1.) solitude: wealthy, well-protected, festive, and boasting an exciting arts scene. this is the best place to live in skyrim. as long as you respect that free speech is not welcome here (unless you’re dressing it up in layers upon layers of inscrutable metaphor and calling it skaldic verse), you’ll do just fine. religious sorts and imperial sycophants will also appreciate solitude’s good old alessian values.
2.) whiterun: let’s be clear that there are actually only two good places to live in skyrim, and this is the other one. fair and respected leadership, a strong sense of town pride, and convenient access to just about anywhere else you’d like to go. one thing to consider is that the walls are terrible, and there’s about a 70% chance your house will be burned down with you in it if a dragon or stormcloak trebuchets come rolling by.
3.) riften: mild climate and beautiful views. plenty of employment opportunities both above and below ground, if you don’t mind that you’ll essentially be working for the same people at any of them. you won’t be allowed to get too ambitious, but that’s OK, because there’s a great sense of camaraderie among the diverse and hugely exploited working class.
4.) dawnstar: obviously chilly, but the port is busy and the mines are well-producing enough that their proprietors are taking out hits on one another. awe-inspiring sunrises over the sea and a somewhat picturesque, mysterious, maybe malignant tower overlooking the town. leadership is horrendous but easily ignored and will hopefully die of old age soon.
5.) falkreath: lovely pine forests, though the dour weather often makes it difficult to appreciate them. quirky sorts will find themselves right at home with the town’s singular fascination with death, and if you know someone who’s likely to die soon, there’s a sweet little family in the area who can help put them to rest. you might also be introduced to falkreath’s historic cemetery through having the jarl sic his bandits on you.
6.) morthal: seat of the poorest hold in skyrim, so not an ideal launching pad for your latest business venture. the remote and revolting location makes it seem like a good place to retire if you’re looking to withdraw from the outside world, but be aware that the outside world might still come creeping in from the bog. and eat you. or turn you into a vampire. or any other number of horrific things that the locals boredly chat about.
7.) winterhold: if you weren’t born in winterhold, it’s already too late to move in. the people follow a traditional nordic way of life that involves complaining loudly about how much they hate it here, but they will kill you if you agree with them. mages are so far removed from municipal life that the college of winterhold might as well be considered its own settlement for you magic users out there, but only a slightly better one.
8.) markarth: home to the greatest class disparity in the province. people from all walks of life travel through markarth, and half of them end up prison labor. if you want to live in skyrim without feeling like you live in skyrim, this completely backwards, hateful city is just waiting to murder you with its sheer drops and unmaintained 4000 year old stairs. afterwards, your broken body will support markarth’s popular farm-to-table movement.
9.) windhelm: everything bad about markarth, plus the fact that it’s also cold as the void itself. this is the worst place to live in skyrim. with one exception: if you care about history at the cost of your fingers and toes (and if you’re a woman, maybe also your spleen and your entire life), this could be the place for you. talos-deniers need not apply.
*goes to Coachella in a white linen suit like an antebellum lawyer, sweating profusely and dabbing at my forehead with a handkerchief* now, I’m no fancy scientist, but would you folk know where a simple gentleman such as myself could obtain some acid? Now, I’m no big city lawyer, but could any of you fine youths point a country boy such as myself in the direction of some fucking acid?
some world-building and character-building questions.
It’s a little unreasonable for everyone in a Middle Ages-esque fantasy to be perfectly literate, and writing with quills was considered legitimate labor! How well can your oc read and/or write? How detailed is their quest log/journal, if they keep one at all?
How educated is your oc? Did their parents teach them, did they have a tutor or were they apprenticed to a master, or did they attend a university? What university? What are they educated in? How long did their education take? (Learned skills like blacksmithing count here too!)
Does your oc have any kind of crafting skills that either aren’t in-game or don’t have as much importance in-game as they would in real life? (For example, can your oc sew or weave, etc? Are they skilled in any kind of art? Can they make jewelry or work glass? Are they musicians? etc)
What pantheon does your oc worship? If they worship the Cyrodiilic/Imperial pantheon, does that include Talos? If they secretly worship Talos, how do they justify hiding it?
How religious is your oc? Do they come into conflict with others over their beliefs? If their patron deity told them to do something extremely undesirable or against their moral compass, would they do it? Would your oc sell someone’s soul for a corn chip?
Does your oc have a family of origin? How many members of their FoO are still living? Do they have a good relationship? How much contact does your oc have with their FoO? How in-the-loop is your oc’s FoO about your oc’s being Dragonborn/HoK/Nerevarine?
What social class was your oc born into? Did they change classes at all? How?
How politically active is your oc? Are they obviously influential, or is their influence more subtle?
What unplayable faction would/did your oc join, if any? Why?
How trustworthy is your oc? Would they ever change opposing factions?
What is your oc’s main source of income, if they have one besides plundering tombs and adventuring? If they’re mercenaries, are they part of a company? Does your oc own their own business, and if so, what is it?
