Who Are the Argonians in the Elder Scrolls? A Complete Lore Guide

Jason

November 14, 2025

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In Elder Scrolls lore, Argonians are the lizard-like people of Black Marsh. They share a deep, spiritual connection with the Hist—sentient trees that guide their very existence. This bond defines them.

Their history spans from slavery under the Dunmer to their legendary defense of Black Marsh during the Oblivion Crisis, where they invaded Oblivion itself. As playable characters, Argonians offer water-breathing, high resistance to disease and poison, and unique healing abilities like Histskin in Skyrim.

Here’s what you’ll learn in this article:

  • Who the Argonians are and where they live
  • Their complex history across the Eras
  • Physical traits and the Hist connection
  • Cultural practices and tribal structure
  • Religious beliefs and the Shadowscales
  • Playing as an Argonian in Skyrim

Who Are the Argonians?

People of the Root

Argonians call themselves Saxhleel in their native language Jel, which translates to “People of the Root.” This name references their deep connection to the Hist trees that shape their entire existence.

While other races use the term “Argonian”—an Imperial designation—many Saxhleel prefer their own name.

Other races often dismiss them as “lizards” or “Betmeri” (beast-folk), categorizing them alongside Khajiit rather than with men or mer. This classification reflects how alien Argonians seem to outsiders.

They don’t express emotions through facial expressions the way humans and elves do, making them appear cold or unreadable.

The Argonians stand apart from every other race in Tamriel. Unlike humans and elves who trace their ancestry to the Ehlnofey, Argonians were created by the Hist.

This difference shapes everything about them—from their physical bodies to their concept of time and death.

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The Land of Black Marsh

Black Marsh, also called Argonia, occupies the southeastern corner of Tamriel. Dense swamps, inland waterways, and mangrove thickets make the province nearly impossible for outsiders to navigate.

The humid climate, deadly diseases, and dangerous wildlife have killed countless explorers who ventured too deep into the interior.

Only Argonians can travel through most of Black Marsh. Their natural immunities to disease and ability to breathe underwater give them advantages no other race possesses.

The swampland that kills others is their home.

The province’s hostile environment has historically protected Argonians from conquest. Even Tiber Septim, who conquered most of Tamriel, avoided the inner swamps.

Imperial control only ever extended to the coastal cities and borders. The heart of Black Marsh has remained functionally independent throughout most of history.

Unique Racial Abilities

Water-breathing is the most distinctive Argonian trait. Gills on their necks allow them to stay underwater indefinitely, giving them tactical advantages in combat and travel.

Argonian warriors have ambushed enemies from rivers and lakes, dragging soldiers underwater where they can’t be followed.

Their resistance to disease and poison comes from generations of adaptation to Black Marsh’s harsh environment. Diseases that devastated other races—like the Knahaten Flu—left Argonians unaffected.

This immunity makes them valuable in plague-ridden areas and resistant to poisoned weapons.

In Skyrim, Argonians can activate Histskin once per day, regenerating health ten times faster for 60 seconds. This ability reflects their connection to the Hist and can turn the tide in difficult battles.

Combined with their natural stealth bonuses and lockpicking skills, these abilities make them excel as thieves and assassins.

The History of the Saxhleel

The Ancient Stone-Nest Period

Long before recorded history, Argonians built massive stone pyramids called xanmeers throughout Black Marsh. These structures extended across the province, housing an advanced civilization ruled by priest-kings.

Scholars call this era the “stone-nest period.”

Ancient Argonians possessed sophisticated knowledge of metalworking, alchemy, and magic. They created defenses that remained functional thousands of years later.

Their weapons incorporated volcanic glass, suggesting regular travel into what would become Morrowind. Some designs show possible Dwemer influence.

During this time, Argonians feared Sithis as a destroyer. They built permanent stone structures to resist change and death—concepts that terrified them.

Priests of Sithis held significant power, conducting blood sacrifices in massive temples like the Teeth of Sithis. This worldview would reverse entirely after Duskfall.

The Mystery of Duskfall

Duskfall marks the collapse of ancient Argonian civilization, though exactly what happened remains unclear. The Hist foresaw a cataclysm.

Different Hist trees disagreed on how to respond—some made pacts with Daedric princes, others instructed their tribes to build great stone cities.

After Duskfall, the Hist stopped communicating with Argonians entirely. This silence lasted for an unknown period until an Argonian named Jaraleet rediscovered a method of communion.

When contact resumed, Argonian culture had changed.

