Homebrew Argonian Species Details

The Argonians of the Black Marsh are one of the most peculiar races in all of Tamriel due to their appearance, uncommon speech patterns and outlook. They are known for their resilience and cleverness, products of the harsh environments found in their homeland. They sometimes refer to themselves as Sahxleel (people of the root in their native language of Jel) due to their natural connection and respect for the Hist, a network of sentient trees spread throughout their land. These lizard-like people have endured prejudice, hostility and even slavery from the ancient Chimer, the Dunmer, and more recently the empire, due to their abilities and traits. Over time, the Argonians fought back, largely through the use of guerrilla warfare, defending their borders across countless centuries. In recent years, they have broke free from their slavers and have claimed independence from the Empire.

They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.

Claws and Scales

The Argonians are a race of reptilian humanoids hailing from the province of Black Marsh. Their heads are often adorned with natural horn-like protrusions or feathers and their faces have a large mouth accompanied by a reptile tongue and many pointy teeth.  They have a massive set of claws on each hand.  They have average height and an athletic build more often than not, accompanied by a large crocodilian tail that is the source of their natural swimming abilities. Their scaly skin is thicker along their sides and back and when moist, it is great protection against the natural weather of their home swamplands.

Reptilian Mannerisms

The resemblance of Argonian to reptiles isn’t limited to physical features. Argonians display many of the same mannerisms as ordinary reptiles. They are amphibious, happy on land and water, although they are most comfortable somewhere wet like the swamps from their homelands.

Many Argonians punctuate their speech with hisses, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An Argonian might become frustrated with people who fail to pick up on the nuances; an Argonian's threat might be taken as a jest and vice versa.

Homelands

The Argonians were created by the Hist, a race of sapient spore trees. The Argonians were given life, form, and purpose by these creators. Their roots run deep beneath the soil and soft white limestone of Black Marsh, connecting them all, and thus connecting the Saxhleel. As the Hist are all connected at the roots, they have a collective consciousness, and can communicate with each other. Ancient cave paintings depict half-tree, half-Argonian figures—some of which appear to be more tree-like than Argonian.

Long ago, they used to make their living nearby giant stone pyramids known as Xanmeer, where they were capable of great feats and advances such as powerful protection spells that lasted multiple eras and complex trade networks that allowed them contact with other civilizations. They were adept at using volcanic glass in their metalworking, which shaped their weapons and implements. The ancient Argonians feared the primordial force of chaos that is Sithis, and built their Xanmeers to appease it and offer them protection from destruction. However their society collapsed after a mysterious event known as the Duskfall

In the time since, they have accustomed to a more tribal style of living, roaming the swamps and mires to provide and sustain themselves. They have learned to make the most of their environment in order to protect themselves from would-be slavers and invaders including even the forces of Daedric Prince Mehrunes Dagon. This has secured their independent and proud culture, allowing them to continue their legacy trough carved walls and oral tradition, which most tribes consider of supreme importance.

Great Purpose

Argonian society centers around a mysterious kind of tree known as the Hist. Argonians start as an egg and will need to form a connection with the Hist in order to survive. After they hatch the Hist would then give the newborn a soul as they drink the sap of the tree. They believe this soul will return to the Hist upon the death of the Argonian.

The societal structure of the Sahxleel differs greatly from one tribe to another, or even to those who swell far beyond the Hist trees of their homeland. The traditions and histories of their people vary from tribe to tribe like the amicable Bright-Throats or the warrior-like Dead-Waters, even city dwelling Argonians like those from the settlements of Mournhold or Coldharbour. It is important to consider how well connected to the Hist and Argonian tradition the individual is because those born with a weaker connection to their roots are considered disadvantaged by other Sahxleel.

Argonian Names

Argonian names tend to follow two conventions: Jel names that are based on something significant about the individual's history, abilities or appearance (Hajel-Ei, Xul-Mot, Lotash, etc.) or their respective translation to Imperial Tamrielic (Common), which will normally follow adjective-noun structures (like Dark-Scale, Small-Flower, Colored-Ink etc.) or verb-adverb-noun structures (Swims-through-Swamp, Treads-at-night, Plays-with-Dice, etc).

ARGONIAN BACKGROUNDS

Argonians are capable of any background, as immigrants to this world they are not limited by their past society.

Some Argonians worship the Hist and spend their entire lives pursuing to help their homeland, while others desire adventure and leave their swamp to roam the world as rangers and adventurers. 

Argonian Traits

As an Argonian you gain several benefits: your claws are deadly weapons and can be used with proficiency, you are immune to poison and you have advantage on saves and checks against disease.

Swampborn Resilience

Being born from the swamp gives the Argonians a massive advantage to the fetid decay and poisonous flora of their homeland.  You are immune to all poisons and poison damage, as well as having advantage on all rolls to resist disease.

Histskin

You may use a single recovery dice as a bonus action. You must finish a short rest before you can use this ability again. Additionally you regain one additional recovery dice at the end of each long rest. After completing a long rest, you may expend 2 hit die to regrow a lost limb. 

Sharpened Teeth

Bite. Your jaws are natural weapons, which you can use to make unarmed strikes. If you hit with this bite attack, you deal piercing damage equal to 1d6 + your Strength modifier instead of bludgeoning damage normal for an unarmed strike.

Ability Score Increase

Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age

Argonians reach maturity by age 10. Argonians can live up to 200 years, but most do not make it past 80.

Alignment

Most Argonians are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size

Argonians are about 6-8 feet tall. They have thinner, but sturdy bodies that weigh between 200 and 300 pounds. Your size is Medium.

Water Agility

Your base walking speed is 30 feet and your base swimming speed is 40 feet.

Claws

Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages

You can speak, read, and write Common, Draconic, and a language of your choice.

Previous Versions

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