Pinned!!
Hii I’m keevee!! I’m 20 and go by She/They I’m not terribly fussed about pronouns tbh
Artfight
Toyhouse
Cosmic Funnies

titsay
i don't do bad sauce passes
Misplaced Lens Cap
Not today Justin
Sade Olutola

shark vs the universe
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DEAR READER
Keni
AnasAbdin
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$LAYYYTER

Janaina Medeiros

roma★

#extradirty
Xuebing Du
Peter Solarz
Jules of Nature
Aqua Utopia|海の底で記憶を紡ぐ
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@kee-vee
Pinned!!
Hii I’m keevee!! I’m 20 and go by She/They I’m not terribly fussed about pronouns tbh
Artfight
Toyhouse
Reference sheet(s) for Robin and Miraak's mounts, as well as their hound.
✦ Aska is Robin's mule mare who he purchased from the Riften stables - she was discounted and ornery, he was 19 and pretty desperate for a ride, but they make a good team nowadays. He's the only one who she tolerates on her back. Has major beef with Miraak's horse, and it's one-sided. ✦ Strunmah is Miraak's draft gelding. He's a gentle giant, is scared of Aska and wants nothing to do with her fiery attitude, and likes it when his dad adds matching braids into his mane. His name means "mountain" in Dovahzul. ✦ Kavik is their shared Elkhound that Robin adopted after Meeko had passed from old age. While she's more of Robin's dog, Kavik often likes to retrieve gifts from the woods to set at Miraak's feet specifically - mostly antlers, but also sometimes full skulls or other bones (including the caribou skull on Strunmah's back).
more info below the cut
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i loove morrowind shrine art had to do my nerevarine in it
WIP Wednesday
I was tagged by @nuwanders last week after I made my wip post, so I'm using that tag this week instead!
I'm (much slower than I'd like) making progress on the Sotha Sil pmv. Right now I'm doing all the line art, which I'm just doing for the characters or foreground objects.
So have a made up mechanical do-dad I'm proud of and some Nerevars
Tagging @snowy-weather @thescrolls-haveforetold @caliblorn @snowy-weather @truth-01001001-liar (only if you want to, of course! no pressure!)
original image under cut
does your last dragonborn worship any daedra?
yes (tell us who in the tags or reblogs!)
no
Some of my headcanons around mer and how they differ from men because I really wanted to have it written down for myself somewhere feat. my dragonborn as the example
“They made ritual as if to summon Azura as Nerevar wanted but Almalexia used poisoned candles and Sotha Sil used poisoned robes and Vivec used poisoned invocations. Nerevar was murdered.” -- Nerevar at Red Mountain
Falmer appearance and attire headcanons
(click on drawings for more details and notes!)
Hair
In Skyrim, we pretty much only see two hair styles to go off of: completely bald and the hair the "shaman" have (which are also the only females we see (a post for another day)).
In concept art, particularly Adam Adamowicz's, we see more potential hairstyles. He draws it as wispy and messy, as well as containing braids and the ties we see in the shaman in the game. This art is largely what defines my own interpretation of their hair.
I picture the typical Falmer hair as wavy, thin, wispy, and looking frizzy. Given the high number of hairless Falmer we see, I imagine baldness is common, particularly among males, and sometimes among females. Their hair can be commonly styled into braids or knots to keep it under control.
The ability to grow long, thick hair is less common, but those who can tend to style it in other unique ways. Especially among females, long hair is commonly styled into large dense locs (akin to a Polish plait) and held into shapes using ropes or leather ties.
(While I think the intention with the way their hair is drawn and modelled in the game models and concept art was that it was braided and held up with those ties, before looking at it closely I always sorta interpreted it as too stiff to just be braided. As a result, I developed the locs headcanon and have become kinda attached to it even though I have 0 in game or lore support for it)
Materials
The material used in their clothing is obviously dependent on what is accessible to them, and given their unique situation that makes the materials they use and value unique as well. In Skyrim, we see that almost all of their armor (which is mostly what we see them wearing) and homes are made of chaurus chitin (and potentially shellbug chitin), so this is likely the most common resource available to them for non-combative coverings as well. Other materials from their arthropods companions could include their cocoons, unhatched eggs, etc.
