#Stros M'kai
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elderscrollsconceptart · 8 months ago
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Nafaalilargus confronts the Prince
Intro slide for The Elder Scrolls Adventures: Redguard
Art by Mark Jackson
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allthingstamriel · 10 months ago
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Stros M’Kai
ESO region aesthetic board More >
One of the first landfalls settled by the Redguards when they sailed east from their lost homeland of Yokuda, the island of Stros M'Kai is now a haven for freebooters, sea-rovers, and other nautical entrepeneurs who roam the Abecean Sea.
“A job. Anyone who helps is going to get rich. Right now I need a fresh face, someone this island's butcher-in-charge, Headman Bhosek, doesn't know and won't stop.” – Captain Kaleen
[x] [x] [x] [x] [x Cosplay by MakeupSiren] [x]
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lygry · 5 months ago
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Really wanna visit Hammerfell😔
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silver-horse · 2 years ago
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The Elder Scrolls Online loading screens (part 8)
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priafey · 1 year ago
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gwilin is going to perrear in the next chapter of Among the Many Lost Souls btw. he's gonna back that thang up during a party in the Thieves' Guild cistern (with a SICK dembow playing in the back) and Brynjolf will know heaven on feeling that mer grind up against his crotch
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uesp · 1 year ago
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Pictured: Dolphins leaping out of the waters around Stros M'Kai.
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connortheconceded · 24 days ago
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au where instead of going to skyrim, A'tor just goes on a hoilday on stros m'kai and has a great time while wearing a lore friendly speedo
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daggerfall · 5 months ago
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M's Updated New Player Guide for Elder Scrolls Online
I have to simplify a great deal of this information since the intended audience is people brand new to ESO looking to get into it for questing (not pve or pvp), so if anyone thinks bits of this are a little wrong or lacking nuance, please understand it is likely intended. Credentials: trust me.
Top 3 Important things to know before you get started
Character creation: You pick your class during character creation and this can never be changed. Trust me, people miss this. Your race, appearance, and name can all be changed but for a cost (crowns, the in-game micro transaction currency), and little bits of your appearance can be changed with cosmetics that may or may not be free. Any class can quest just fine, some will be better at solo content than others, but don't sweat this. Some classes are also DLC (warden, necromancer, and arcanist). All classes are capable of all roles for the purposes you, a new player wanting to quest, care about. Make the character you want and can stick with, as you will need a Main for purposes of crafting, and crafting knowledge can't transfer to other characters you may make. Also, plan for them to deal damage primarily. Supports are not needed in questing and you'll often be alone anyway - save yourself the pain of killing enemies at a snails pace and invest in damage with a smidge of survival.
Alliances and the Main Quest: The start of the game for new players should always be the base game main quest and your respective alliance's main quest. Unless you started with the expansion that unlocks any race any alliance, your alliance will be tied to your race. Bretons, Orsimer, and Redguards: Daggerfall Covenant. Dunmer, Argonians, Nords: Ebonheart Pact. Altmer, Bosmer, and Khajiit: Aldmeri Dominion. Imperials are DLC but any alliance. This can be changed later for crowns, but only affects what alliance you fight for/against in PvP zones, minor dialogue interactions, certain cosmetics, and which version of certain quests you get during the main quest. The starting city/zone for each alliance is as follows: DC: Daggerfall, Glenumbra. EP: Davon's Watch, Stonefalls. AD: Vulkhel Guard, Auridon. When you leave character creation, you'll be sent through the Coldharbour tutorial and spat out on your starter island (DC: Stros M'Kai. EP: Bleakrock Isle. AD: Khenarthi's Roost). Finish those storylines until you hit your starter city, and the main quest will progress again with meeting the Prophet at the Harborage.