Post-Duskfall Argonians recognized Sithis as both destroyer and creator. They adopted a cyclical view of time and rejected permanent stone construction.

Modern Argonians build temporary structures from mud and reeds, believing that embracing impermanence conquers the fear of death. The ancient xanmeers were abandoned, left as ruins scattered throughout the marsh.

The First Era: Imperial Contact and Slavery

Argonians remained largely isolated during the early First Era. The Chimer (later Dunmer) had long-standing border disputes and took many Argonians as slaves.

This practice of slavery would continue for thousands of years, creating deep cultural hatred between the two races.

In 1E 1033, the Imperial Navy entered Black Marsh pursuing the pirate Red Bramman. They navigated deep into the swamps—farther than any non-Argonians had ventured—and beheaded Bramman near modern-day Blackrose.

This marked the first major Imperial contact with Argonian society.

The Reman Dynasty attempted conquest in 1E 2811, defeating the last Argonian army but failing to control the interior. In 1E 2828, Imperial forces accidentally started the Great Burn by setting fire to a peat bog.

The underground fire raged for three years, making the entire swamp nearly uninhabitable.

When the Argonians mysteriously stopped fighting in 1E 2836, Reman II claimed the northern and eastern territories as Imperial provinces.

The Second Era: The Knahaten Flu and the Ebonheart Pact

The Knahaten Flu emerged from Stormhold in 2E 560, spreading across Tamriel and killing everyone except reptilian races. Whether Argonians created it as retaliation for slavery or it arose naturally remains debated.

The plague devastated entire cultures and kept outsiders away from Black Marsh for over forty years.

In 2E 572, the Akaviri invaded Skyrim. When the invaders entered Morrowind, Dunmer and Nord forces found themselves trapped against the Inner Sea.

As the Nords and Dunmer were pushed back, Argonian forces under Keshu the Black Fin and Heita-Meen surged from the swamps and crashed into the Akaviri flank. This shocking turn of events led to the formation of the Ebonheart Pact.

The Pact formally ended Dunmeri slavery of Argonians, though enforcement was inconsistent. Many Dunmer, particularly House Telvanni, refused to comply.

The alliance dissolved before Tiber Septim’s conquests. The Dunmer resumed the practice of slavery in some areas.

The Third Era: The Oblivion Crisis

For most of the Third Era, Black Marsh functioned as a prison state under Imperial rule. The interior remained independent while coastal cities accepted Imperial governors—often with Argonian advisors from the Archein tribe.

When Mehrunes Dagon opened Oblivion Gates in 3E 433, the Hist foresaw his invasion. They called Argonians back to Black Marsh and altered them, making them faster, stronger, and more resilient.

When the gates opened, Argonians charged into Oblivion with such ferocity that Daedra commanders closed the gates themselves to avoid being overrun.

This was the only province where Oblivion forces retreated. While other regions suffered devastation, Black Marsh emerged stronger and more united than ever before.

The Fourth Era: The Accession War and An-Xileel Rule

Argonians seceded from the crumbling Empire shortly after the Oblivion Crisis. A nationalist political faction called the An-Xileel came to power, governing Black Marsh with isolationist policies.

In 4E 5, when Red Mountain erupted and devastated Morrowind, Argonians invaded in what became the Accession War. They sacked southern cities including Mournhold and advanced to the ruins of Vivec City.

Whether this was revenge for centuries of slavery or Thalmor instigation remains unclear.

House Redoran eventually stopped the invasion, though reports of total Dunmer victory are questionable. Argonian patrols operate as far north as Skyrim’s border, and they control territory inland to the Scathing Bay.

The current situation remains tense, with both sides claiming different outcomes.

Physiology and Biology

The Sacred Bond with the Hist

The Hist are sentient trees with collective consciousness, able to communicate through their interconnected root system. They created Argonians to experience the world where trees cannot walk.

This isn’t slavery—it’s a symbiotic relationship where both species benefit.

Argonian eggs are laid near Hist trees in hatching pools called uxith. When hatchlings emerge, they drink Hist sap, which gives them their soul according to Argonian belief.

The sap determines their physical appearance, sex, and tribal characteristics.

When an Argonian dies, their soul returns to the Hist, carrying memories that can be passed to future generations.

Argonians born away from the Hist—called lukiul or “assimilated people”—can survive but often struggle to understand Argonian social cues and body language. One example is Ja-Reet, born into slavery in Morrowind without Hist connection.

He functioned in other societies but felt like an outsider when he finally reached Black Marsh.