Bones from other creatures (draugr, skeevers, trolls, adventurers, bandits, etc.) underground or from aboveground raids could also be used fairly often. These could also provide a source of leather or fur, albeit not a lot of it.
Falmer groups and subcultures inside or in close proximity to Dwemer ruins probably make regular use of the materials present in those ruins as well. With all the metal and machinery present in Dwemer ruins, metal probably makes regular appearances in their clothing (and general decorations) even if they can't manipulate it themselves. Falmer more separated from Dwemer ruins would make much lesser use of these materials, however. Additionally, We see implications of Falmer preparing, cooking, and potentially cultivating fungus in-game, but see nothing indicating they have any plants in their diet, and therefore it is unlikely they regularly make or use textiles or fabrics in their clothing, and if they do they likely come form Dwemer ruins or raided adventurers/bandits/settlements from the surface.
On that note, we know that there have supposedly been incidents of Falmer coming to the surface to attack its inhabitants and travelers, as well as instances of them killing bandits, adventurers, and researchers who venture below, so it's not far fetched to believe that they have access to some materials from the surface. This could give them some access to furs from surface animals, beads, glass, jewelry, textiles, metal objects, etc. they might not otherwise have access to. The rarity of these material among the Falmer would depend on the amount of access any given group of Falmer have to the surface, but among many of them these materials could be seen as more valuable for their rarity and the difficulty to gain them.
While gemstones and ore might be accessible from both natural deposits and underground ruins, unless they had some kind of auditory function or unique texture, they might not have much value to Falmer.
General Attire/Accessories
I like to imagine that the Snow Elves, and by extension the Falmer, have an innate cold resistance in the same way Nords do, and therefore don't require clothes for the purpose of warmth even in the chilly caves of Skyrim. Additionally, their blindness likely means that wouldn't dress for visual aesthetic either. My thoughts are that they are then left with the sense of sound and touch to communicate with each other, and their clothing and accessories could reflect that.
Falmer clothing, decoration, and society in general is very heavily based on touch and texture and little on appearances. They touch each other very often for both communication, movement, and just general day-to-day interactions, and their clothes isn’t very modest, but the tactile patterns and materials used can communicate certain things such as position in society, “wealth”/power, whether they are taken, single, pregnant, with a child, etc., their roles, their age, notable achievements/skills, who is who, etc. on both their clothes and buildings. The more noise one makes, the more attention they draw and the more they drown out other noises, and the more noise making things they can “afford” to have, so the amount of noise one makes in a Falmer settlement is a status symbol. Certain types of noises or noise makers are more coveted than others (chitin beads are common, while furs are less common, and materials only gained from raiding the surface are rare and coveted).
Some noise making accessories could include:
Dangling metal, bones, beads, chitin, etc. that hangs off of their clothing or ears and jingle/clank against each other (in my drawing I show them as pretty uniform in shape and size, but they would probably be much more irregular than I depicted them)
Bells (metal or other materials) that are affixed to or dangle off of their clothing or as earrings.
Hollow bracelets, anklets, necklaces, or other accessories that are filled with rocks or beads.
Rattles tied to the body (made of chitin, dried hollow chaurus eggs, dried chaurus cocoons, beads, etc.) with leather or rope.
Flute or whistle like tubes made of metal, chitin, or dried and treated tube-like fungus that makes a woodwind-esque noise when air passes through it in a certain way. They have been designed to make noise easily from even the slightest movements.
Dried grasses (more temporary) tied to the body that make a swishy noise. More permanently, a similar thing can be achieved with hair. The hair can be sourced from Falmer (either through just cutting hair or through taking it from fallen enemies) or killed humans/mer/draugr. That sort of thing can also act as a kind of trophy.