DLC, Chapters, and ESO+: Depending on the version of game you got, you may be pushed or tempted to play the newest DLC (chapter or smaller zone DLC). This is a trap. ZOS advertises the game as play how you want and in any order you want, and any longtime player hates this marketing strat. Functionally, any DLC can be played at any time in ESO, but you will miss certain bits of dialogue and story by playing out of release order. Characters will remember previously meeting you if you play in order, but not out of order. They may drastically change their appearance to the point of the story making no sense if it happened in that wrong order, or even die and reappear with no acknowledgement of their death. If this is your first time playing ESO, I Highly recommend playing everything in the intended release order at least once, and then decide for yourself what stories you think work as independent stories for other characters you wish to play. Don't listen to the devil telling you to play some random dlc because you like dunmer or vampires. Listen to me, some guy on the internet instead.
The intended order is (without listing every single dlc) the Coldharbour main quest and your alliance's main quest at the same time ➡️ Cadwell's Silver and Gold (the other two alliances' main quests) ➡️ Imperial City (PvP zone with a solo storyline, but can be skipped/played at any point) ➡️ Craglorn ➡️ all dlc in release order (including dungeons, zone dlc, and chapters). Dungeons can be done in any order (base game I and II dungeons should be done in the numeric order) up to Wrathstone, which is when year-long story arcs began and included dungeons in the plot, and more returning NPCs appear in dungeons.
The Infamous "ESO DLC flowchart" can advise you the order of when you should play certain storylines (base game and dlc), but it's just the release order and natural flow of the storylines. It updates too often for me to post the image here, but you can easily find it by searching those terms. Another good ESO starter guide I like is this one, that explains which story points to hit and when.
The base game alone is good and contains hundreds of hours of content. Get through the base game's main quests and decide for yourself if you like the game enough to continue on. And if you do want to continue, then the best way to play DLC is to buy the subscription ESO+. Among many other things, the main use for the sub is access to every single DLC in the game* while the sub is active. If you play consistently, you can play through the dlcs faster than it would cost to buy them individually, and you can end your sub whenever you want/need. The sub also gives free crowns each month which can be used to purchase permanent access to specific DLC for if/when you end your sub. Or spend them on a cute outfit. Up to you. You might get addicted to the craft bag in the meantime and keep the sub forever.
*ESO+ does not give access to the newest chapter, until the next one comes out usually a year later.
ALRIGHT big stuff out of the way. More advanced stuff for once you're already in the game and playing now.
Avoid any quest that goes into your journal as a Prologue - delete it right away. Prologues are like introduction/teaser quests for zone DLC and chapters. Doing prologues out of order should also be avoided. Once you're onto playing DLC, there is a prologue for each starting with the Morrowind chapter.
Start researching item traits at crafting stations ASAP. The timers for research grow exponentially with each trait, so an early start is good. This is necessary for crafting later on, and everyone should have A crafter (ideally their main for resource reasons)
Find the stable master early on and begin "training your horse" each day for 250 gold. Also buy a mount there. It takes 180 real life days to fully complete on each character, but you'll notice the difference with your mounts speed and stamina, and to clarify, inventory means YOUR inventory. That's 60 more inventory slots! And mount training affects all mounts on that character!
Speaking of mount speed - once you reach level 10 on a character, you should do the Cyrodiil tutorial quest (I promise there's no PvP required for this). Use the alliance war tab to queue into a campaign (any works but go for one that isn't all that busy. Under 50 ideally), and complete the tutorial IN FULL. Do not accept the option to skip parts of it because you know what you're doing. You'll reach rank 3 in the assault and support skill lines and gain a few skill points, all while never having to do any actual PvP. Take the first passive in the Assault skill line to gain access to Major Gallop for faster horse speed. You want this on all your characters.
Find the bag merchant in town and spend your gold on maxing out your inventory space when you can afford it. Bankers can also be found in each town and you can store a lot of items in your bank with them FOR FREE. No other player has access to your bank. Your bank space is shared across all of Tamriel and all of your characters as well, to allow for easier item transfer to alts
Back on crafting, don't worry about materials or crafting your own gear for a long time. You pretty much need ESO+ to be a crafter due to the craft bag. Just put on random gear you loot off enemies or get as a reward, and replace it as you level up and outlevel your old gear.
