#zargo
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Zargo, a big boy, an absolute unit, a full powered stamina killing machine (who purrs as a kitten when you scratch his chin)
He/him/menace
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do you think they ever fucked nasty
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Horses: Zargo
Zargo is a regular adult horse. Their gender is not specified. They have no official herd but are thought to be part of herd Starlight. They were created by Maria Nymark.
Zargo is a dark brown horse with a slightly darker muzzle. They have a black mane and tail with slightly feathered hooves. Similarly to Bella, they has trails of sparkles in around him.
While the name Zargo doesn’t seem to have a specific meaning it has appeared in science fiction. Such as the game “Zargo Lords” and in the “State of Decay” Doctor who episode.
Zargo’s stable appearance matches the art well. They are in a regular stable using the Copper series card art for the picture.
Quote: “Every moment is precious use it”
Zargo is a Danish exclusive card only appearing in the Copper series and never appearing in another afterwards.
Opinions: Zargo is nice, not the most interesting but still a nice horse. The wiki claims his muzzle is black but to me it looks like there isn’t much of a difference other than it’s slightly darker. But it’s hard to tell with the art quality and the dark coat. I do like the way he’s drawn for the card art.
Headcannons:
- I see him as a stallion
- I don’t think Starlight fits him that much theme wise, a lot of horses seem to have magic trails.
- He doesn’t have much to go off of but I would say maybe either herd Bellasara or Moonfairy. I’m leaning more towards Bellasara.
- He seems pretty wise based on his quote and I feel like he would take the time to get to know someone before judging them.
- He could be a windwalker but I think he works just as well as a regular horse. Either way.
#bella sara#bellasara#horse#fantasyhorses#horses#magical horses#fantasyhorse#2000s nostalgia#Zargo#Maria Nymark
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My beautiful Zargo has been spotted 👀
You did an amazing job as always Wuff, I will cherish this forever ❤️❤️🏚️
whew! finally finished these two commissions, a coupla sketch pages for @asurashinies and a person over on twitter!
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Rogue
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President Joseph Boakai Suspends LIS Commissioner-General Steve Zargo Over Alleged Corruption
President Joseph Boakai suspended Liberia Immigration Service (LIS) Commissioner-General and former Lofa County Senator, Steve Zargo. Effective immediately, this suspension removes Zargo from his post for three months without pay, following allegations of involvement in corrupt practices. The decision underscores President Boakai’s commitment to creating a government rooted in transparency and…
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U know what to do
Comm for Zargo
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sir, do you eat pussy like that?
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Hi! You have a really cool blog and have been getting me into indie RPGs, so firstly just thanks :) But anyway, any RPGs that could work well in a play-by-post format, even if you'd need to homebrew or hack it a little? Online friends on the other side of the world are a beast.
THEME: Play-by-Post.
Hello friend! So I haven’t done a lot of play-by-post games, but I’ve tried it out once or twice. I think in many cases, you might not even need a ttrpg in order to do online roleplay; I’ve played in Star Wars pbp that used the FFG system, but I’ve also seen Star Wars forums that are completely text-based and host their own wikis on information that’s been established in their world to keep track of what's happened so far.
That being said, I can understand having a framework to help guide you, especially if you enjoy the structure of traditional ttrpgs. The possibilities of playing these games by post are vast, although I'm noticing that most of the old forums have migrated over to Discord these days - and Discord makes things like rolling dice so easy, so it makes sense!'
If you're converting a ttrpg that uses dice into something that is play-by-post, you'll have a dice-bot, while if you're using a game that has no dice, or is a little more free-form, then that's one less mechanical piece that you'll need to worry about. Other considerations will likely be things like where you put character sheets, whether the game will be organized in a West Marches format or more like a traditional story, and how often players will be expected to write up what they're doing.
All of this is to say that the following recommendations are just the tip of the iceberg, really. Some of these are designed for play-by-post, while others are just games that I've seen out in the wild before.
Lords of Creation, by Five Points Games.
Lords of Creation is a rules-lite cooperative world building game with a focus on the Divine. Players create Divinities and populate a fresh, open world with a focus on myth telling and lore. The game is intended to be played via Play by Post, allowing players to run multiple societies, factions and elements at once.
Five Points Games clarifies in the game text that this game isn’t really their brainchild, but rather the culmination of play-by-post roleplaying on old WOTC forums. It’s a game about divinity and world creation, and each “turn” of the game takes place over the course of a real-time week. I think this gives a lot of time for each player to be involved in each step of the game, as well as providing in-universe ways to manage players who no longer participate, or who need to stop playing for one reason or another. Lords of Creation is also GM-less, allowing everyone to participate in a partial player, partial GM-style role.
