood Co.
A special team of mercenaries was created for the purpose of reclaiming the Black Marsh. The Emperor was concerned with the growing independence of the province as the Royal Court became more influential and Archeins ruled in reality and governors grew more distant. However, this company failed. The veteran guerillas and mercenaries became terrorists to the Argonians and with terror they forced submission. However they were gradually whittled down by Tribal raids and punitive expeditions sent by the Archeins. What remain of them fled back to Cyrodiil upon hearing of the Emperor's death. The few that remain in Black Marsh are seasoned and brutal marauders who move in small groups. These people, having lost their cause, have gone to a life of banditry.
Dark Brotherhood
The Dark Brothers of the Black Marsh are very different than any other on Tamriel. Infact they are quite unconventional. They apparently were introduced to the Sithis Cults of western Argonia and the two have blended. While all Argonian Dark Brothers in Black Marsh are fervent Sithis cultists, many of the cultists are not. However, the Dark Brothers of Black Marsh, combining Argonian cults and physique with the assassin-trade of the Brotherhood have made a very dangerous Guild. It is rumored that an elite cadre of Brothers, the Shadowsclaes, are hired regularly by the Royal Court which uses them to silence rebels and disloyal Archeins.
Royal Court
The mysterious and brutal, yet ornate workings of the Royal Court rule Black Marsh. Originally a mediator between a ruling Imperial Duke and the province, the clan has now taken power since the last Duke or Duchess died some time ago. This clan has assembled advisors and courtiers and has made this Royal Court. Laws are backed by swords. But though brutal, the system does benefit common Argonians provided they fulfill all that is asked of them.

Economy
Black Marsh has a relatively small economy. However fruits and crops, exotic animals and hides, wood, and magical items are often trafficked. Illegal practices include drug smuggling, slave-trade, and all sorts of other activities. However, exports aside, within the Marsh is a definite trade network. Resources further inland are allocated to the cities. Grain is mostly sent to Gideon and Lilmoth. Ore and rock is sent to Blackrose. Lumer is sent to Soulrest and Thorn. Stormhold and Archon serve to watch and protect trade routes. Tribally, stones and ore are collected in the northwest where the land is more solid, these are brought into the interior, fish from the coasts and strong wood from the north are brought into the center as well. Thus two different networks exist. One allocates resources from within to export, and the other brings resources from outside into the interior. The civilized trade usually goes on the mian roads or by sea, but the tribal trade goes along ancient trade-paths and along the slow rivers of the province.

Law
Imperial Laws
The relatively lenient Cyrodiilic laws hold in the lands most influenced by Imperials. Fines and compensation are the main theme. Imprisonment is a common practice. For truly heinous crimes and those who are infamous for crime, the Rose is the ultimate punishment.
Tribal Laws
Oftentimes tribes will take law into their own hands. Most tribes will not attack you onsight unless you have provoked them. If you commit a crime against a tribe you must repay them in goods depending on the severity of the crime. Some tribes are more belligerent and any crime will result in being hunted down by the tribe.
Royal Laws
While in Archein-ruled or Lilmoth, the Royal Laws apply. These strict laws make crime hard. If you are caught committing a crime, the penalty is loss of all your goods and jailing. If you are caught attacking anyone, you will be attacked by the guards. Of course that means that successful criminals have become extremely skilled.

Religion
Hist Trees
Much mystery surrounds these spore-trees. They are said to be sentient and to be worshipped by the Argonians. However recent reports have concluded that the Hist and the Argonians are in a symbiotic relationship. The Hist need Argonians to protect them as they are strong but relatively few, and do not reproduce, though the reason is not clear as to why. The Hist seems to do the Argonians a favor by producing many of the things they need and keeping the souls of their ancestors. Thus one needs the other. Every tribes has its own Hist tree that is centers around, the name of the tribe is the name of the tree.
Nature Worship
In addition to te belief in the Hist, the Argonians and their related races believe in a sort of animism. Great ancestors such as the leviathan, wamasus, etc. are honored and respect is shown to nature in general. However this is not so much an organized religion as a general outlook. The land is sacred to them, and without the land and the Hist they are no longer the People of the Root.
Nine Divines
The Imperial religion is popular in the civilized areas of Black Marsh. Poor Argonians in the cities flock to chapels to recieve blessings and scraps of food. Also, the Talos Cult is very widespread in the Black Marsh Legions. Akatosh worship is increasing but will probably subside again. Mara seems to be the most worshipped Divine, as her compassion and ancient status as a fertility goddess appeals to many of the poor folk.
Daedra Worship
Daedra worship in the Black Marsh is relatively small. Some exists in Dunmeri populations but generally the Daedra in that context are regarded as ancestors. Some Molag Bal and Boethiah Cults do exist for obvious reasons of beastial motives and plots. However it is more of a personal commitment here than a group religon.
Dunmeri Cults
The Velothi of Black Marsh worship a variety of entities. There are their ancestors, the good daedra, and the Tribunal. Many also pay homage to the Dunmeri Saints and ancient heros. They practice a very traditional form of Dunmeri religion with Daedra and Tribunal regarded as high ancestors.
Sithis Cult
The argonians within this cult claim that they have been worshipping Sithis for generations upon generations. Infact it is said that some cults have existed since the dawn of time. However, in the present day the Sithis Cults in Soulrest and Gideon are rumored to be deeply connected with the Dark Brotherhood. The tribalism of the Argonians and the treachery of the Dark Brotherhood has made an assassins guild that is both religious fanatical and extremely skilled. However, being a worshipper of Sithis does not mean being a Dark Brother in the Black Marsh, but the reverse it true.