As a quester, you can use any gear and any skills you want - with a few suggestions. Don't use heavy armor as your primary armor type (a few pieces are okay), ice staves, 1 hand and shield, or restoration staves. Those are primarily support armor types and weapons. Also, read your tooltips and skill descriptions, and don't use skills that state they will taunt the enemy. ESO's aggro system works differently than you may expect from other MMOs. Anything else is free game. Though I will advise this isn't Skyrim, and using skills will deal far more damage than spamming "basic attacks", or light and heavy attacks. Stealth archer isn't a thing here, sorry.
DON'T fall for the crown store trying to sell you respec scrolls, werewolf and vampire skill lines, etc. You can redo your skills and attributes at any point for gold in a capital city, other players can give you lycanthropy or vampirism for free upon request. Merchants and banker assistants from the crown store I don't consider a scam. Those are good uses of crowns once you're further into the game.
Join the Mages Guild and Fighters Guild ASAP in your starter town. Regardless of RP, they have storylines you'll want to complete, as well as skills and passive abilities you may want, and it's better to get a head start on this leveling process. Undaunted is related to dungeons and can be skipped early on, but if you start doing dungeons, make sure you join! It has no respective storyline.
The build advisor for each class/role is painfully out of date as it hasn't been changed since launch, and entire skills/morphs have changed over the years to be entirely different. With no nuance to avoid it getting complicated, stick to either investing in magic or stamina as your primary resource, and most of your skills costing that same resource. Skills scale their damage with your highest offensive stat, so splitting evenly doesn't do anything besides make your pool bigger, but you can use both stam and mag skills and they will deal similar damage. You just might run out of your "off" resource faster. Light armor benefits magicka users better, medium benefits stamina users better, generally speaking.
And if you mess up your build or change your mind about wanting to play mag or stam, you can respec whenever. There are shrines to respec skill points/morphs and attributes in any base game capital city or chapter big city. It costs gold, scaling with how many skill points you have. Additionally, you can use the free armory station (from the crown store) to save builds and revert back to them for free. A good use for this is to save your generic PvE/questing setup and a second different setup for PvP or playing another role like healer. Currently it saves everything except scribing setups.
Weapon and class skill lines progress by having those skills on your bar upon gaining experience while On that bar, not with each cast of the skill. Individual skills rank up and can morph into other skills by gaining experience with that skill on your bar. Guild skill lines have their own unique progression requirements - read your tooltips!
Main quest marker icons appear slightly fancier than generic quest markers, and I would advise to avoid taking them out of order. Most main quests will guide you to the next quest giver easily, so if you find yourself going far out of your way, you may be getting lost or starting a different storyline. Blue quest markers are for repeatable daily quests.
Delves are public instances and can be done solo. Public dungeons are public instances and may be able to be soloed depending on skill. Dungeons/group dungeons are for 4 people, not public instances, and you should not try to solo them. Trials are raids for 12 people, not public, and you very much should not attempt to solo them.
Depending on what DLC may have come with your version of the game, you may be pushed to try the various DLC features added with each chapter. This includes psijic order, antiquities, companions, tales of tribute, and scribing. All of these individually (except psijic) can be started/done early without spoiling yourself on future DLC. But there's no real need to rush through getting access/completion of them right away either.
There are daily login rewards that reset each month. Most of them are bad, but it's good to keep up on them for the monthly cosmetic or big reward. Sometimes they give AP which can level the PvP skill lines without PvP, sometimes gold, sometimes crafting materials, could be anything. There are also daily tasks to gain "seals of endeavour", currency that allow you to purchase things that otherwise can only be gambled for in crown crates. Keep up on them, and about twice a year, you can buy the most expensive mounts in the game. Golden Pursuits happen every few weeks/months, with multiple tasks to unlock a specific reward. It's a brand new system from when I'm writing this. These are the daily tasks I recommend keeping up on sooner rather than later.
Add-ons (PC only) are allowed in ESO, mods and macros are not. The application Minion is how most of us download and update our add-ons for various UI and QOL features.
Once you reach level 50 on a character, you start gaining levels in Champion Points, which are shared across all of your characters. Once you hit CP 160, you will stop out-leveling your gear and can start making gear you plan to keep. CP goes up to 3600, but you'll hit the cap on effectiveness around 1500 (role dependent) I think.
