Sheev-Lursha - The Protector of Saxhleel Tradition

Argonians, or Saxhleel, are an oviparous race of reptilian people native to the large and marshy province known as Black Marsh, a region of Tamriel. They can be found in smaller numbers throughout the continent, and have been featured in every one of the main games thus far. Argonians are one of the few races completely unrelated to men and mer, being descended directly from the Hist. Enigmatic and intelligent, the Argonians are experts of guerrilla tactics, and their natural abilities suit their swampy homeland. They have developed immunities to diseases that have plagued many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe water. Argonians also have some resistance to poison. They are also very capable warriors and archers due to their constant use of guerrilla warfare against Warring Tribes or Dunmer slavers.

Argonians start out in life as eggs; when a clutch of Argonian eggs is laid, they are placed near Hist trees in areas known as hatching pools. When the eggs hatch, they form a connection to the Hist. If, for whatever reason, this connection to the Hist is not present or is severed, the unborn within the eggs die. After being born, Argonian hatchlings drink the sap of the Hist and continue doing this through their infancy. According to them, the sap of the hist tree, when drank, gives a hatchling its soul. When that Argonian dies, his soul travels back to its Hist tree and is stored until another hatchling drinks that Hist. Thus, the Hist is giving it a soul, and so the cycle repeats. It is unknown if a hatchling would really have a soul of its own without receiving one from the Hist.

During the Oblivion Crisis, a powerful political faction known as the An-Xileel rallied the Argonians against the Daedra after the Battle of Kvatch. The An-Xileel were staunch Argonian traditionalists, tracing their ancestral ways back to the great Xanmeer civilization. It is also rumored that they of all the Argonian tribes have the strongest connection to the Hist and can receive knowledge and prophecies. When the Oblivion Gates opened in Black Marsh, the Daedra didn’t so much flood into Argonia as the Argonians did into Oblivion. The natives fought and defeated the Daedra on their own turf, doing so with such success that the Dremora lieutenants actually closed their Gates themselves to prevent being overrun, an occurrence unheard of in the other provinces. Thus, the An-Xileel held Black Marsh until Martin Septim ended the Oblivion Crisis and closed the Gates forever. They also made Black Marsh the first province to secede from the Empire after the Crisis ended, and initiated a brutal campaign of war against the Dunmer of Morrowind for the countless centuries of slave raids and Argonian servitude.

Bunch of Miraak-related headcanons because why not?

Heeeyyy, turns out I’ve been thinking so much about Miraak these past years that I have, inadvertently, built a whole headcanony personality for him, with quirks and all that. And because I know that EVERYBODY is DYING to know what those headcanons are (yes, you are, don’t deny it), here’s a list in no particular order:

  • In Apocrypha, Time doesn’t flow, therefore you cannot get hungry or tired, and you do not age (this one isn’t about Miraak per se, but it influences him a lot obviously).
  • This is a problem when Miraak finally escapes from Apocrypha. More than four thousand years without caring for food or sleep made him lose the ability to plan ahead for those things.
  • It means that, whenever he studies and researches magic for too long, you’ll find him sleeping on a book.
  • His autistic ass is also very much disconnected from his body most of the time, so he doesn’t easily notice when he’s hungry. In those moments, he has no patience at all, anything can make him snap. He’s a very, very hangry man.
  • And yeah btw, he’s autistic af, with a special interest for magic and, more particularly, for the manipulation of magical currents in living bodies. He’s pretty fucking good at it too.
  • Shitty alchemist though, but it’s understandable if you look at Apocrypha’s fauna and flora: not enough ingredients to train with.
  • Tamriel’s politics piss him off to no end. He liked the dragon cult, its rules were simple: the strong lead, the weak followed, and conflicts were resolved with the Voice.
  • The mask was cool too. He could look super threatening without ever making eye contact (which he hates).
  • He may have freed his face, but he doesn’t plan on letting go of his coat/robes. He’s so used to wearing them that he feels naked whenever he takes them off. Also, they’re made of an extra-soft material that he hasn’t found anywhere else (the ‘recipe’ for that textile must have disappeared with the dragon cult).
  • He stims in quite a few different ways: by playing with his sleeves, tapping his thumb against the tip of his other fingers, humming or mumbling, or chewing overcooked meat (among others).
  • His singing voice is  p o w e r f u l. Thousands of years without anyone telling him to shut up gave him the opportunity to sing his heart out. A lot. Singing is also one of his stims.
  • Will probably attempt to steal the throne of Skyrim/Cyrodiil/anything if left unsupervised, because nobody respects him around here and that’s unacceptable!

Thoughts on MMOrrowind

Over all, I had fun and enjoyed it.

It’s got a strange mix between intense nostalgia (often in the visuals of towns) and total newness (often I’m the visuals of wilderness). Sometimes the nostalgia is good, balancing the familiar with 800 years of change (Ald-ruhn). Other times it feels like they’re just appealing to the fans  (Seyda Neen). Still, even if I know that Seyda Need isn’t “supposed” to be there, I can’t help but feel the warm fuzzies standing in the Census and Excise Office courtyard.

