Last week, Ed Stark, the Zone Lead at ZeniMax Online Studios, took us on a tour of the newest DLC addition to Elder Scrolls Online: Murkmire. “This is our first opportunity to see Argonians at home,” Stark began. “In all the other zones they’ve either been slaves or refugees or members of an alliance army. Murkmire is our first chance to see what Argonians are like in their natural habitat.”
Murkmire is an absolutely stunning addition to Elder Scrolls Online. The environment, characters, and culture are all intricately designed. The development team put great time and care into the Murkmire DLC, and it shows. The carefully crafted zone brings a unique experience to Elder Scrolls Online and promises to keep you on your toes.
The Environment:
Murkmire is, as the name suggests, a swampy area. It lies on the southern shore of Blackmarsh and is home to unique plants, animals, and some things in-between. Murkmire’s major city is Lilmoth, a major trading port right on the coast. Lilmoth, also known as the Festering Jewel of Blackmarsh, is about the only area where you will see races other than Argonian. Ships sail in from around Tamriel, though they cannot dock in the harbor due to shallow waters.
As soon as you venture outside of Lilmoth, you put yourself into danger. Murkmire is no place for a casual Sunday stroll. If you do not pay attention, you may find yourself attacked by a crocodile (as I did on our tour) or some other creature. In the southern region of Murkmire, threats are not as great and it is easy to fend of any threats. As you head north, however, the threats grow and your chance of survival shrinks.
It is hard to keep an eye out for bog blights, hoarvors, and kotu gavas while you explore because the atmosphere is absolutely breathtaking. Constant, sunlight-diffusing fog blankets Murkmire. Even midday has an eerie feel to it. Never seeing blue sky means that Murkmire will never be blindingly bright, and that’s okay. The marshy terrain works well with the overcast sky. It helps disguise enemies and dangerous flora as well.
The marshlands and swamps of the southern United States and South America inspire those in Murkmire. Anyone who grew up in areas like these may notice that trees look like Mangroves, Cyprus knee-looking roots cover the marsh, and that Spanish moss hangs from the trees. Having grown up around swampy areas in Georgia, it is fun to be able to pick these details out.
The Characters:
Murkmire is home to some an interesting cast of characters. While most Argonians in Lilmoth look similar to those seen in other games and zones, Murkmire introduces a new breed: the Naga. The Naga are a group of Argonians that looks less lizard-like and more snake-like. When you come across a Naga, you will know.
The Dead-Water tribe is a group of Naga warriors that believe they are the best warriors, and this has not necessarily played to their advantage. It has made them xenophobic, and they have isolated themselves from the rest of the world. If history tells us anything, it is that time will not treat the Dead-Water tribe well. But if war breaks out, they will be prepared. They are always training, always improving.
On the other hand, the Bright-Throat tribe is very friendly and welcoming. However, they aren’t nearly as strong as the Dead-Water tribe. Even though they will welcome the player more willingly that the Dead-Water tribe, it will be up to the player to help in times of peril for the Bright-Throats as well.
The Culture:
By far the most interesting part of the Murkmire DLC, the culture makes the zone feel alive. The Argonians have a rich history and it is expertly weaved into the actual design of their villages and outposts.
Murkmire is filled with stone ruins. At one point, the Argonians tried to build with stone, only the find that it just sinks into the swamp. When the Imperial army tried to invade, they built from stone as well, and after quickly realizing the error of their architectural ways, were run out by the Argonians.
To aid the swamp in its building-eating ways, the coastline is so variable that one season may see a low coastline, and in the next the water may be so high that the high land is the only survivable ground. To combat this, the Argonians built their huts on stilts, made from wood and other natural materials. In preparing for the impending risen coastline, they are able to keep from losing everything in what is, essentially, a flood.
Xanmeers, or the Argonian equivalent of a pyramid or ziggurat, are dot Murkmire’s marshy landscape. These temples are built from stone and are one of the coolest things parts of the Argonians’ culture. These Xanmeers hold history, and questlines, within and are worth exploring.
The Argonian architecture is inspired by the stone-work of the Mayan and Incan empires. The architecture helps set Murkmire apart from the rest of Tamriel we have seen up to this point. While area’s like Skyrim are very European inspired, Murkmire finds a majority of inspiration from South American countries. And honestly, it’s a nice breath of fresh, swampy air.
Conclusion:
The whole of Murkmire is absolutely stunning. The environment is fraught with danger, but also intrigue. I could spend a whole day just exploring the environment and reading up on the culture of Murkmire. Argonians are one of my favorite races in the Tamriel, and it is nice to see them getting the spotlight they deserve. I can’t wait to see what else Murkmire has to offer.