The fashion system in ESO is either using the outfit station to apply motifs (purely cosmetic) you've learned to that character to your outfit, or costumes you can get with crowns or other means (questing, collectables, etc). Motifs learned on one character allow any character to use that motif in the outfit station, but only that character can Craft an item in that style.
There is no auction house system. There are guild traders instead - storefronts that guilds bid on weekly to gain ownership of and use for their guild to sell items to other players, for a small cut of the profits. Anyone can buy from them, only guild members can sell. Most of the junk you find in questing is worthless to other players, and most players use add-ons to know the marketplace average worth of any item in game.
Speaking of guilds, joining guilds is a good way to get access to free wayshrine porting for easier movement across Tamriel, and more. Porting to another player is free, even if you're not at a wayshrine. Many guilds also have a "guild hall" (player owned house open to all that has many resources depending on the owner). No one will enforce being social or else, but this is an MMO. Being social can be a good thing!
If you're looking to just make enough money to get by, you can sell all the random gear you loot to merchants. It will despawn from their inventory with enough time or items being sold. Once you get ESO+ and the craft bag, daily crafting writs is the best way to make easy money with little effort. Get certified in all 7 professions and do your daily crafting writs for about 5k gold per character per day. With enough skill point investment in hirelings that send materials in the mail daily, you never have to spend any gold to do writs.
Thieving is mildly good for making gold, but it has a cap on how much you can sell a day. Sell or launder at outlaws refuges in each city. Thieves guild and dark brotherhood are DLC content so don't look for them in the base game.
Before you start doing dungeons, at any level of difficulty, you should understand how ESO dungeon etiquette works. People here aren't as friendly as final fantasy, but hear me out before you say we're all mean. ESO does an extremely poor job of keeping the casual questers from the sweaty endgamers, and forces them to share the same dungeon queue when they're in that queue for entirely different reasons. Endgamers need transmute crystals quickly, questers just want to see the quest, and each person needs the other to achieve their goal, but you can't do both at the same time. Both are valid reasons to do dungeons. Quests can't be repeated on the same character, so they can't even do the quest with you if they already did it years ago. Quests also give a skill point for completing, which is another valuable endgamer resource. In general, if you plan to use the group finder to find a team for a dungeon, do not expect them to sit around and wait for you to sit through dialogue. At best they will wait for you to spam through it for the quest completion, if you warn them in advance. Randos aren't going to be overly social, even a "hi" at the start may be ignored. It's to be expected, but not intended rudely. If you want to see a dungeon's quest in full, this is the time to find a friend to group with you! It's an MMO! Be social! Many ESO dungeons are unable to be soloed unfortunately, for strange mechanical reasons.
Also, you need to know your role before queueing, and that includes knowing how to actually deal damage as a damage dealer. You don't need to be amazing, but please don't just spam light attacks. Don't queue as a tank unless you actually understand the basics of ESO tanking, same for healing. Look into resources online for beginner builds. If you don't want to learn your role or how to git gud, then I'm sorry but doing dungeons with strangers is not for you then. It's a team effort, and their time should be respected too.
Related, if you get to the point of wanting to try the trials (which do technically have a repeatable quest), normal difficulty is less scary than you may fear, but still requires coordination and a group. Ideally you come above 160cp in full sets of gear and a basic understanding of your role. Checking Craglorn zone chat or the in-game group finder for normal PUG (pick-up group, just sorta grabbing anyone that wants to come, versus an organized run) trials is the best way to find a group without using discord or joining a guild. But I do recommend finding a social guild that does casual normal runs! Just please read if they're doing normal runs or vet hardmodes runs, or if they want specific classes/roles. And of course respect the raid lead's requests and requirements
This isn't meant to be the most strictly followed list of all time, but things that I end up inevitably telling people or wish I had learned sooner. It's meant more as something to refer back to and to gently guide you in the right direction, as well as get you in the right mindset for character creation when planning a character you'll play for Years of quests.
