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#alik'r desert
uesp · 2 years
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Today is the 29th of Sun's Height and the hottest day of the year. Referred to as "Fiery Night", very few dare to venture outside today, save for the people of Alik’r,who throw a celebration.
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ichooseviolence · 11 months
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atomic-lola · 2 years
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Elder Scrolls Online: Alik'r Desert
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nino-ruins · 1 year
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sppph-hail-sithis · 2 years
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The Ansei Wards
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palmiarka · 2 months
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Little did he know it was Alik'r desert.
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v1ctory-or-sovngarde · 7 months
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I am a child of Hammerfell, born of the sands of the mighty Alik'r. In that great desert, blood is a shade of crimson I can scarce describe...
decided to make a chibi of one of my own blorbos. Nazir baby I love youuu
tiny version + sketching stage :) did you know that the ebony warrior npc has the same face as nazir. uesp said so. i'm obsessed with this factoid. nazir's alter ego is the fucking ebony warrior. king shit
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tastesoftamriel · 27 days
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Hey! Piggybacking off the previous ask: I would be desperately curious to hear some of your thoughts on Ash’abah cuisine! I also seem to recall you posting once about how the foods of Craglorn and interior Hammerfell might differentiate from foods along the coast, but I can’t seem to find it. Could potentially be related topics? Most bustling cities in Hammerfell seem to be along the coast, and I don’t imagine they’d want Ash’abah pariah tribes just hanging around, so idk. It’s a thought!
You are correct that the nomadic Ash’abah are primarily at home deeper in the northern Hammerfell deserts. This is partially because of the posher coastal folk making their disdain known to the group, and partially because, in the words of a member of an Ash'abah group I stayed with for a few weeks, they are at home in the desert.
In a similar vein to Ashlanders in Morrowind, Ash'abah cuisine is shaped by the hostile environments they inhabit, and are therefore unique from urban Redguard fare. While trade with wandering merchants is certainly arranged in order to obtain essential ingredients like spices, grains, and oils, it isn't relied on as the backbone of Ash'abah food.
The traditional Ash'abah diet is somewhat restricted due to the scarcity of the Alik'r, yet through generations of shared knowledge, they have learned to harvest the bounty of the sands. Dunerippers; lizards; giant scorpions, snakes, and spiders; wild goats and camels; rodents, and birds like fellrunners all have edible components, if you know how to cook them! Aloe and cactus are also popular, refreshing inclusions in food to make up for the lack of vegetation.
At the end of my time with the Ash'abah, we sought and gained shelter at a johad and shared a feast the night before my departure. Every other person in the group contributed a dish, meaning we had quite a spread! Jerboa grilled in giant wasp honey; cous cous salad with cactus chunks; sand-baked duneripper shank; barbecued lizard skewers; giant snake steaks cooked in black garlic and camel fat; whole fellrunner roasted on a spit with chili goat's butter, and a rich and spicy scorpion tail soup with wheat flatbread were the main dishes on offer. To end the meal, we had a chilled aloe pudding, made with goat's cream, cardamom, giant snake egg, and a good heap of sweetened aloe pulp. ~Talviel
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kookaburra1701 · 3 months
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Khemor gro-Skaven
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(Portrait by @thana-topsy, full version here)
Race: Osh Ornim (Iron Orc) Sex: Male Birthdate (given): 1st Morningstar, 4E 161 (40 years old in 4E 201) Birthdate (actual): Unknown Birthplace: somewhere in the Dragontail Mountains. Places of Residence: Skaven, Hammerfell > Water's Edge, Cyrodiil > Windhelm, Skyrim
Former factions: College of Whispers Current factions: Stormcloaks, Thane of Windhelm and the Pale
Khemor’s story will be told in my Homeric Orcs Series.
Early life in Hammerfell
The Iron Orc who would eventually be known as Khemor gro-Skaven was barely five years old when he was stricken with Rockjoint. ("Common in little orc children." --Murbul) Although he survived the disease, it left one of his legs atrophied and partially paralyzed. His clan, a particularly brutal group of Osh Ornim, intended to abandon him in Dragonstar in Craglorn as they did not want to waste the resources of the stronghold raising a permanently disabled child.
Whether it was fate, the hand of the gods, or just coincidence, Khemir at-Arlimahera, a wizard from a prominent Crown family in Skaven was traveling through the area and encountered the abandoned child before any harm befell him. The wizard sensed Khemor had a deep well of magicka and even though he was completely untrained he was manipulating the ebb and flow of ambient magicka in the world.
From Nostos, Khemor's central fic, set after the Main Quest and conclusion of the Civil War:
“My master was a once-in-ten-generations intellect when it came to the ebb and flow of magicka, delving into the secrets of the arcane, and uncovering the mysteries of Oblivion. But he was at a loss when it came to choosing a name for an Orsimer foundling.”
Khemir brought Khemor up as his apprentice: while Skaven was more magically inclined than most places in Hammerfell, Khemir's studies focused on various forms of Mysticism that intersected with Necromancy. Thus Khemor learned to be very circumspect and discreet from an early age.