Yowl! What A Strange Hotel, by Zargo Games.
Yowl! is a reviewing service that allows customers to rate establishments from 1 to 6 stars and tell the important details of their stay in a handful of paragraphs. This game is about telling the story of a particular establishment, in this case a hotel, through a series of Yowl! reviews. Reviews are from a different perspective each time, and should reveal something interesting and unusual about the hotel. Is there a dark secret that the hotel is hiding, or is something even stranger going on?
Yowl! looks to be designed for a shorter length of play. Together you will create a strange hotel, and then take turns leaving reviews, letting little pieces of information contribute to a larger story-line as you go. I think this is a relatively simple way of playing by post, although it relies mostly on each player’s creativity, as the game doesn’t come with any prompts.
World /Chronicles of Darkness Games (currently published by Onyx Path).
The World of Darkness franchise is a beast, and has been fuelling play-by-post form play for decades. There’s a number of reasons this collection of settings has been so popular.
It’s focused on factions and politics, which means that a large number of people can join in and fill out various political groups and start plenty of drama with each-other. Because the drama is so juicy, dice rolls can fade into the background. (I don’t think that stops you from being able to use it in a small group though!)
It’s got oodles and oodles of lore, but it’s set within the real world, so players can use something like Google Maps to create a fantasy version of a real-life city, and it provides a solid frame of reference.
It’s been around for a long time, which means that there is so much in terms of resources and advice that you can look at, such as the Onyx Path forums, or the WoD Discord Server.
The Chronicles of Darkness games are specifically designed to be cross-compatible. Changelings, Hunters, Vampires, Werewolves and more can all interact in the same universe - as long as the GM is on board with it. Most of the base rules are the same, with some tweaks for each splat, so if you have some players that really want to play a werewolf, while others are more interested in becoming mages, you can combine the two no problem!
Chuubo’s Marvelous Wish-Granting Engine, by @jennamoran.
The Chuubo’s Marvelous Wish-Granting Engine RPG is a dice-less RPG from Jenna Katerin Moran, author of the well-regarded Nobilis and an important contributor to Eos’ Weapons of the Gods and White Wolf’s Exalted RPG.
Pursue fabulous quests. Progress through Issues. And find a place for yourself in a world of breathtaking beauty.
Chuubo’s Marvelous Wish-Granting Engine doesn’t require dice, but rather asks you to role-play through scenes and spend points in line with your character quests. You gain XP for the experiences your character has, the way they interact with other characters, and the steps they take to move towards completing their quest. Because character advancement is dependant on role-play, I think Chuubo’s is a great way to prompt interactions in a play-by-post setting, and character advancement is both a compelling reason for folks to participate and an engine that feeds the storytelling machine.
The rulebook for this game can be a bit of a big read, but there’s a starter adventure included, with pre-built characters to help you get going.
Kids on Brooms and Teens in Space, by Hunters Entertainment.
Kids on Brooms is a collaborative role-playing game about taking on the life of a witch or wizard at a magical school you all attend that uses the “Powered by Kids on Bikes” system, first used in the award winning Kids on Bikes. Kids on Brooms is a rules-light storytelling system that takes you on magical adventures.
Teens in Space is a space opera RPG that uses the “Powered by Kids on Bikes” system. Teens in Space is a rules-light storytelling system that takes you into the cosmos for adventure and profit.
Both of these games use the teen-horror inspired game Kids on Bikes. Since these games rely heavily on polyhedral dice, I think setting up a discord server that also has a dice bot is the way to go with this one. You can choose a character from archetypes provided in the books, or create your own piece-by-piece. Different locations could be represented by different Discord channels, and since these games seem to work really well in regards to mysteries, I think a GM could focus on putting clues in different locations for characters to find, allowing the characters to slowly piece together a mystery over time.
I think Kids on Bikes is a kind of game that is going to require a lot more work to replicate as a play-by-post game than some of the other games on this list, because characters will need to roll dice in order to get things done, and it's best used in a small group. However, one thing I think really works well for these systems is the relationship questions that you roll on to determine how your characters relate to each-other. It gives you a connection right from the get go, and it can give the players something to work with while they're finding their feet.
Belonging Outside Belonging Games.
