As Vehk and Vehk I hereby answer, my right and my left, with black hands
let's talk about Bridgerton tea, my ask is open

roma★
Cosimo Galluzzi

blake kathryn
Mike Driver

@theartofmadeline
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YOU ARE THE REASON
todays bird
Keni
Cosmic Funnies

Origami Around
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2025 on Tumblr: Trends That Defined the Year
One Nice Bug Per Day
RMH

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Not today Justin
Color Me Curious
Fai_Ryy
seen from Türkiye

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@she-who-erases
As Vehk and Vehk I hereby answer, my right and my left, with black hands
But the atmosphere in Morrowind is beautiful!
i usually dont post comms but this one was the most fun ive ever did so im eager to show. customer wanted "something dunmeresque" without specifying, so my mind went straight to a camonna tong lair (with a prominent member of a certaing other tong lurking in the shadows 🕷) TR interiors were a huge inspiration too
close ups:
i am especially enamoured by this bartender guy... something uniquely and unpleasantly charming about him
the gilf ofc... oh he was a delight to do. also that red haired evil lady in the bg i lowkey need her
this guy got on my nerves smmmmm. somebody steal these slave keys from him asap
cmm info
The Elder Scrolls V: Skyrim — 11/?
I love you Elder Scrolls mutuals
I love you Elder Scrolls shitposter
I love you Elder Scrolls artist
I love you Elder Scrolls fanfic writer
I love you Elder Scrolls tumblr fandom
not voryn anymore, not dagoth ur yet
this was made for a uhm. tiktok animation but these trends are so corny id rather post it just as a portrait
When you say "Skyrim should be returned to its people" you mean Ulfric should rule Skyrim independent from the Empire.
When I say "Skyrim should be returned to its people" I mean the Reach should be returned to the Firsworn and they should be allowed to practice the Old Ways. We are not the same.
[Morrowind at Night #23 | There Is No Path I Can Follow Anymore | 03.08.2026]
Maybe I'm lost (again).
(I'm back with my psyop in order to convince someone to try traditional art again).
Mysticism Magic Spell Headcanons
All the spells you’re given in any Elder Scrolls game have to have some sort of game mechanic attached to them. Therefore, we do not actually know all the spells in TES. My character is a mystic, so I’ve been trying to develop more spells for her that have effects that couldn’t possibly have been implemented in the game, either because they’re too complex, or because they do things that are completely outside of the scope of the games.
First, I should probably define what I mean by “Mysticism” here. I’m not just talking about the school of magic that got disbanded sometime between Elder Scrolls: Oblivion and Elder Scrolls: Skyrim. I’m also talking about things that Velothi Wise Women or Khajiiti Clan Mothers or any kind of tribal shaman would practice.
The Morrowind Game of the Year Game Manual has this to say about mysticism:
Mysticism involves the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world.
and
The spells of the School of MYSTICISM shape and focus otherworldly forces to bind souls in gems, teleport the caster’s body, manipulate the world with telekinesis, absorb, or reflect magical energies, or sense unseen objects at a distance.
Personally, I don’t find that exact enough, so I’m just gonna swipe @ratwhisperer‘s definition of spiritual mysticism (written about here), because it’s what I used as the basis of my understanding of mysticism magic:
Spiritual mysticism is the branch of mysticism that specializes in the supernatural; in afterlives, ghosts and spirits, souls, the Otherworld and their manipulation. Spirit mysticists are often wise witches, seers, mediums, and otherwise people who tend to the spiritual health of the plane or people who interact with it.
Just as a refresher, here’s all of Morrowind’s mysticism spell effects: Absorb Skill Absorb Magicka Absorb Health Absorb Fatigue Absorb Attribute Spell Absorption Reflect Mark Recall Detect Animal Detect Enchantment Detect Key Soultrap Dispel Almsivi Intervention Divine Intervention Telekinesis
I’m operating on a few basic premises:
The spirit plane exists in the same space as the physical plane, overlapping all of Mundus and bleeding into Aetherius and Oblivion. It’s how ghosts exist on Nirn and how spirits without bodies travel to their afterlives.
Every living organism has a spirit without which they would not be alive. (Yes, even vestiges. It’s complicated; I’ll make a separate post for them.)
The Dreamsleeve is one of the realms of Aetherius. Living spirits travel to the Dreamsleeve to dream, and dead spirits without an assigned afterlife travel there to be eventually “recycled” and reincarnated. Living spirits are prevented from being “recycled” by a spiritual tether to their living bodies on Nirn.
The difference between “schools” of magic has to do entirely with conceptualization. For example: there could be a “detect life” spell for literally every school, based on how that school views life, magicka, and the caster’s interaction with magicka and life. However, most spells cannot be efficiently cast through the conceptualization of every school, so they are not explored or taught. Therefore I am limiting myself to the definition of mysticism magic as given above unless I have a good reason.
