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.
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okay, bc i have seen this argument alot now (and it also seems to be the view point of aonuma himself..) is that "zelda cant do everything link does bc whats the point then"
and i take personal offense on that bc its a stupid argument (in. my. very. personal. opinion.- not judging people for liking it. its a ME thing)
whats the point? its that its her.
its still a different character, different in story, background, personality, but i WANT to play zelda and she can do everything link does, why does she have to be so restricted and be bend over backwards to find some new way to make her 'useful' when link gets to do basically everything no questions asked (the only thing thats hers is like .. sealing power and sacrificial maiden, which i find a little underwhelming to say the least), if theres no point to it why are there always modders that model swap link with someone else, and in that case it has even less impact bc its an artificial model swap with no changes to the story (which can and should still be different when its the vanilla game with a different protagonist... its still a different character), clearly theres joy in just the model being a different one- and that isnt even to mention the story possibilities, since, again, its stil a different character
if we ever (never ... i know who we are talking about here) get to play as ganondorf i want to him to be just as versatile and active as link is, if we got a point and click adventure game for him instead bc 'whats the point' id be disappointed too- you can find any sort of excuse/explanation for zelda to be singled out but the fact remains it tracks with how female characters are often treated, and that hits a very sore spot for me
i guess i am unfortunately one of those annoying people that want to see female characters be treated exactly the same as male characters, possibly bc i am myself afab but identify as agender and have a deeply personal dislike for anything 'traditional' feminine bc i cannot and never will be able to truly live as myself in real life, it influences all of my work, my work is as just as much as my opinion on this, very personal
and in line with my point about modding, i see theres joy in just beign able to play as her even if its like this, i get that, i also get it for the creative aspect (though that mechanic worries me even more for the future bc it really seems to be the path now that -freedom = good, linear anything = bad-) it is a different idea and its not like i cant see that value-
im not trying be "right" either, just bc i have that opinion doesnt mean i need everyone to agree, its a very personal thing, if you like it good for you! not for me though, and i think both of that is equally valid
i just personally wish she was allowed to be just like link, fight just like him but be different bc its still her and not him in the end- to be physically/playstyle like jsut like him, but you know ... as her, i dont think shed stop being zelda if she could wield a sword just like him
i dont really know how to get my point/feelings across, i dont want to step too much into personal stuff nor spam people with something that ultimately doesnt interest me alot, im just saddened by it really
(EDIT: bc i forgot to add this on here again; this isnt as much of a problem as it might sound like here, just the main topic i wanted to talk about; why im so uninterested in it is MAINLY bc i dont trust them to write anything interesting/care about lore anymore after totk, im always on the more pessimistic side that thinks its most likely worse than id hope and i know even the past games arent perfect or super interestingly written, but now its much more just a general distrust, together with everything like the price ... im just much less hopeful and cant get excited until i see more of it, like im waiting for the game to get out and reveal that its just as much of a mess and money i regret spending- kind of fear)
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What do you think you add? Do you think you make a poignant post better when after scrolling down through it we see someone saying it's "official"?
I'm choosing to interpret this ask as a genuine question (albeit one that's been worded a bit rudely) instead of a hate anon, because I wouldn't want to tarnish people's dashboards with hate anons.
Now, to answer your genuine question... The "Discworld Heritage Post" tagline I add to the end of posts has as much validity as I have authority to bestow it: none. Do I think my tagline makes posts better? Of course not! And I certainly don't think I make them official, (and neither my url or my pinned post claim that I do so).
I don't know what reasons other people had to start their own Heritage Posts blogs for other fandoms, but I will gladly tell you mine: I got into Discworld. I discovered the Discworld fandom in Tumblr. And, one day, while scrolling down some Discworld related tags, the idea just popped into my head. After checking that there wasn't a Discworld Heritage Posts blog already, I decided to make one.
I personally follow a few Heritage Posts blogs, and my reason to do so is probably the same as to why many people follow this blog: I wanted to see that kind of content. Tracking tags and being up to date on the most popular posts of a fandom is doable, but doing so for the dozens upon dozens of media I'm into is impossible, so I like to follow some Heritage Posts blogs to get some of those posts directly into my dashboard (it's also worth mentioning that sometimes, some iconic posts are made when people comment stuff on them, and those don't appear in the search tags, so following blogs that post about a certain fandom is the best way to come across some of those collaborative posts, because otherwise you'd rarely get to see them). So yes, I created a blog that, had it already existed, I would have liked to follow. Also, while other blogs with this gimmick usually limit themselves to reblogging, let's call them the "greatest hits", I've said since the beginning that I didn't care about how many notes something had. Be it cool art or a funny or insightful post, if I like it, I send it to my drafts.
However, none of those reasons are the main reason why I made this blog. The main reason is that I did it for myself. After exhausting all the content that showed up in the Popular Posts tab, I couldn't help but think of all the gold and treasure that wasn't there, buried and hidden due to the way Tumblr's search engine works. If you're familiar with the Discworld concept of "lies-to-children", that's what the "top posts of all time" is in Tumblr. A 20k post from 2016 will not be there, but a six month old post with 400 notes will show up. Surely there had been amazing Discworld posts and art posted in 2015 and 2013, but I wasn't going to find most of them unless I expressly went looking for them. And this blog was the perfect excuse to do so. As of replying to this ask, there's nearly 600 posts sitting in my drafts, and if I didn't have this blog I would have never discovered 90% of them. And those are the ones I've seen. I still have dozens of places I haven't searched.
I know that if I reblog a month old post with over 2k notes, a lot of people in the fandom will have already seen it. However, a 2k notes post from 2014, or a drawing with 40 notes from 2012 is something that is less likely to have hit people's dashes recently, or at all. When you come across the "Discworld Heritage Post" tagline in a post, please don't picture me as an uppity monarch performing the Tumblr equivalent of a knighting ceremony, or a stuffy museum curator deigning a piece worthy of being included in an exhibition. Picture me as a kid enthusiastically jumping and flailing my arms around while yelling "holy shit guys check out what I just found!!", because that's how I feel running this blog.
Ultimately, whether one of my posts does better or worse is indifferent to me, because they aren't my posts, or memes, or drawings. I'm just the intermediary. That being said, of course it's not indifferent to me, because more engagement means that was a post many people hadn't seen before, or had forgotten about, and one of my goals was to run a blog that would allow people to find those hidden or long forgotten gems.
When all is said and done, Heritage Post blogs are just another one of Tumblr's gimmicks. If we're not your cup of tea, you're free to ignore or block us. If you want to reblog something and don't want the tagline, you can reblog it directly from OP (or from another reblog if OP has deactivated their account).
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