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Little is known and even less is understood about these reptilian denizens of the Black Marsh province.  Years of defending their borders have made the Argonians experts in geurilla warfare, and their natural abilities make them equally at home in the water as they are on land.  They are well-suited to the treacherous and toxi swamps of their homeland, and have devloped natural immunities to the diseases and poisons that have doomed many would-be explorers of the region.

Personality: Argonians are an extremely enigmatic people, often quiet and reserved.  They usually speak only if they have something important to say, have little use for idle chatter, and are typically a calm and soft-spoken people.  A humanoid mind allows them to become great philosophers, but their reptilian instincts help them keep their cool in any situation.

Physical Description: Of medium builds, Argonians range from 5½ 6½ feet, and range between to 120 to 150 pounds.  Their bodies are covered with a layer of flexible but resilient scales, which vary widely in color and pattern.  Instead of hair, their heads often sport spiked growths that resemble horns or webbed frills.

Relations: Argonians do not easily trust others.  They have long been in conflict with Dunmer, who come to raid the land of Argonia for slaves.  Often an isolationist people, they distrust the Imperial outsiders who conquered their lands and now try to exploit the Black Marsh for profit.

Alignment: Rational and calculating, the Argonian tends towards a lawful alignment.  They have no predisposition towards good or evil.

Adventurers: Argonians on the road are often slaves who escaped harsh lives in Morrowind, or were freed when the King of Morrowind abolished slavery after the coming of the Nerevarine.  Some are freedom-fighters in a volatile crusade, who seek to free the homeland of Argonian from the clutches of the Empire.

+2 Wisdom, -2 Dexterity; Argonians are intuitive and wise, but they often have an awkward gait.

Humanoid (Reptile).  Medium size; as a medium creature, you are under no special circumstances due to size.

The base speed of an Argonian is 30 feet.

An Argonian character always treats the following as class skills: Climb, Hide, Jump, Knowledge (Geography, Military History, Nature), Listen, Search, Move Silently and Swim.

Fangs: Argonians have a long reptillian muzzle full of sharp teeth.  When they make an unarmed strike, they can choose to "bite" their foe, dealing piercing lethal damage with no penalty to the attack roll.  The player must state his intent to use this feature before making an attack roll.

Scaly Hide: The tough scales of an Argonian grant him a +1 natural armor bonus.

Toxin Resitance: Argonians are highly resistant to toxin and disease.  They enjoy a +3 racial bonus on all Fortitude saves.

Water Breathing (Ex): Argonians are naturally amphibious creatures.  Their necks sport a pair of gills, in fact.  They can breathe normally while completely submerged for an indefinite period of time.  This ability only grants the argonian the ability to breathe water.  He is still subject to other envrionmental effects from water, such as its temperature or polluting chemicals.

Feral Shape: Because of the feral shape of an Argonian's head and legs, he cannot wear closed helms, boots or shoes.

Automatic Languages: Argon, Common.
Bonus Languages: Elven, and any as Dunmer.

Favored Classes: Healer, Monk.
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January 25, 2010
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