Here’s the spells I’ve developed so far. Spells with the word “ritual” require reagents to perform, and may be performed on another person.
Password: A locking spell crafted through the school of Mysticism. Bars entry to any who do not utter the correct password. This is the only exception to basic premise four on this list. Directly inspired by this quote:
I had developed some small skill in mysticism. Not enough to be a Psijic, of course, but in telekinesis, password, and spell reflection I had some amateur ability. - Charwich-Koniinge Letters, v3
Identify Object: Basic Mysticism spell that allows the caster to identify what an object is intended to be used for. Works by allowing the caster to detect the emotional and/or spiritual impression of the crafter and any subsequent users upon the object. For extremely complex or extremely old objects, such as ancient Ayleid or Falmer technology, it may take multiple castings to receive any sort of impression, and quite a bit of foreknowledge of similar technology to discern the object’s use.
Special note: this spell does not work on most Dwemer technology because whatever the Dwemer did with Numidium and its world denials prevents the spell from picking up any impressions from them. The spell only works if the object was crafted or used by someone of a race other than the Dwemer.
This spell is directly inspired by this quote:
“There are layers to understanding all things,” said Sotha Sil. “The common man looks at an object and fits it into a place in his way of thinking. Those skilled in the Old Ways, in the way of the Psijic, in Mysticism, can see an object and identify it by its proper role. But one more layer is needed to be peeled back to achieve understanding. You must identify the object by its role and its truth and interpret that meaning.” - 2920 Sun’s Dawn, Book 2
Detect Traps: Basic Mysticism spell that allows the caster to see all traps in the immediate area. Works similarly to the Identify Object (and Detect Key) spell in that it allows the caster to detect the emotional and/or spiritual impression of the crafter and anyone the traps may have been triggered by in the past. May or may not detect Dwemer traps. The spell only works on Dwemer traps if the trap was crafted or triggered by someone of a race other than the Dwemer.
Astrakinesis: The spirit plane analogue of Telekinesis. Allows the caster to remotely manipulate intangible spirits or spirit objects in the immediate area. Yes, you can shove ghosts out of your way. Warning: Do not use on a living person’s spirit unless you really know what you’re doing because you might put them in a coma.
Telepathy: Allows telepathic communication with someone while in direct physical contact with them. Usually enchanted onto a pair of rings or amulets to allow communication to take place while further away.
Clairvoyance: Basic Mysticism spell to allow the caster to see into the spirit plane and to see the spiritual connections between things. Makes ghosts and spirits visible to the caster. Allows the caster to tell if objects or organisms have been dedicated to a Divine, Daedra, ancestor, or other spiritual force.
Commune: Basic Mysticism spell to allow the caster to communicate with the lingering spirits of the dead in the immediate area, even if they are not visible.
The Ritual of the Waiting Door: Velothi ritual to awaken and speak to the spirits of specific Velothi ancestors.
The Ritual of Rest: Velothi ritual to return awoken ancestors to the Waiting Door.
Ritual of Dreaming Memory: Gives the dreamer a dream of a specific memory to allow them to accurately recall forgotten details.
Ritual of Dream Catharsis: Allows the dreamer to re-experience a traumatic memory in dream form, making strategic changes that give the dreamer agency to take control of the dream memory in a way they could not in life, ultimately providing a cathartic effect.
Ritual of Dreamless Sleep: Prevents the dreamer from remembering any dreams upon waking.
Ritual of Sweet Dreams: Gives the dreamer a dream that elicits positive emotions.
Ritual of Nightmares: Gives the dreamer a dream that elicits negative emotions.
Ritual of Lucid Dreaming: Allows the dreamer to engage in personal dream crafting.
Ritual of Shared Dreaming: Allows the sharing of a dream with another person within the Dreamsleeve.
Ritual of the Dreaming Dead: Allows contact with any deceased still within the Dreamsleeve.
Ritual of Dream Walking: Allows the dreamer’s spirit to explore the Dreamsleeve at will. Dreamer becomes a dreaming ghost, connected by an invisible thread to their point of entry into the Dreamsleeve. Warning: Dreamer runs the risk of getting lost or stuck and being unable to return to the point of entry into the Dreamsleeve, or, if they stay too long, of being “recycled” like the spirits of the dead within the Dreamsleeve.
Astral Projection: Allows the caster’s spirit to explore Mundus via the spirit plane. The caster becomes a living ghost, connected by an invisible thread to their body. Warning: The caster runs the risk of getting lost or stuck and being unable to return to their body. The caster may also encounter hostile ghosts or other spiritual beings and be hurt or killed.
@chameleonspell and @sunderlorn, I’d like to hear your thoughts, because I know you got Opinions about these things.
Everybody else, let me know if you have any suggestions for new spells, or if you have any thoughts on these!
Morrowind: Redoran Watchman