As a rule, Belonging Outside Belonging games don’t require dice, and as a common feature, BoB games don’t usually require GMs either. Characters are typically organized into playbooks; tropes or classes or collections of abilities that both define characters and make it easier for new players to find their rhythm. These playbooks will come with three categories of abilities: things that you can always do, things that require a token to activate, and things that reward you with a token when you do them. These games also usually include the setting itself as a playbook, or a divided series of responsibilities handed out to each player.
I can imagine a play-by-post form of game moving between descriptive scenes and active scenes, with players alternating between introducing elements of the setting / narrative obstacles; and describing how their characters react to these new events. (I've also seen this kind of thing happen on a Wanderhome server.)
Some Belonging Outside Belonging games that sound interesting to me are Lunar Echoes (a solar punk hack of Wanderhome), Geese at the Beach (chaotic water fowl looking for shines), and Capitalites (urban Asian young people trying to figure out who they are).
I hope you found this useful!
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Some people ask me, "how do you decide what's true?" and I figured I'd share one way I go about things.
Let's say a channeler named Tiffany claims she's in contact with an advanced alien being named Zargos. Tiffany claims that Zargos told her that he knows a ton of advanced science, and he's constantly constantly monitoring Earth for threats to human safety.
This is obviously an unfalsifiable claim. Even if I don't personally believe that Tiffany is talking to an alien, there's no way I can test it.
But here's what I can do: wait for Tiffany to make a claim on Zargos's behalf that actually is testable, and see how it holds up.
Let's say that Tiffany claims that Zargos is keeping a very close eye on planet Earth, and that he's warned her that all the world's bananas have been replaced with alien cocoons, and they're going to hatch into monster moths in a few weeks. All I have to do is buy some bananas, then wait and see if they hatch.
If the bananas turn brown and mushy instead, and not a single soul anywhere reports banana moths, then this seriously damages the credibility of Tiffany's claims. I'd expect better from a guy who supposedly knows so much about what's going on around here.
Or perhaps Tiffany claims that Zargos told her that lemon juice can be used in place of toothpaste. I know for sure that acid exposure is bad for human teeth. I'd expect better from somebody who supposedly knew so much about science.
Maybe Zargos claims that ten thousand years ago, he visited the Land of Oz (which he claims is located in what's now present-day Colorado and New Mexico) before it was destroyed in a cataclysm. I know damn well that The Wizard of Oz is 20th century fantasy fiction, and I know enough about North America to know that there was no civilization or culture anything like what L. Frank Baum described. (Just for a start, where are the archaeological remains? Like, where are the remnants of the Yellow Brick Road? Where are the remains of the factories used to make yellow bricks?)
In the end, it kinda doesn't really matter all that much to me whether Zargos is a real alien entity, or whether he's a figment of Tiffany's imagination. What ultimately matters is that whatever Zargos is, he can't be taken seriously because so much of what he says is absolute bullshit.
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... lattia mallari av malatu.
For day 4 of @tes-summer-fest: Thief
This can totes be read on its own, but is a continuation of days 1 and 2. It's also all on AO3.
Rated G-ish, veiled reference to sex, mild descriptions of racism
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Va garlas agea, gravia ye goria, lattia mallari av malatu. "In the caverns of lore, ugly and obscure, shines the gold of truth." —Ayleid proverb
J’zargo curses every step on the way to Dawnstar. The Arch-Mage had to go to Artaeum—they say they do not trust the Psijic Order, yet when the Elf-wizards came calling, the Arch-Mage duly followed their kin through the portal. And they left J’zargo with a stupid errand, as if he is some assistant, taking care of the Arch-Mage’s unfinished business while they accomplish yet another spectacular historical achievement, no doubt.
The moon-amulet had glowed in J’zargo’s hands, and then when he'd opened the also-glowing book… there were words that had not been there before. The fur on the back of his neck had stood on end—surely he could not return this amulet now; much larger things are at stake, or so the time-traveling Elf-wizard had said, when he came to fetch the Arch-Mage. This amulet was clearly far more powerful than its owner had let on—the Arch-Mage had said the caravan-guard told them it is only a stone, it is not worth your life. Likely the warrior-cat had no concept of what the amulet could do; such cats usually have minds as dull as their swords are sharp. A treasure like this is easily worth at least one life, especially an unimportant one… J’zargo could probably fry this ignorant cat to a crisp before he could draw his sword. Truly, a cat who does not know the worth of this treasure does not deserve it, especially not when J’zargo was the one who had unlocked its secrets, somehow.