Is your oc good with finances? Bartering? How long can they keep the money they make?
Does your oc have any particular rivalry or mutual dislike with any NPC?
How well-liked is your oc? What is their reputation, if they’re well-known? Are they simply liked/disliked, or are they respected but feared, or personally liked but not taken seriously, etc? Do major factions consider your oc an important player?
Does your oc have a horse/other mount? A pet? How did they get this animal? If they were given the animal, do they have the money to maintain it? How careful/careless are they with their animal? What do they do with their pets while adventuring, especially on dangerous quests?
Does your oc take their time as they travel, or are they purposeful? How do they survive in the wilds, especially if they aren’t hunter-types? How dependent is your oc on civilized society?
What does your oc like to eat? How much food do they eat? Can your oc cook, and can they do it well?
If your oc is a vampire, do they go outside in the daytime? Does the daylight affect or hurt them in any way different from in-game? If they interact with society, how do they justify looking half-dead and hating sunlight? How good is your oc at blending in? Do they even like dealing with society?
If your oc is a werebeast, how much control do they have over their transformations? Have they ever lost control? What happened? If not, why do they have such strong control? Does Hircine ever call on them, and do they answer?
What does your oc wear in the city/settlements? In the house? When travelling, but not adventuring or expecting combat? Do they vary their clothes depending on what hold/city they’re in? If they don’t, why not (e.g., if your oc wears the same outfit to tend their garden or lounge around the house as they did to meet Ulfric or Elisif, why?) Does your oc have a good or bad sense of fashion? How many clothes does your oc have?
How picky is your oc about their gear? Do they have different equipment for different adventures, or is it the same suit of armor for everything (not counting upgrades like from steel to ebony)?
How does your oc acquire their clothes, and from where/whom?
Can your oc swim, and how well? Have they ever swam in the ocean, or only lakes/rivers? Remember, it’s much harder to swim in the ocean than in a lake! If your oc is an Argonian, do they take special advantage of it somehow (e.g., do they go diving for fun/for profit, do they instinctively hide in the water, etc)? If your oc is a Khajiit who can swim, how do they get their fur dry?
How easy/difficult is it to rob your oc? Pickpocket? Bribe?
If your oc is part of one of the more morally questionable or outright evil factions, how do they justify it to themselves? Do they still consider themselves as morally good? How well known is their affiliation to these groups? Do they have separate personas (e.g. Dragonborn to some people, Listener to others)? Do their family/friends know? If they have separate personas, how do they keep their less than righteous activities secret?
How helpful is your oc, and why? Are they helpful or kind even during difficult situations? Are they pragmatic, or do they have a hero syndrome?
Brennan Lee Mulligan as Boggy saying that Phone Anxiety is real helped me manage with ongoing problems. I appreciate him with my whole being.
Forgot to post this here but…
Guys I love Frog Lady 🥺
PLEASE DO NOT REPOST. REBLOG ONLY!!
So this is a phenomenon known as “Fata Morgana”
Essentially it is a mirage, but it looks like an alternate dimension.
Along the shore the cloud waves break, The twin suns sink behind the lake, The shadows lengthen In Carcosa. Strange is the night where black stars rise, And strange moons circle through the skies, But stranger still is Lost Carcosa. Songs that the Hyades shall sing, Where flap the tatters of the King, Must die unheard in Dim Carcosa. Song of my soul, my voice is dead, Die thou, unsung, as tears unshed Shall dry and die in Lost Carcosa. —"Cassilda’s Song" in The King in Yellow Act 1, Scene 2
Add in the fact that there is another mirage that can happen,
Now, in the book “The King in Yellow” specifically the story “The Demoiselle d'Ys” a young man ends up in a weird place with a bunch of weird characters, and one is named “Hastur.” The ending makes the whole thing seem like it was an illusion.
What if Carcosa is not another planet? What if it is a dimension that exist right here simultaneously with ours? What if it is a mirage, that we can only see in certain circumstances, and thus why it is called ‘lost Carcosa.”
if you support donald trump unfollow me. full stop. hopefully no trump supporters are dumb enough to think they’re welcome here, but seriously. gtfo my page. block me while you’re at it.
I am one, feel free to message if for any reason, but especially if related to the Call of Cthulhu ttrpg or D&D 5e, may delve into Vampire: The Masquerade in the future, who the heck knows.
And silly enough as my shit is, I still don’t exactly understand the First Order.
Rather what I mean to say, I don’t see how they can maintain resources when they were supposedly just like a rogue galactic state, and not the primary power, I think I may be missing something here, but they lost a planet-sized system-killer, that they should be in like in severe space-debt or something, I don’t know.
This is how the dragonborn DLC started, right?
Mora has to replace Miraak after dealing with this attitude.
(they/them, he/him) Here to begin exploring the horrors of fiction and to have a good time.
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