Necklaces with various materials dangling close together that jingle against each other.
Various materials can be tied into braids or the leather ties in their hair as well.
Some textural accessories could include:
Beads. Since they wouldn't have the ability to tell the color of the beads, the patterning of beadwork would be based on the roughness, material, size, or shape of the beads. (I'm sorry I suck as drawing beads)
Furs. This wouldn't be as common since the Falmer likely don't have too much interaction with furry mammals, but some they may have access to that are big enough to make clothing/accessories out of include skeevers or trolls (and potentially rarely animals from the surface). A potential meaning of wearing furs could be as hunting trophies, but it could have other meanings as well.
Chaurus chitin would like be the most common material in Falmer attire, and depending on the part of the chaurus body, the size of the chaurus, or the life stage of the chaurus it was sourced from it could have different textures. Some chitin parts could include large spikes and deep groves, while other parts could be smoother and less rough. The use of this chitin in clothing could take advantage of this contrast in textures. Additionally, chitin or shells from shell bugs might be a different texture from the chaurus chitin. (it's unclear to me whether shell bugs are exclusive to the caves around the Forgotten Vale or if we should consider them distributed throughout Skyrim's underground)
The placement of textured components on the body could have their own meaning to it alongside what accessories or textures are being used.
Specific Falmer Subcultures
While most Falmer settlements we see in Skyrim are just a small-ish collection of huts and chaurus corrals, there are two distinctive settlements that are larger, seemingly more organized, and I like to think have their own distinct subcultures worth mentioning: Blackreach and the Forgotten Vale. The unique scope and environment of these Falmer cities (as I like to think of them) could lend to unique clothing cultures as well.
The Falmer of Blackreach have access to a vast Dwemer settlement and have has the space to spread out throughout it more fully since it seems to be more in tact than other Dwemer ruins we see. These guys would likely have a clothing culture much more heavily based on what the can access from these Dwemer ruins (metal scraps, leftover fabrics, etc.)
The Falmer of the Forgotten Vale would also have access to unique resources, such as Vale deer, Vale sabre cats, and frost giants for fur and leather. Additionally, materials accessed from the Chantry of Auri-El such as textiles from clothing, bedding, tapestries, etc. could give them a greater access to fabrics than other Falmer groups. We don't see many close Dwemer settlements to the Vale, so they would have less Dwemeri influence in their clothing than other Falmer groups.
I like to think that the Falmer's evolution exclusively underground has made them poorly equipped to handle the outdoors during the day and has made them particularly susceptible to sunburn, necessitating the need for covering for those in the Forgotten Vale who have significant settlements outdoors. With greater access to textiles and leather, they could use them as coverings when outdoors.
Armor
I actually have very few notes on armor, for two reasons. 1) I hate designing and drawing armor. It is the bane of my existence. 2) I really like the armor they have in game! I think they look awesome aesthetically, and I like how clearly they are made from chaurus chitin. Per usual, Adam Adamowicz's designs seem to have been the major inspiration for the Falmer armor, and he did a great jobs (even if it isn't the most functional looking armor ever).
(off topic but I also just want to add that he draws them with little hairs and tufts on their ears and I love it. ok that is all)
I do have a few thoughts about armor though.
Even attire made of textiles make noise when someone moves in them, and I can imagine moving around in armor, especially armor made of hard, insect shells would make a lot of noise when someone moves around in it. When you're relying on sound to navigate your environment and pinpoint potential threats or targets, wearing something making a lot of noise would not be ideal. On the other hand, getting into a fight unarmored would be a problem.
So here's my solution: heavy armor (see below) would only be worm within the camps/settlements where noise was already high and space is more cramped (and therefore more risky in a fight) as a sort of guard in case they were attacked. Those guarding the settlements along the outside might still wear armor as well, but less of it. Those going out to scout or hunt (if they do hunt) would wear as little armor as possible, and try to wear it strategically so that it wouldn't rub against itself and make noise. This is why most Falmer we encounter in the game are wearing little except for loin cloths and kneepads.