But, if the Arch-Mage does not keep their promises, it looks bad for the College, and the College cannot afford to lose any more prestige than it already has—then all of J’zargo’s study, hard work, and putting up with slight after slight would be for nothing. So J’zargo trudges through the snow and frigid winds, like a silly jeek who does exactly as he is told. No, he thinks bitterly, it is Zargo who trudges stupidly through the snow. J’zargo respects himself. J’zargo is not an errand-cat for the Arch-Elf.
It’s only once Dawnstar is in his sights that he fully understands this transaction will involve speaking to another Khajiit. A choke comes to his throat suddenly when he realizes he does not remember the last time he even saw another Khajiit, let alone had a conversation with one. It is a loneliness he’d anticipated when he came to Skyrim, but could never have prepared for. The trading caravans were the only other Khajiit he’d ever seen in Skyrim, and he’d distanced himself from them since the beginning—common cats who will never rise above camping in frigid fields, sleeping on the frozen ground, politely enduring suspicious glares and racist abuse for a bit of coin. He could not imagine they would have much to say to him, or he to them—J’zargo spends his time perfecting the intricate art of harnessing magicka, while the caravan-cats do not think very far beyond their next sale.
Nevertheless, their fire is warm, and they greet J’zargo with minimal suspicion about his mages’ robes. The caravan boss has surprisingly high-quality Pellitine moon-sugar—at least, if a Khajiit asks her for it—at a very reasonable price. She tells him with a sly wink that she always has quality goods for discerning buyers. At least this errand means he’ll have a steady source of good moon-sugar in the future, and won’t have to be as sparing with his supply.
J’zargo finds the cat in full plate, sitting off to the side of the fire, cleaning his sword. “Eh… hello. The Arch-Mage of Winterhold asked J’zargo to return this to you,” he says, pulling the amulet from his satchel. “It is yours, yes?”
“Ah! My amulet! I thought I’d never see it again!” Kharjo stands immediately, grinning with warmth J’zargo did not expect from a stern steel-clad warrior. He looks at J’zargo’s robes. “That Elf is Arch-Mage now? When I asked them to help with my moon-amulet, they were merely a dragonslayer, master thief, and Thane of Whiterun.”
“They seem to have a way of attaining authority, that’s for sure,” J’zargo says.
Kharjo notices J’zargo is not handing back the amulet. He looks at J’zargo with a questioning expression.
“Eh, when J’zargo had this in his possession… it, er… it made new words appear in certain books,” J’zargo says, by way of explanation.
“Jone and Jode,” Kharjo says. “I have never seen such things when I have had it.”
“It showed this one a hidden text that was supposedly about the first Khajiit Arch-Mage of Winterhold.”
Kharjo steps back. He seems like he didn’t quite believe J’zargo until he mentioned that detail. “The first Khajiit Arch-Mage,” he says, mostly to himself.
“J’zargo did not know whether to believe this thing,” he says slowly. “According to the story, he was seduced by a witch, who compelled him to teach strange dark magic at the College. The witch killed him and joined the Psijic Order, selling out the College in the process. Apparently the first Khajiit Arch-Mage was embarrassingly dull-clawed.”
“The witch was Altmer?” Kharjo asks, oddly surprised.
“Er…” It’s a strange question, but J’zargo presses on. “The text did not say. This was during the brief period in the Second Era when the Order allowed mages of all races to join, so, not necessarily,” J’zargo says. Then, before he can stop himself, he asks, “you have heard of the Psijic Order?”
Kharjo laughs. “You sleek mages like to think all of your knowledge is so shadowy and secret! This one has been guarding caravans for the past twenty-odd years. The Psijic Order is just like the Dark Brotherhood and the Blades—everyone knows what they do, but very few know what they really do, yes?” His eyes turn to the necklace in J’zargo’s hands.
“Ah, apologies,” J’zargo says, handing it to Kharjo slowly. Too slowly, probably; with every movement of the muscles of his arm, he wishes he had not chosen the honorable path.
Kharjo takes it and then they stare at each other awkwardly. “Er, bright Moons guide your steps, walker,” Kharjo says, but he doesn’t turn away, and neither does J’zargo. Kharjo hesitates, then turns to leave, then hesitates again. He looks at J’zargo. “Mother told this one a story about this amulet. There are, eh… similarities,” he says, wincing as he speaks. “Heh, it sounds silly when I say it out loud.”
“You must tell J’zargo, please,” J’zargo says, immediately kicking himself for being so eager and hot-headed. Too much time constantly ready to parry an insult from a man or mer.
