Encyclopedia Palusnigricans
Volume One: Geography of Argonia
Edited by Effie-Jei Ku-Kulza, Savant at Large
Overview of Argonia
The province of Black Marsh is divided into five administrative districts: Murkwood, Arnesia, Blackwood, Bayou, and the Rivermouth District. The outskirts and coasts of the province are where the more civilized populations and their government hold sway. The vast unmapped interior is the exclusive province of the tribal peoples. As a whole these disparate groups hold a long-standing hatred against their northern neighbors the Dunmer. They have warred often in the past, and relations were further poisoned by the Dunmer practice of slavery, now thankfully outlawed.
The landscape of the province is comprised of several regions, mainly variations of marshes, bogs, and glades. However there are jungles, forests, and grasslands of the tropical persuasion also to be found. Overall control of the land lies with the Royal Court which works closely with Imperial Governors and their advisors and captains, the Archeins. This is a country 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 entirely native Argonian, however foreigners do occcasionally visit and even take up residence in the Marsh for business or for political reasons. For a long time this has been a backward province, mired in a state political and economic stagnation as deep and impenetrable as its famed bogs and mires.
Regions of Argonia
Despite its name, the Black Marsh contains several regions, only one of which is the murky marsh so renowned in legends and tales. These regions are as follows:
The Arnesian Jungle
This is the northernmost region of Black Marsh along the Morrowind border. This is home to the more hostile Argonian tribes, bitter from centuries of wars with the Dunmer. There is no transportation in this area and it 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.
The Parchlands
This is the land between Soulrest and Gideon. No one knows why the area became a dry grassland, but they say long ago the land was overfarmed. The edges of Parchlands 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 to journeyers, though not at all trusting. Slough Point is a relatively good stop for any immigrant or traveler. The region is mostly quiet, and though this is at times unnerving, most would like to keep in that way.
The Mangrove Coast
Covering the whole southern Coast is an enormous mangrove forest along the many river outlets of Black Marsh. Wary Argonians hunt along these rivers and the main road has long ago become choked with roots and other vegetation. Pirates occasionally find safe havens in this seldom penetrated area. Even so, this region is relatively safe as long as you don't swim in the water. Crocodiles and worse predators abound.
The Kothringi Glades
This region in the east stretches from the coast to further inland. It was so named because of the large population of Kothringi that once 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 lie partially submerged into the marsh.
The 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, whilst vicious man-eating plants grow here. No wonder this land is said to have given rise to the fierce Naga brutes.
The 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 by their presence, yet secure enough to feel safe. They welcome outsiders who 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.
The Topal Isles
These small tropical islands have an Imperial Port, an Argonian village and many Khajiit are found 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 among the most sought-after postings in Tamriel by older Legionaires who seek a quieter region.
Murkwood
This is the inner Marsh, a nearly submerged land with Hist trees growing in great numbers. Few know anything of this place, save that the most mysterious and powerful Argonian tribes live here and that their lost city of Helstrom is in the center of it all. Shifting trees and changing lands make travel here madness.
The province of Black Marsh is divided into five administrative districts: Murkwood, Arnesia, Blackwood, Bayou, and the Rivermouth District. The outskirts and coasts of the province are where the more civilized populations and their government hold sway. The vast unmapped interior is the exclusive province of the tribal peoples. As a whole these disparate groups hold a long-standing hatred against their northern neighbors the Dunmer. They have warred often in the past, and relations were further poisoned by the Dunmer practice of slavery, now thankfully outlawed.
The landscape of the province is comprised of several regions, mainly variations of marshes, bogs, and glades. However there are jungles, forests, and grasslands of the tropical persuasion also to be found. Overall control of the land lies with the Royal Court which works closely with Imperial Governors and their advisors and captains, the Archeins. This is a country 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 entirely native Argonian, however foreigners do occcasionally visit and even take up residence in the Marsh for business or for political reasons. For a long time this has been a backward province, mired in a state political and economic stagnation as deep and impenetrable as its famed bogs and mires.
Regions of Argonia
Despite its name, the Black Marsh contains several regions, only one of which is the murky marsh so renowned in legends and tales. These regions are as follows:
The Arnesian Jungle
This is the northernmost region of Black Marsh along the Morrowind border. This is home to the more hostile Argonian tribes, bitter from centuries of wars with the Dunmer. There is no transportation in this area and it 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.
The Parchlands
This is the land between Soulrest and Gideon. No one knows why the area became a dry grassland, but they say long ago the land was overfarmed. The edges of Parchlands 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 to journeyers, though not at all trusting. Slough Point is a relatively good stop for any immigrant or traveler. The region is mostly quiet, and though this is at times unnerving, most would like to keep in that way.
The Mangrove Coast
Covering the whole southern Coast is an enormous mangrove forest along the many river outlets of Black Marsh. Wary Argonians hunt along these rivers and the main road has long ago become choked with roots and other vegetation. Pirates occasionally find safe havens in this seldom penetrated area. Even so, this region is relatively safe as long as you don't swim in the water. Crocodiles and worse predators abound.
The Kothringi Glades
This region in the east stretches from the coast to further inland. It was so named because of the large population of Kothringi that once 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 lie partially submerged into the marsh.
The 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, whilst vicious man-eating plants grow here. No wonder this land is said to have given rise to the fierce Naga brutes.
The 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 by their presence, yet secure enough to feel safe. They welcome outsiders who 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.
The Topal Isles
These small tropical islands have an Imperial Port, an Argonian village and many Khajiit are found 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 among the most sought-after postings in Tamriel by older Legionaires who seek a quieter region.
Murkwood
This is the inner Marsh, a nearly submerged land with Hist trees growing in great numbers. Few know anything of this place, save that the most mysterious and powerful Argonian tribes live here and that their lost city of Helstrom is in the center of it all. Shifting trees and changing lands make travel here madness.