Other Matters
Whet Fang
A mysterious vampire clan inhabits the Black Marsh. No one has seen the Whet Fangs and lived to tell the tale. However rumors say that the Whet Fangs were Ayleids who sought to escape the Knahaten Flu by becoming vampires and preserving victims alive so that they could hunker down for long periods of time hidden. They are a deadly lot and are hated by all in the province. Argonian tribes say that they are at war with werecrocs and werelions.
Diseases
Diseases are virulent in the Marsh. Potions come at a high price, and herbal or tribal remedies require the tribe's trust. Any travelers must be wary of such diseases. Also, the poor may carry diseases that are undesirable. The only good thing that can be said is that the Knahaten Flu is no longer around.
Root worms
A type of gelatinous worm lives in the sumberged root systems of the Black Marsh. As much of the land is submerged or simply floating on muddy waters, these worms are part of the under-land environment amongst the jungles of roots, pond vegetation and debris. They migration North to South and vice versa with the seasons as swallow what they can. Their innards support life and have a calmin effect. Scholars debate as to how these creatures survive being so fragile, however tribal argonians claim that they reproduce very quickly and grow to great sizes very fast. Recent studies have shown that they also secrete a foul-tasting slime that deters predators and allows them to swim gracefully in the slow waters. They usually eat small fish which they put to sleep in their insides and digest them inthe course of years. Their slow digestion and their willingness to swallow anything has been taken advantage of by some Argonians and smugglers who travel in this way. No doubt it can be dangerous if the root worm is about to be swallowed by another creature.
Slave-Guards
This is a rare pratice and its origins are obscure. However, these are warriors of all different races that are sold to employers who need escorting. They are well trained guards. However, magical collars are put on them. They kill them if they turn on their master and will poison them after a month. The maker of the collars, almost always the mercenary-trader, can extend to duration of survival. This adds a sort of loyalty and desperation to these warriors making them excellent guards, but the practice is illegal. It is said the practice comes from Kothringi using or forcing Horwalli and Yerpest warriors to fight for them in this manner.

Recent Politics
In recent times, more tension is building between the civilized Argonians and the tribal groups who still outnumber them. The Legions are beginning to come into conflict with the growing power of the Archeins and the governors fear being usurped. The Royal Court is worried about all this and seeks to resolve issues by silencing individuals. To add to their problems, self-exiled Dres Velothi who wish to keep their traditional practices have migrated into Black Marsh, disgusted by their nobility's accomodations with Helseth. These Dunmer have taken control of the Arnesian area and have frequent struggles with local tribes. Thus, being pressures by outside forces the tribes are beginning to once again hold councils, and some strong leaders speak of war. The Black Marsh, though seemingly stagnant, seems about to explode.

Advice
If you plan to travel in the Black Marsh, stay on the main roads, or better go on boats. They run around the edges of the province and lead you to the main cities (except Helstrom). If you do choose to go by land, make sure you have a guard or that you can defend yourself, not so much from bandits as wild animals, though remnants of the Blackwood Co. and Naga, if encountered, could be your last excursion. Be sure to bring enough long-lasting food for the journey. Most foods will perish easily and clean water and proper food can be hard to find if one is not a local. Turstworthy Argonian guides are almost a must if it is your first time in the Marsh. If you are considering traveling into the interior, then bring potions for health and disease protection. Some valuables are desirable to please otherwise hostile tribes. Hiring mercenaries or so-called 'slave-guards' is encouraged, though slave-guards are illegal.
Reply
01-31-2007, 10:10 PM,
#2
RE: BM - Savant's Notes on Black Marsh
Suspect we are looking at several books here, and might even be by more than one writer.

Do wish people would consider that just because something is made illegal that does not mean it stops - slavery. For instance Skooma is illegal - ...

What this really needs is a personality that derives from the writer. At the moment it is a fascinating list.

The quantity and breadth of the information presented is way beyond what one might expect from an 'outsider.' remember the experience of that visiting Imperial in the Argonian thingy, follow up to Dance in the Fire - what he saw were swamps, buildings and bridges sinking into the mire, a very few Argonians ...

One of the most important aspects of the Black Marsh that has been ignored is the Toxicity of the swamp waters, poisonous flora and fauna, and disease. There is a very good reason why Argonians are immune to poison and disease - no one else's diseases come anywhere near to those found in the BLACK MARSH.

The Argonians may be immune to all the toxins and diseases found, but other races are not. This may give you some ideas to inject personal experience and personality into your books on this subject.
Because loyalty is not to be spoken of and honour is to be endured. Whilst courage is to be survived. These virtues belong to silence.
Steven Erikson.

But, if one man does nothing can he be said to be good? raggidman
Reply
02-01-2007, 01:47 AM,
#3
 
I'll look into it

I kinda tried, but writing something so long was grueling enough
there people on these forums who can write so much better than I... and I don't see anything from them...

but I'll take your advice to heart :yes:
remember Effie Jee is a civilized Argonian... but he had to have come from somewhere, my intent was that he was exiled from his tribe and then found his way in Imperialized culture... Confusedhrug:
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)