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lil-biscuits · 2 months ago
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Commission i did of Young Val and Fathis at Stros M'kai !
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starfreak · 5 months ago
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I'm gonna talk Elder Scrolls 6 and fantasy politics here for a second. Maybe a long post, who knows.
I think that the Elder Scrolls 6, which is all but confirmed to be set in Hammerfell, is going to be about politics. Like, full stop, it has to be. The overwhelming presence of the Empire as of TES 5 is undeniable, with the territories of Cyrodiil, High Rock, and half of Skyrim being under Imperial control.
If the civil war in Skyrim canonically goes to the Empire, then their coverage will cover the entirety of 3 provinces out of the 9 on Tamriel. They will control a THIRD of the continent.
But that's not all, because the Empire is backed (some might even say controlled) by the Aldmeri Dominion. The Dominion's geopolitical grasp is comprised of the Summerset Isles, Valenwood, and Elsweyr. That's another third of Tamriel. With the Dominion and the Empire's forces combined, they will be in control of 2/3 of all of Tamriel. Let's see who remains:
Morrowind: After the eruption of Red Mountain in the early 4th Era, this region is almost completely uninhabitable, with even its ashen-skinned residents (the Dunmer) choosing to leave their home in search of refuge in Skyrim, Cyrodiil, and even Black Marsh, two out of the three of which absolutely despise the dark elves. They are a shattered people, and have virtually no presence in the continental war besides what they lend to their respective places of refuge.
Black Marsh: Inhabitable by pretty much only Argonians, who could have even spread their control to Morrowind due to their hardy biology. Though, I wouldn't count on it due to the Hist's control over their every action. I've never heard of a Hist tree growing in ash, so the likelihood of the Argonians taking Morrowind is slim. However, Black Marsh will probably be the last territory that the Dominion/Empire take, due to the inhospitable nature of it. Previous attempts to invade Black Marsh have proved ineffectual, and notably the only battles the Argonians seem to win are those involving the defense of their home. They are not an offensive people. I suspect that the Dominion would sooner burn the marshes to the ground than attempt to colonize them.
And last but not least Hammerfell: Supposedly the setting for TES 6, and surrounded on all sides by Dominion and Empire alike, with the Imperial territories of High Rock, Western Skyrim, AND Cyrodiil surrounding them, and the Aldmeri territories of the Isles and Valenwood to the south. Hammerfell is basically fucked. It's gonna take a whole lot of divine intervention to—...what's that you say? There's an Elder Scrolls protagonist on the way...and Hammerfell's history recounts tales of people who can summon magic swords? Well I think the Dominion may find some resistance in Hammerfell after all.
The Dominion is basically guaranteed a victory over Hammerfell, especially if what the Alik'r from Skyrim's "In My Time of Need" quest are to be believed, and that Saadia's betrayal meant that the Dominion (whom most if not all people in Hammerfell hate) was able to take the city of Taneth in the war. Now if we look at a map like this:
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If the Dominion's forces are coming from the south, it means they have a strong enough navy to oppose Hammerfell's, which is notably a province known for their pirate activity (see the Elder Scrolls: Redguard). And if they took a city as far north as Taneth, not only did they have to probably take Rihad to get there unopposed, but they also had to make it through that bay unscathed, meaning they either have strong enough outposts on that peninsula to oppose forces from Gilane OR they took Gilane too.
And if they took that whole south central and eastern part of the coast, and are coming from the sea, who's to say they haven't taken Stros M'kai and Helgathe as well?
The north stands basically no chance against the Empire, and the south has probably already been taken by the Dominion. All that leaves is...the huge fucking Alik'r Desert in the middle.
The game will probably start in Dragonstar or Elinhir, my bet goes to Elinhir because it's more on the Skyrim side, but Dragonstar is also almost equidistant from Elinhir and Skaven, with a straight shot to the Alik'r Desert. Plus, starting in Dragonstar after playing a game about literal dragons would be a nice little poke. Like, "hey, remember the dragons?" I wouldn't be surprised if there were a few dragons in the mountains that the Dragonborn missed. They could also have them be infinitely respawning, since they don't truly die unless their souls are absorbed by the Dragonborn. So there's your dragon tie-in, Bethesda, you freaks.