One more idea I have for armor is a specific armor piece. On the note of guarding or protecting a camp or settlement, I imagine the noises of it all (especially with the noise based headcanons I've laid out here) would make it hard to actually catch any potential threats when you can't see. A large slightly concave piece of armor worn behind the head could block out noises from behind the wearer, as well as a help focus sounds ahead of them.
That is all! Thank you for reading! A lot of these concepts around the culture of sound I think could also be applied to their buildings and even a culture of music, but those are posts for another time.
All of the concept art I used was taken from here and all of the Skyrim screenshots are from UESP.
hi! i saw on ur wc blog that ur more active on this one, so apologies if this is the wrong place to ask. i saw one of your warrior cats drawings and wanted to use it as an icon, but wanted to make sure it's okay with you first. i'll provide credit aswell
I check both my blogs (I just tend to post mostly elder scrolls if at all) so either blog is fine for sending asks to For the question I'm ok with my art being used as icons with credit! As long as it isn't OC art (as my ocs are pretty personal to me) and is a canon character/fanart/design etc.
my old Ayem fanart was re-discovered apparently, and it made me realize that I never posted my recent ahhh fix-render of it??? here you go my fellow Almalexia supporters
Happy Valentine's Day! I have an animation I was trying to get done for today, but that didn't remotely happen lmao. So have this wip for it instead (an impromptu wip wednesday you could say)
What race did you play in your very first Skyrim playthrough?
Nord
Imperial
Breton
Redguard
Bosmer
Altmer
Dunmer
Orsimer
Khajiit
Argonian
Peryite
Tag people you'd like to know better
Tagged by @falmerbrook !! Thank you!! 3 Ships Not really a huge shipper but I am impartial to both nerevoryn and nerevar/almalexia. the concept of complicated and destined to fail type ships are something I enjoy First Ship Man I can't remember my old fandoms well -- the earliest one I can recall is laurens x hamilton from when I was around 12-ish i believe?? Last Song Dumala by Go_A Currently reading Nothing currently (I read new warrior cat books as they come out sometimes but nothing else really). I have the elder scrolls novels and wings of fire graphic novels but haven't started reading them yet Last film I had a short burst of wanting to watch the entirety of How to Train your Dragon and watched the first film last month (and never got around to the second or third) Currently craving Truss tomatoes but specifically when eaten like an apple
Tagging @vestigme if you want to !!
Going through the wiki pages and in-game books for all the critters for the phylogeny thing, I've tried not to fall into the "ugh eso lore sucks it shouldn't be canon" vibe, because there's really no reason to feel that way about the stuff added to or presented in the game, but I keep finding myself irritated by eso's creature lore. Despite the fact that I love the environments of the game (so far). And I think I've boiled it down to a few reasons after some reflection:
They tend to put the same creature in multiple provinces, which is fine because obviously that happens (some species are generalists that can be anywhere, species aren't going to respect arbitrary man-made borders, etc.) but is kinda lame when it comes to species that really feel like they should otherwise be unique to a place or when they put the same species in very different environments on opposite sides of the continent. (Please keep morrowind creatures in morrowind only, I'm begging you zos). I can't be too upset about it because I get that it's a symptom of game design that I don't want to fault the game designers for just because it cheapens things for me personally, but I do find it kinda lame, to be frank. I also don't really know whether to include the eso ranges of species or go with my own ideas for them.
Some of the pet and mount variations make it so there's like, 20 versions of one clade of animal (e.g. horses, dogs, wolves, cervids, etc.) but we know nothing about them as actual animals outside of a little blurb. While the blurb usually indicates something about their evolutionary history or natural history (which is nice), I'm still kinda hesitant to include them because once again they feel like they sort of cheapen things. Some of them are also those colorful mmo shlock too, which I personally think don't fit tes's aesthetic very well. But I also don't want to pick and chose which ones I include. So I'm not sure how to approach those. Right now my policy on it is to not include mounts/pets unless they also show up somewhere else.