Physical Traits: Gills, Scales, and Tails

Argonian physiology combines reptilian, amphibian, and sometimes even avian features. Their key traits include:

  • Gills: Located on their necks, allowing them to breathe indefinitely underwater.
  • Scales: A protective covering that requires regular moisturizing with oils and balms.
  • Tails: Used for balance on land and for propulsion while swimming.
  • Claws and Teeth: Sharp enough to be used as natural weapons in combat.

When transformed into vampires, Argonians age rapidly in appearance, their eyes turning light red. Some Argonians have webbed hands and feet for better swimming.

Others sport fins, feathers, spines, or horns.

Physical diversity among Argonians is extreme. Coloring ranges from bright greens and oranges to dark iridescent scales.

Some resemble alligators, others look like geckos. The Naga subspecies stands seven to eight feet tall with huge mouths full of needle-like fangs.

All these variations depend on which Hist tree they’re connected to.

Reproduction: From Eggs to Hatchlings

Mated pairs conceive clutches of eggs, which are transferred to the uxith beneath their tribe’s Hist tree. Egg-tenders (also called egg-nurses or Keepers of the Shell) monitor the eggs, checking for fertility and health.

They read to the eggs, play music for them, and protect them from predators.

The Hist guides egg development, determining what form hatchlings will take. Unhealthy eggs—identified by dry shells or thin membranes—sink into the Hist roots and fade away.

Fertile eggs eventually hatch, and newborns use their egg-tooth to break free.

Unlike human babies, Argonian hatchlings can walk immediately after hatching. They’re fed items like licorice worms and given pacifiers made from hardened Hist sap.

On their Naming Day, hatchlings lick Hist sap and receive their name.

When they come of age, they undergo the Chukka-Sei—trials of maturity designed to test skill and bravery.

Gender as a Life-Phase

Argonian gender is sometimes described as a “life-phase” rather than a fixed characteristic. The Hist sap hatchlings drink can determine their sex, though Argonians born without Hist contact (like Ja-Reet) still develop as male or female.

Argonians can change their sex throughout their lives by asking their Hist tree. This transformation involves ceremony, where the Hist and the individual’s spirit combine.

After the change, the tribe celebrates the newly transformed person.

The reasons for these changes aren’t fully understood—whether it’s the Hist’s will or personal choice remains unclear.

Female Argonians possess protrusions resembling breasts, though they lay eggs rather than giving live birth. This has confused scholars for generations.

In cold climates or among nomadic tribes, Argonians can adapt to give live birth, with eggs hatching internally rather than in nests.

Tribal Variations and Breeds

Different tribes display wildly different physical traits based on their Hist tree’s influence. This is called adaptability-by-induction—the Hist’s ability to engender multiple forms through its “gloor” (pervasive will/desire/need).

Bright-Throats have brightly colored scales in many hues. Naga-Kur have dark, iridescent scales and red eyes.

Ghost People (Veeskhleel) possess pale white scales.

An Argonian’s ancestry doesn’t matter—they’ll always display characteristics of the tribe they were born into.

Known breeds include Agacephs (needle-like faces), Paatru (toad-like), Sarpa (winged), and Naga (seven to eight feet tall with huge mouths). The Veeskhleel are sterile and must steal eggs from other tribes to reproduce.

Reclusive Argonians living underground lose color in their scales entirely.

Culture and Society

Tribal Life and Leadership

Most Argonian tribes center their lives around a Hist tree, constructing settlements in a circle around it. The tree-minder tends the Hist and interprets its will, feeling when something threatens the tree or tribe members.

They guide the community based on Hist wisdom.

Sap-speakers serve as direct intermediaries with the Hist, spending weeks among its roots ingesting sap and meditating. They emerge with knowledge to guide their people.

Root-heralds work like ambassadors, gathering information and negotiating trade agreements that benefit the tribe.

War-like tribes have kaals (war-captains) and raj-kaals (war-chiefs) who lead in battle. Naheesh (tribal elders) carry historical knowledge and conduct Root Talk ceremonies where they recite Saxhleel history.

The deelith serves as a teacher, passing wisdom to younger generations.

The Argonian Mindset and Worldview

Argonians live in the “Aurbic Now”—not dwelling on past or future, but experiencing the present moment. Their language Jel has no past or future tense, only present.

This makes learning other languages difficult, particularly verb conjugation.

They believe in conquering shunatei—the pain of holding onto what has passed, also called “Fear of Death and Forgetting.” Building permanent structures represents shunatei, which is why they construct temporary mud and reed houses instead of stone buildings.