The story is likely going to be about the political struggle between the cultural identity of Hammerfell and the forces that seek to swallow it whole and reshape it in their image. There'll be some references to the Swordsingers of Yokudan legend, but whether or not we will be able to actually learn the technique is uncertain. And there will be a HEAVY Dwemer presence. In previous games we were given access to none other than the hammer of Malacath, Volendrung, which was once a Dwemer weapon corrupted into the image of the Orsimer god-daedra Malacath. The hammer, according to legend, was thrown from Morrowind all the way to the desert that we now call Hammerfell (guess why they call it that) and the dwarves made their new home there, founding the city of Volenfell. Not only am I certain that we will see Volendrung in TES 6, but there will likely be heavy Dwemer presence (metaphorically speaking, they are extinct after all) and Orsimer presence. We could potentially even see some dead Dwemer, in the form of ghosts, time travel visions, sentient automatons, or even some sort of lich. If so, we might get to see a struggle between the Dwemer and Orsimer over the control of Volendrung. The dwarves and orcs do seem to have a bit of shared history.
Overall, this game is gonna be huge, and i can't wait to play it when im 80.
Lemme know if I made any mistakes in the replies, and feel free to argue about fictional politics with me in reblogs :> may your road lead you to warm sands.
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falmerbrook · 8 months ago
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The ArtFight character references are about to start flooding in.
The first one I have done is my Vestige, Atena. I finally got around to drawing a fullbody of her. I still haven't quite captured how her in-game model looks, but this is close enough.
Her ArtFight page
TLDR about her under the cut (copied from her AF page)
Atena can't recall anything about her life before being sacrificed by Mannimarco, and can only recall things afterwards because others remind her or she has written them down. She has a memory disorder that makes her unable to encode new memories properly nor maintain a short-term memory. Her memory basically "refreshes" every few seconds to few minutes. Despite this, she can, with longer and greater effort than your average person, over time develop long term memories and skills through repetition, which has allowed her to learn how to fight. While spells are too complicated for her, physical battle is more her style as it relies more on quick thinking and muscle memory. She can recognize people and places if she's met them/been there enough times, but asking her to recall any facts or names would draw up nothing. Even basic facts about her life are a mystery to her outside of her first name (her last name was given to her by by some folks she met on Stros M'Kai. She only remembers this one because she wrote it down). She's learned to cope with this through keeping a journal of notes of her tasks and notable people/places/facts, and it is a common sight seeing her scribbling notes and observations down in it. Despite her condition, she's generally nonplussed about it, as she's learned to cope with it alright (although she does sometimes feel bad about it when other get frustrated with her). She's mastered the art of going with the flow and seeing where the wind takes her. Due to not having a very strong identity for herself, she can adapt to and fit in with almost any kind of person, and finds it easy to make friends an allies with non-hostile folks. She can be naive, airheaded, and ditzy, but also very kind, helpful, friendly, and likable (except for jaded, impatient, or short tempered people, who can’t stand her). She’s always down for a good time, and loves physical activities.
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elderscrollsconceptart · 9 months ago
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Dram
Art for The Elder Scrolls Adventures: Redguard
Art by John Pearson
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aldudagga · 10 months ago
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Project Hammerfell concept art for the Abecean Red Armada - a state-sanctioned privateer militia chartered by the Crown to oversee his direct domains of Old Hegathe, Stros M'kai, and Gilane. They were founded during the Simulacrum in response to the decline of the Imperial West Navy and the increasing instability following the War of the Blue Divide. The coronation of Commodore Naffir as Constable of Stros M'kai has invariably given the outfit more power and tighter responsibilities, and the Constable still remains ever vigilant in his war on smuggling.
