wip who-even-knows time is meaningless and i am so tired
thank you to my love calico @k9rage for the wip tag - my apologies, this is so desperately desperately late 😵💫😵💫 ooh, let's have a look... @epsi-l0n @zozo-01 @thegoldenlittlerose - may we peek behind the curtain?? this is, as always, an open tag - if you're reading this, consider yourself tagged! 🥳🥳
under the cut: i think i've mentioned it very briefly before, but i wasn't very specific - we're heading back to the imperium, baby! an au of an au - freelancer, and their terrible, horrible, no-good very bad day 🤩🤩
(CW: blood, death and dead bodies - it's the imperium, so really it's par for the course... this is all happening on the same day as the cataclysm finale, so if that isn't your cup of tea, maybe skip this one!)
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The earth trembles underneath your feet as you run. All you have to do is find Vindemiator.
You’re anticipating the worst. If he’s still conscious, wonderful. If he’s not, Caelum can cloak him, at least until the worst of it is over. Funnily enough, your saving grace is that there’s almost no way he’s got enough magic left to rift - it means he’s probably still on the Spire grounds, and you still have a chance at finding him.
In front of you, the Spire stretches high into the grim sky, all smashed windows and blazing, choking smoke. The smaller, secondary towers haven’t fared much better, and the walkways that join them to the main column are all but skeletal. The surrounding buildings cry blood, the small shapes of what must be bodies lying empty wherever you look.
The Spire gates were beautiful - wrought iron, hundreds of years old, twisting and curling into lovely patterns maybe ten feet tall. Unfortunately, the operative word there is were. Now, they’re little more than a blasted heap of metal to match the rest of the place. Picking your way through the debris, it’s almost… sad, in a way you’re not sure how to describe.
The end of an era. A hated one, to be sure, but it’s all you’ve ever known. Will this burning, brave new world be any better?
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Holy shit I love your Dirk interpretations, it's so true and I could talk about this shit forever.
I feel like another part of his character that people seem to forget (along with Roxy for some reason) is that he's from the future in solitude in an apocalyptic wasteland. I just see that part of his character always removed which is disappointing because I feel like that's a pretty big part, especially regarding his themes around technology, his brother's theme of Time, his own isolation, and how he plays in the vastness of the universe and spacetime.
Art I drew related to the subject because I like to respond to asks with art.
But absolutely. I certainly understand where the lack of discussion over his isolation + upbringing comes from, considering a majority of the fanbase that I have seen builds their ideas based on their own version of postcanon. I’m not entirely sure how that would be fixed, but certainly even in the somewhat recent past I would see a lot more content regarding his upbringing both literally and symbolically. I don’t have much to add regarding the things you’ve mentioned, because they just are what they are. Dirk being confined to a singular room left to him by a father figure he never met, in a future where the only other person left on the planet is someone he cannot pursue a relationship of because of himself, with purely 3 robots to keep him companion, one being an exact replica of his own brain who is *also* trapped inside a pair of glasses, is about as literal as it gets to me.
The contrast to me involving the flooded, organic world in comparison to the little speckle of Dirk’s apartment packed with the dude and his technics is not only a representation of his isolation and entrapment within himself, but also of his lack of control. I think his obsession with & themes of control are a direct product in the case of Dirk specifically *of* this kind of upbringing. His themes of technology are also related to his themes around control. So much of his character is actually revolved around this to me like so much. Dirk is so deeply disconnected from humanity in every way and so much of his character + symbolism is based around that.
It doesn’t even have to be about the symbolism or anything though. It’s just pretty *interesting* in the literal sense that he lives in the middle of the ocean in the future. There’s not only a lot to theorise on to do with his young life there, but on how it might affect him in the way he acts for the rest of his life. The latter part is probably what I see mentioned the most by people talking about Dirk regarding this, I’m surprised I don’t see more discussion on the former too though. I really ought to actually talk more about Homestuck stuff on here. I will do it myself.
Roxy & Dirk’s relationship is largely ignored though because there is a narrative a certain demographic spreads that Dirk resented and blamed Roxy for her interest in him, and thus too many people believe that their relationship was or would continue to be an abusive one. Realistically, I believe it’s important to acknowledge that the way Roxy treated Dirk regarding his homosexuality wasn’t right while still acknowledging the obvious amount of respect and admiration Dirk had for Roxy. I mean we have a huge piece of dialogue from their post trickster mode conversations on the quest beds from Dirk purely stating how he feels about Roxy that people completely ignore somehow. I think this usually happens to characters that are women though. I know everyone says it, but it is true. Jane gets the exact same treatment of boiling her down to solely her negative aspects. The things I see completely mischaracterising both of them are horrific.
I mean how much more explicit can it get that their relationship is obviously very important to Dirk? But I digress. I think the best or I should say “most interesting” interpretations of their relationship usually come from DirkRoxy shippers actually.
I would be interested to hear about Dirk’s relation to his brother’s theme of time though. I don’t have any thoughts on this and I don’t recall ever hearing anyone talk about it before. If you or anyone else would be willing to enlighten me I’d be thrilled.
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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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