Most of the visuals are excellent in how they relate back to the Vvardenfell we know and love. Stuff like Redoran architecture isn’t exactly like what we saw in game, yet it feels right. Other times it kind of misses the mark - Silt Striders, for example, don’t really strike the same notes for me, and a lot of people had a lot of complaints about the new look of the Telvanni towers. Ultimately your opinion will vary. The only thing that I can’t get behind is the bizarre boob window outfits.

Quests are in the same vein, both keeping things fresh and cleverly calling back to things that will come up in the future. 

Schick (and his team?) somehow managed to take some of the most dense parts of the Sermons and turn them into popular music. A lot of other great books besides that, too, both of the mundane and metaphysical variety. 

If you’re expecting the same amount of content as TES3, stop doing that right now. Yes, you’ll find a lot of the same locations in the map, but most of them aren’t accessible or tiny. The map is/feels much smaller. A lot of buildings are locked. Still, there’s quite a bit to do here, and just exploring is a pleasure. I’ve heard it compared to Orsinium quite a bit, but can’t speak from experience.

Player housing is great.

I still wish they hadn’t called it Morrowind.

Lore of the Day

The northern Breton port city of Farrun has a melancholy and sinister reputation, stemming from a long and bloody history that stretches all the way back to its infamous foundation as the foremost centre of the slave trade in northeastern Tamriel.

Originally named Fal’Ruhn (or “Snow Run” in the Altmeris), the city’s vast dockyards and processing halls were built to enable first the local ruling Altmer clans, then the Direnni Hegemony to monopolise the lucrative westbound trade in human captives from the wars of the Falmer and Chimer to the East.

The city’s name quickly became a byword for dread and desperation across the continent for Nord and Nede alike, and even today, millennia after the original city was destroyed in a slave uprising that helped usher in the end of Direnni rule in High Rock, the modern city of Farrun has never been able to escape its sordid past.

The more recent history of the Kingdom of Farrun has been blighted by invasions of Orcish hordes, civil war, betrayal of sacred oaths and economic ruin. Some even whisper that the very land the city is built on is forever cursed by the evils committed here so long ago, though the rulers of the city are quick to punish such superstitious talk.

ESO Morrowind Discussion on Sotha Sil: Spoilers.

Regarding the post I just saw about Sotha Sil and the Dunmer’s opinions on Lorkhan, and Daedra…

Stop the bellyaching, have an open mind.

The Tribunal are not the Dunmer. They’re not a reflection of their worshippers, not really. They love them, serve them in kind, but Almalexia, Vivec, Sotha Sil, they’ve never been chained down by what others believe. How is Sotha Sil’s Aedric beliefs and teachings a slight against lore of the Dunmer? There’s a reason that the Tribunal are no longer loved there, and I believe that ESO is expanding on what we learned in Skyrim. 

I had a pit in my stomach reading what @kagrenacs shared. Spoiler warning, the stuff about the Daedra not truly existing for one, that Anu is the 1 and Padomay is the 0. Hello, binary code anyone, so cool lol.

But well, that’s what TES lore does, it’s not supposed to be expected, it’s supposed to intrigue and surprise, go against what we THOUGHT we knew. Sotha Sil is a scientist, he doesn’t go along with the notions of others. He’s a living god, he doesn’t have to. A living god that tapped into the power of Lorkhan himself. You’d have to have some audacity already to do something like that, so claiming Lorkhan was a trickster and the like isn’t really that shocking for someone who did that.

His self exile due to his knowledge, from what I read may even have something to do with his knowledge. He I’m sure knows it wouldn’t be well received. 

And what he’s saying isn’t all that revolutionary, the Daedra came from Padomay, the void, the nothing. Nothing personified. The space between the Aedric planes literally means Oblivion, aka TES space, where the planets that are the Aedra lie. 

We’ve known this, it’s in the lore. Sotha Sil is saying so, bluntly. This is in my opinion a physical representation of why Daedra are eternal. They are the darkness of space, the absence of. That is something that will always be. 

And you cant be, without the presence of the not. Time and space are one. Binary code needs the 0 and the 1. Anu is the positive, Padomay is the negative. Sithis is literally called the void, Lorkhan is the Space God to Akatosh’s Time Dragon. The two cannot be without one another.

So basically I don’t get what there is to be so upset about, it’s not like Sotha Sil proclaimed himself an atheist. He’s talking Aurbis physics at this point. 

When 1 and zero are together, you get 1…

If a time of Anu comes to Nirn, a chaotic padomaic plane made anuic, the plane where many daedric lords got their spheres from in the first place, just as Jyggalag was made to Sheogorath, it makes sense that such a change to Nirn could negatively effect the Padomaic daedra around it.