Kharjo seems not to have expected that reaction. “Heh, I thought you would say every Khajiiti family has a silly story about some heirloom.”
“That is true,” J’zargo says. “But recall that this amulet did some strange magic in J’zargo’s hands, and—” he looks down at his feet, then sighs. “And the information it showed me was not exactly clear on its own.”
Kharjo sighs too. “Well, when I was barely a teenager, I went on my first caravan trip. Mother did not want me to leave, but… I had to get out of Riverhold—”
“—that is not hard to believe,” J’zargo mutters, before he can stop himself.
“Ah, you have been to Riverhold.” Kharjo smiles kindly. “I miss Elsweyr bitterly, and of course I love my hometown,” he says, as J’zargo looks away from his gaze, “but…” He gestures, and J’zargo nods. “Anyway, Mother gave me this. She said to be careful, because it was cursed—of course, isn’t every ancient amulet? But mother also said that in her experience it had always felt protective.”
“A curse on your enemies, then?”
“Not quite,” Kharjo says. “I have lost it twice, and both times, when I returned home to visit Mother, she had some strange story about how some traveler or merchant brought it back to her. Both times she was afraid Kharjo had been killed, and was overjoyed to see him alive.”
“Heh, it is cursed to return to Riverhold, perhaps,” J’zargo says.
“Mother says its first owner was a mage adept, also from Riverhold. The story goes that he was secretly a Ziz Zhan assassin who had run afoul of the Zhan, and they killed him on his way to Winterhold to become a student.” Kharjo looks away, a bit sheepish. “Heh, apparently a witch brought him back to life with an enchanted pearl,” he holds up the necklace, which features a large, faintly blue-tinged pearl at the center of an intricate metal cage.
J’zargo stares at it, remembering how tempted he’d been to steal the Saarthal amulet—which, he now remembers, also had a large pearl at the center—when he’d noticed it just laying around the Arch-Mage’s quarters. He briefly considers swiping the amulet back from this cat’s claws and running away as fast as his legs will take him.
Kharjo cautiously watches J’zargo’s reaction. “Eh, us northerners and our back-country superstitions, hm?” he says.
“J’zargo is from Torval,” J’zargo says with southern pride.
Kharjo looks J’zargo up and down. “Yes, this is obvious.” What is that supposed to mean? “So anyway,” Kharjo continues, “having been resurrected, the mage expressed his deepest gratitude to the witch under the shining aurora, several times. When the witch was thoroughly subdued, the mage stole their pearl." He laughs. “I think that part was one of my ancestors spicing up the tale by mixing in Rajhin and Mafala, but it makes for a much more interesting family story, so Kharjo makes sure to keep it in. Heh, but of course, unfortunately for the mage, the pearl was already cursed.”
"This mage does sound about as dull-clawed as the Arch-Mage I read about," says J'zargo. "Everyone knows that stealing a powerful item from a witch has consequences, yes? Even Rajhin could not manage hold onto the power he stole from Mafala.”
“Just so,” Kharjo says. “Any Khajiit worth their whiskers is wise enough to fear a witch’s wrath.”
“Then, what happened to the mage?”
Kharjo laughs. “I don’t know; the story ends after he steals the pearl. But, the pearl was cursed—at some point, it was given to the Temple of the Purifying Moons in Riverhold, after their pair of Temple Pearls was stolen. Of course temples must house a pair of pearls, to honor the Moons, but the witch’s pearl would not bind with any other pearl, no matter how many sanctifying rituals or spells were cast. The Winterhold mage was long gone, and the pearl had rejected the blessing of Jone and Jode, so it was considered quite unlucky. Apparently, it was given to one of my ancestors who was an acolyte at the temple.” He laughs to himself, gazing at the amulet as he turns it over in his hand. “But, if we are talking about the same cat,” he says, “it sounds like the witch got their revenge eventually.”
“Who is to say?” J’zargo says with a shrug. “Khajiiti stories are not exactly known for their factual accuracy.”
Kharjo smiles like a crooked crescent moon. “Ah, but they are always true, yes?”
Despite himself, J’zargo grins. “Ha, just so!” They both laugh, and then there is a long, not-entirely-comfortable silence. J’zargo spends it cursing himself for being so reluctant to leave this stupid necklace behind. It is only a stone, he reminds himself. It doesn’t help.
“It seems like it would be easier to simply steal back your pearl,” says Kharjo, scratching his head, “but this one has never really understood mages.” He smiles.