Along the rocky roads Of Western Gash Through tracts of ash And streams of molten stone With pikes on guard They ride toward Blight-kissed Falasmaryon
Would any Redoran players be willing to pay me 70$ to repaint the second piece? I'd put your name(s) in the credits! Was tidying up the work folder when I noticed this earlier version having a better, more dynamic composition. It could use a more authentic set of Watchman armour as well. And make them both fight kwama foragers instead of a scamp, perhaps? I'm aware Redoran players are all weirdly impecunious in real life but there's your chance to become the Hope Of Redoran in your own right, yes? You know, like Athyn Sarethi, but with less blunt force trauma involved.
P.S. Most of my clients are Telvanni. Maybe it's a self-esteem issue when certain people think they don't deserve fancy fungal houses and consign themselves to living inside a crab shell.
Sometimes you just gotta stop and take in the view.
something i like about tes (which has probably been discussed to death already, potentially even by me several years ago, idgaf) is that the overall pantheon(s) is/are just weird af. there's no sea god; sotha sil MADE himself associated with the sea as a whim, so literally the closest we have is hermaeus mora and only in a very abstract sense of the sea. there's a sun god but unlike representing law and order like most sun gods, he's the original architect of the world who fled and left behind a hole in the sky (the sun) which is the source of almost all magic. the storm god is a woman and not a warrior god, but a nature goddess. there is no god of the harvest, unless you twist zenithar or kynareth around a little bit. actually mara is the fertility god, just looked it up. my bad. mother goddess being the fertility god tracks with most pantheons ig. not one not two but at least THREE moon gods. maybe even four. there's a Capitalism God,,,
I would argue ☝️ That Kynareth in her Nord aspect of Kyne is/was a Warrior-Goddess due to being called a ‘Warrior-widow’ who became Head of the Nord Pantheon when her Husband Shor died.
At least until Talos punted her off that spot due to Nords giving into Ysmir Hype
you are technically correct but i think basically everyone in the nord pantheon is a kind of warrior god. doesn’t exactly make her special. but again, you’re not wrong, i do stand corrected
You also have a point there, in that the Nords are broadly a Warrior-culture, and how Kyne is
A: Filling in for Shor B: Characterized by her Grief FOR Shor (rains = her Tears).
And C: Has Life-Goddess/Death-Goddess roles due to her (according to legend- imo I like to think this is a metaphor for the rebellion against the Dragons) breathing life into the Nords, and kissing them when they die. As well as the whole ‘was-imperialized into a Nature Goddess’ thing. Which fits!
She seems more a Psychopomp as much as a War-Goddess, which makes sense considering Arkay was unpopular in the Nord Pantheon.
Not sure if she spirits them away to Sovngarde, I think the wind we see as we enter it is meant to be hers, but idk for sure.
Talos is probably the more outwardly Martial Storm-god, now. As well as being Nord Not!Jesus to an extent (what with both filling in the position/prophecy of Ysmir and, to an extent, Shor as a Shezzarine)
i don't go here but kyne has her own vanaheim, possibly within or adjacent to sovngarde
Here lies (the) body of Hela, friend to all beasts, servant of KYNE. May she find eternal rest in the Forest of Dreams. —Kyne's Peace word wall
this is when i shill @saltymaplesyrup's fanon
The overwhelming majority of souls arriving to Sovngarde find themselves in this forest, awakening in the grass beside enormous standing stones, not unlike the ancient doomstones found all over Tamriel, though much like their earthly counterparts it is unknown who erected them or when, with a scarce few descriptions mentioning inscriptions in an unknown language covering their surface. These waystones dot the entire known landscape of the region, serving as markers for the only roads that run through Sovngarde, and shepherd new arrivals across their trails lest they lose themselves in the woods. Not many dare to stray from their guidance, but those who do and return to tell the tale speak of magical beasts coursing between the trees or lurking in the shrubbery, while glowing giants so tall as to reach the treelines with their hands wander aimlessly through the woodland, leaving not even footsteps in their wake. No soul living or dead has ever heard them speak, for they never acknowledge the presence of either, and none know where they come from or where to; only a single known poem makes the bold claim that its Atmoran writer vaguely recognized the semblance of great grandfather in one of the giants he met - though of course, whether that statement holds any truth or if it is merely customary bardic hyperbole is impossible to verify.
The Retching Netch | Skyrim Special Edition
On the Nerevarine Prophecy
If our world has Christological debate, shouldn't Mundus have Nerevarinological one?
How does Nerevarine combine his Nerevar and ine natures? Are they perfectly Nerevar Reborn, with Nerevar nature displacing whatever they were before the Cavern of the Incarnate and Nerevar? Do they contain two natures? Are their natures mixed, and if so, to what degree are they the Incarnate?
People quite literally killed each other over questions like this in the Late Antiquity!