Forgiveness comes easily between tribes. Since Argonians believe in reincarnation through the Hist, today’s Bright-Throat might return as tomorrow’s Black-Tongue.

To hate another tribe is to hate yourself. This creates a culture focused on moving forward rather than holding grudges.

Language, Art, and Architecture

Jel originated from the Hist, unrelated to Ehlnofex languages that other races speak. It combines verbal communication with body language—hisses, clicks, and physical gestures that non-Argonians can’t replicate.

Even skilled linguists from other races struggle to grasp basic Jel.

Argonian names follow specific patterns when translated: adjective-noun (Big Head, Grey-Throat) or verb-adverb-noun (Hides His Eyes, Scouts-Many-Marshes). Outside Black Marsh, some Argonians adopt Imperial names to make interaction easier.

Modern Argonians build temporary structures from mud, reeds, and other impermanent materials. This contrasts sharply with the ancient xanmeers, massive stone pyramids now abandoned throughout the marsh.

Argonians excel at crafting jewelry, weaving grass fibers, and creating ceramic art. They use specialized bronze tools to carve bone, horn, and chitin.

Rites and Traditions

Naming Day ceremonies occur when hatchlings first lick Hist sap. The tree grants them a name and shapes their physical development.

This ritual connects each Argonian to their Hist for life.

The Chukka-Sei marks the transition to adulthood. Trials test skill, bravery, and worthiness over several days.

Success grants full tribal membership. These occur during Hist-Dooka month, ending in celebration.

Some tribes have set trials used throughout the marsh; others customize tests for individuals.

Dream-wallows involve isolation and mind-altering substances to see beyond physical reality. The Bright-Throat tribe uses deep sap collected from beneath the ground.

The Naga-Kur paint their faces red and inhale burning Starblossom fumes, facing dream-beasts they must kill unassisted.

Marriage and Mating

Marriage customs vary by tribe. Some Argonians choose mates based on love or attraction.

The Bright-Throat tribe bonds members with other tribes to strengthen relationships. Each tribe’s Hist determines their specific practices for partnership and reproduction.

In traditional Black Marsh ceremonies, the courting member crafts an Argonian Wedding Band unique to the relationship. Talen-Jei explains that bands include three flawless amethysts—two representing the couple, one representing the Hist.

The ceremony itself is long, complex, and conducted in Jel.

Some Argonians living outside Black Marsh adopt Imperial customs, marrying with Amulets of Mara instead. This adaptation helps them integrate into other societies, though traditionalists view it as abandoning their heritage.

Warfare and Guerrilla Tactics

Argonians earned their reputation as guerrilla warfare experts through centuries of defending Black Marsh. They use the swamp itself as a weapon—ambushing from underwater, dragging enemies beneath the surface, and vanishing into terrain other races can’t navigate.

During the war with the Reman Empire, some Argonians built headquarters underwater in lakes and rivers.

Fighting an Argonian in water is suicide—their gills, fins, propelling tails, sharp teeth, claws, and underwater sight give them overwhelming advantages.

Weapons and armor vary by tribe. The Naga-Kur craft protection from the bones and scales of their dead.

The Xit-Xaht use lightweight bone and leather designed for swift movement. Ancient pre-Duskfall Argonians employed volcanic glass, bronze, and elaborate layered cloth.

Modern tribes often avoid metal entirely.

Religion and Beliefs

Worship of the Hist

Argonians don’t worship Tamrielic deities like the Divines or Daedric princes (with one major exception). Their reverence centers entirely on the Hist.

This isn’t formal worship—it’s a relationship between creators and created, between trees and those who walk for them.

Marsh-born Argonians can hear the Hist when touching its bark or resting beneath its boughs. They perceive whispers, songs, smells, and soothing tones.

The Hist cares for its people, and they serve it voluntarily. This bond isn’t bondage—Argonians maintain agency and free will.

Argonians can wield Hist-magic, which operates differently from standard spellcraft. Practitioners summon clouds of spores to incapacitate targets.

This magic draws directly from the Hist rather than from Magicka in conventional ways.

The Role of Sithis

Sithis, the Void, is the one external force Argonians acknowledge. Even the Hist recognize Sithis’s existence.

Ancient Argonians feared Sithis as pure destruction, but post-Duskfall philosophy sees Sithis as both destroyer and creator—the embodiment of change itself.