“Neither has J’zargo, if it makes you feel better,” says J’zargo with a chuckle, in his nervousness friendlier than he’d meant to be.
Kharjo is still turning the amulet over in his hand, his movements suggesting strong muscle memory, something he has done in idle moments for most of his life. “I have always felt safer with this around my neck.”
J’zargo forces a smile. “I wish I’d had more time to learn what secrets it could tell me, but…” he looks at Kharjo, at Kharjo’s beaten-up armor and battle-scratched sword, at the weary caravan horses, the unwelcoming homes of Dawnstar, the wind whipping in from the harbor, the other caravan members readying their tents, the setting sun. “Anything that makes Khajiit feel safer in this frozen place is a precious blessing.” He’s a little proud of himself for not saying that with a resigned sigh. “Jone and Jode watch over you, walker,” he says. He forces his feet to turn around.
“Wait,” Kharjo says. J’zargo turns, and Kharjo lets out a heavy sigh. “It is not curiosity alone that made you hesitant to return this.”
“No,” J’zargo says. “But nor is it greed, nor ambition.” He sighs. “J’zargo is as surprised as anyone.” They both chuckle. “It is… well, I do not actually know what the problem is, but… I think the College is in danger.”
Kharjo looks at him with something like pity. “More danger, you mean.”
“Eh, yes. I suppose. Anyway, I have been researching for days, trying to figure out what to do. I do not know what this Khajiit Arch-Mage has to do with anything, but…” ugh, “I think reading about him might help me find part of the answer.” So much time without speaking to a single other Khajiit has made him prone to oversharing. He does not like it.
Kharjo closes his eyes and breathes in. “Mother always said that Kharjo is not its final owner.” He sighs again, and looks at the amulet in his hand. “It is only a stone, right?” He smiles weakly and holds the amulet out to J’zargo.
Two minutes ago, J’zargo was still half-considering stealing the amulet as soon as Kharjo turned his back, but now, he feels sick at the thought of taking away something that could make a Khajiit feel less unwelcome and alone in Skyrim. Namiira take this frigid place. “No,” he says, holding up his hand. “The night is dark, and this one has his own fire,” he says. He conjures a tiny mote of flame.
Kharjo shakes his head resolutely. “Even if your Arch-Mage is not the same cat as my pearl-thief, the College of Winterhold was important to both of them. This pearl came from the other end of Tamriel to be in just the place it was needed, at just the right time. It cannot be a coincidence. Or at least, things make more sense if it is not a coincidence.” He looks at J’zargo pleadingly. “And you still brought it back to me, when you had every reason not to. Please.” Now he almost looks like he’s fighting tears. “Heh, it will make Mother laugh, when I tell her how I lost it this time.” He thrusts his hands at J’zargo again.
J’zargo takes the necklace and puts it in the inner pouch of his robes. “Thank you,” he says, not sure how to express the deep and unwelcome emotion he’s having. “You have made the cold snow feel like warm sands to me. I will repay this kindness. I promise.” He turns to leave, then turns back. “Keep your claws sharp in Skyrim, walker,” he says. He casts a ward over the caravan, the strongest he can muster. The moons are in Cathay; the ward will last for days. “Bright Moons light your path.”
For some reason, he can’t bear to look back at the caravan as he trudges away.
#tesblr#tesfest24#skyrim#college of winterhold#j'zargo#kharjo#wip: palimpsest#this one's not an essay! promise! actual story!#but if you're willing to read the essays you're gonna see all my lil clues :)#me publishing the fic i've been working on for literal years: deffos gonna lead with the dense lore-heavy polemics#that will capture the people's attention#in my defense if there is any fandom where that could be true...
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Juri Han
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FIRST POST!!! HAI!!HELLO!! >O<
Allow me to introduce myself :3
My name is Ren, but I have a lot of nicknames :O Here they are :P
Zargo,Zygon, Voltar, Sammy, Edd, Argola!!!
Other facts abt me ⬇
. I'm Non binary
. I ADORE obscure and/or nostalgic media
. I don't age regress that often, but when I do, it lasts for a while.
. I'm not a human (Otherkin/alterbeing)
Enough abt me :P Allow me to tell you what this blog was for XD
This is my age regression blog, and I made it 2010's nostalgia themed. Mostly (but not entirely) centered around 2015-2019. I plan on using this blog as a way to take a trip down memory lane aka revisit easier times.
I hope you enjoy this blog!!! :3
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