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tetrameryxx · 4 months ago
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Can you tell us more about Peregrine? I care them…
Of course! :D Thanks for asking
Obligatory "yeah they're ex-Thalmor" Skyrim Altmer OC stuff haha. They're from Skywatch and were recruited into the Thalmor at a young age due to familial connection. They spent most of their teenage years training and traveling up and down the coast before being stationed on the coast of Hammerfell nearish to Taneth. This was. Directly counter to the Second Treaty of Stros M'Kai, though of course Peregrine had little say in where and when they were put somewhere. A little disposable. 🤏 They were there mostly for information gathering, and their curious nature got them to making friends in the region.
Eventually, because Peregrine is a little too open, the Remnants get word and pressure Peregrine into either a. helping them catch the Thalmor unawares and set torch to the operation more smoothly or b. be on the receiving end of whatever other plan they had in store. Without even inquiring about the other outcome, they chose option A, essentially cutting ties with the Thalmor and grappling with that loss of that fucked up community. Their personal items were planted at the scene to look like a death, and they fled up to Skyrim. Here they are now!
They're slowly trying to integrate normally into society, and also they need money, so they've been pretty open to talking to Just Whoever to try and help out and hopefully earn dinner. They now have a 👍 shitty apartment above an alchemy shop and a best friend named Miara (who belongs to @pinyonrice)
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vyntheshork · 3 months ago
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Silvia, Sand and Sun (Part 1)
Stros M'kai at night is a beautiful and dangerous place, but Silvia made sure to match the energy as she stepped out into the cool desert air from her commandeered wooden shelter. The light from Masser and Secunda met her pale skin with a soft white glow. She took a deep breath as more stirring could be heard behind the cloth door cover.
"Are you ready to head out, my lady?" A raspy hiss could be heard from inside. Rests-In-Steam, Silvia's hired Argonian bodyguard, stepped out from the hovel, his stature towering over Silvia. The moonlight reflected gently off of his jet-black scales.
"The person who hired us said a package would be arriving on the south shore of the mainland in the coming weeks. They didn't give an exact time frame or what we're even looking for," Silvia sighed and dusted sand from her darkened cloth armor. "Part of me is starting to think this is all a lie to put me on a deserted island,"
Rests-In-Steam sniffed the air and placed a scarred hand on the handle of his ax. "My Lady, we are not alone," He moved his body in front of Silvia's.
Silvia is unbothered by this action. After all, it's what she paid him for. "Be quick with it. I'll be waiting back inside, " As she turned around and walked back through the door covering, a large burst of smoke and sand appeared at the crest of a dune several meters away from the dwelling. As the shroud dissipated, 3 humanoid figures stood with swords drawn, their features hidden in the shroud of night.
"Smells like Elves," Rests-In-Steam grinned, revealing a set of jagged stained teeth. The Argonian took his ax from his belt and readied himself for the fight.
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bonestrewncrest · 4 months ago
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WIP WSATURDAY
tagged by @reagan-the-saunders
i actually dont have a lot of WIPS as much as i do scattered thoughts and sketchy pieces on stendarr's mercy and stendarrsmercyadjacent projects
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mere's ref is kind of on the backburner as i power through a spontaneous pokemon fixiation. speaking of that, actually,
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in order, meredil's ideal pokemon team, arvintaro's ideal pokemon team, and them as pokemon themselves in a kind of mystery dungeon fashion. mere is a yamask and taro is type null. they are both shackled by grief in their own sexy ways. i do consider these WIPS even if i dont intend on returning to them because they are quite scribbly lol
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two weremeres, and a very vauge concept for what i think the maormer leviathans should look like. i was very specifically trying to channel placoderms like dunkleosteus for the face
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assorted stuff. a concept for the first scene of an animatic to the oh hellos' "bitter water" regarding stendarr's mercy that has been bouncing around my head for weeks. valen no feet. i am not elaborating on the last one.
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concept where valen mantles alduin like 20~ years into the 4th era. same time when meredil and arvintaro go to stros m'kai for like 10 years and is split from his body via resonating magics and kills weremere with his bare hands but thats way off into the future and ive just barely begun to think about it. if i ever wrote about it i would prefer to wait for tesvi to come out first
tagging whoever wants to do this lol im not good at tagging games
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