The Clutch of Nisswo are priests of Sithis who wander Murkmire collecting the “many truths” of different tribes. They share beliefs between communities, spreading knowledge and maintaining connections across the marsh.

Modern Argonians believe death isn’t just an ending—it’s change, part of a cycle that turns again.

This philosophy shapes their entire worldview, from their temporary architecture to their treatment of the dead.

The Shadowscales

Argonians born under the sign of The Shadow are given to the Shadowscales, a monastic order of assassins who worship Sithis. These individuals train from birth in stealth and assassination, historically serving the King of Argonia.

Shadowscales call themselves “ku-vastei”—that which brings necessary change.

They believe death can be a beginning, sparking change by ending what came before. While killing is part of their role, elder Shadowscales serve by sharing wisdom with Black Marsh’s inhabitants.

The order also functions as law enforcement, bringing “swamp law” to unruly foreigners and natives.

Shadowscales were offered at birth to the Dark Brotherhood for training. By the Fourth Era, the order had largely dissolved, though individual Shadowscales like Veezara still existed.

Argonian Creation Myth

The Adzi-Kostleel tribe preserves a creation story involving two spirits. Atak, the Great Root, grew until its expanding roots met Kota, a serpent born from Nothing who hungered endlessly.

They fought and consumed each other, becoming Atakota before shedding their skin and sleeping.

Their Shadow ate the roots but kept them safe, teaching them secrets before releasing them. The roots learned they were temporary and could change.

This realization created Death, which terrified some spirits.

War erupted between those who accepted Death and those who feared it. Roots drank Atakota’s blood and sap, growing scales, fangs, and wings—becoming the first Argonians.

Eventually, the Shadow consumed both Atak and Kota, promising to keep all the roots safe.

Argonians in Skyrim

Social Status and Race Relations

In Windhelm, Argonians face forced segregation. They can’t enter the city proper, instead living at the Argonian Assemblage at the docks.

This extreme treatment reflects Nordic suspicion of immigrants after the mass exodus from Morrowind.

Despite this discrimination, Argonians earn respect in other holds through useful contributions to local economies. In Riften, for example, Argonians integrate more successfully because they provide valuable services.

Their natural disease resistance and unique skills make them assets to Nordic industries.

The relationship with Dunmer remains tense. Centuries of slavery created deep cultural hatred.

Though some individual friendships exist (like the Argonian Talen-Jei and his relationships in Riften), the races generally distrust each other. Argonians patrol Morrowind’s border, maintaining control over disputed territories.

Notable Argonian Characters

Scouts-Many-Marshes works the Windhelm docks despite facing constant racism. He’s one of two marriageable male Argonians and represents the resilience of his people under discrimination.

Veezara serves as the last Shadowscale in the Dark Brotherhood. His presence demonstrates the order’s decline while showcasing classic Shadowscale skills and philosophy.

Derkeethus is the only Argonian follower available in the base game. Found imprisoned in Darkwater Pass, he’ll join you after rescue and can serve as a potential spouse.

From-Deepest-Fathoms survived the ill-fated Avanchnzel expedition. She gives you the quest “Unfathomable Depths,” which leads to the unique Lexicon power.

Her traumatic experience highlights the dangers Argonians face as adventurers.

Gameplay and Character Builds

Argonians excel as thieves and assassins thanks to their +10 Lockpicking bonus and +5 to Sneak. Light Armor bonus (+5) keeps them mobile during stealth missions.

Their racial abilities support this playstyle—disease resistance prevents infections from rats and other dungeon creatures, while water-breathing enables underwater escapes.

Histskin regenerates health at ten times normal speed for 60 seconds, usable once per day. This makes Argonians surprisingly durable in prolonged fights.

Combined with Restoration skill bonuses (+5), they can function as battle-mages who heal rapidly between encounters.

Their Alteration bonus (+5) pairs well with stealth builds using Muffle and Invisibility spells. Pickpocket (+5) rounds out their thief skills.

While they lack archery or one-handed weapon bonuses, natural skill progression compensates for these gaps.

Water-breathing opens unique tactical options. You can travel between locations using Skyrim’s rivers, avoiding road hazards like bandits, wolves, and assassins.

Underwater areas become accessible without potions or enchanted gear. This versatility gives Argonians an edge in exploration and escape scenarios.

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Author

Jason is a huge storytelling nerd devoted to cataloguing storytelling in all its forms. He loves mythology, history, and geek culture. When he's not writing books (see his work at MythHQ.com), his favorite hobbies include hiking, spending time with his wife and daughters, and traveling.