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Because of the reputation of Iron Orcs as particularly brutal and unintelligent, Khemor views his heritage with a deep sense of shame, and was brought up almost completely divorced from larger Orc culture, even more so than most "city Orcs" as he lacks any connections to anyone living in a stronghold. Most non-Orcs or people who are not from the Dragontail mountains do not pick up on the indicators of his heritage, and most who do clock him are too polite to mention it.
However, he does have a particular fondness for unusual rocks and minerals, and picks up pretty ones whenever he finds them. He also prefers to use un-faceted Soul Gems.
The Great War came to Skaven in 4E 173 when Khemor was twelve years old:
In Hammerfell, Imperial fortunes took a turn for the better. In early 4E 173, a Forebear army from Sentinel broke the siege of Hegathe (a Crown city), leading to the reconciliation of the two factions. Despite this, Lady Arannelya's main army succeeded in crossing the Alik'r Desert. The Imperial Legions under General Decianus met them outside Skaven in a bloody and indecisive clash. Decianus withdrew and left Arannelya in possession of Skaven, but the Aldmeri were too weakened to continue their advance.
--Legate Justianus Quintius, The Great War
Despite "only" lasting two years, the Empire's abandonment of Hammerfell and subsequent Thalmor occupation of Skaven was very formative for Khemor. Both he and his master were able to weather the occupation, but it took a toll on both of them. Khemor especially was not able to recieve chiurgeons' services for his leg during that critical time, which meant that his leg was unable to make a complete recovery like they had hoped, and so he’s used a cane to walk for his entire life.
From Katabasis, the story that details Calder the housecarl's adventures alongside Khemor during Skyrim's MQ:
Khemor sighed. “To say that I was ‘in’ [The Great War] would be a grave misstatement. I was only a child. Rather, the war came to Skaven. I was living there when the…order for the Legions to abandon Hammerfell was given.” A look of immense sadness passed over Khemor’s face. “Many of the Legion, mostly Nords and native sons of Hammerfell, refused to abandon Skaven, and deserted to continue protecting us. It was futile, of course. They were overrun and the Dominion occupied the city for two years.” He looked again at Calder and said quietly, “I am well-acquainted with the cruelties the Thalmor visit upon the populace of the places where they have control.”
While Khemir's social position and influence protected their household somewhat during the occupation, it was not easy, and Khemir's health never truly recovered. Before he died in 4E 187, he helped Khemor secure a position in the College of Whispers in Cyrodiil, despite neither of them being particularly inclined towards the Empire. In appreciation for his loyal service to and care of Khemir during the final, ailing years of his life, Khemir's family gave Khemor several of his former master's magical heirlooms before he left for his new life in Cyrodiil.
One of Khemir's grandnieces currently runs the family estate, and she and Khemor are on friendly terms and communicate somewhat regularly.
Life in River's Edge
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(Portrait by @thana-topsy, full version here.)
With his command of languages, he was able to perfect his chosen sub-field of necromancy: spirit-calling and speaking with the dead. After all, what is the use of summoning the shade of a long-dead person to answer your questions if you won't be able to understand each other? This ability led to Khemor rising quickly through the ranks of the College of Whispers, and his calm and pleasant demeanor meant he was often chosen to lead delegations to advise the Elder Council or other political entities in Cyrodiil.
It was because of this role that in the year 4E 201, when word came to the leaders of the College of Whispers that the Synod and the Thalmor were scheming to gain influence with the College of Winterhold in Skyrim, Khemor was chosen to travel to the far, frozen north of the Empire and attempt to establish a line of communication Archmage Savos Aren.
Because of the unstable political situation in Skyrim, once he was through the Pale Pass Khemor changed his Legion escort for one comprised solely of Fighters Guild mercenaries. His entourage left Helgen for Riften on the 14th of Last Seed, 4E 201. Khemor noted the unusual number of Legion soldiers stationed at such a small outpost, but thought nothing of it.
When the escort arrived in Riften, they learned of Ulfric's capture and escape and hear the first rumors of dragons returning. However, it isn't until a dragon is sighted flying over Lake Honrich into the Jerall Mountains that Khemor takes the reports seriously. For safety, a larger group of travelers gathered in Riften to travel to Windhelm, leading to a significant delay of Khemor's itinerary. During this time, he composes what will end up being his last piece of correspondence to his superiors in the College of Whispers, detailing what he has heard about the return of the dragons to Skyrim before the ad-hoc caravan sets out for Kynesgrove…
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msviolacea · 9 months
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why you should play elder scrolls online in 2023
Okay, I've been considering making posts about "why to play X game I love" but finally decided "what the hell, no time like the present." And since ESO is on my mind today, it gets first dibs!
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What is ESO??
It's an MMO set in the Elder Scrolls universe - think Skyrim, Oblivion, Morrowind, etc. It's the Elder Scrolls theme park in the same way that FFXIV is the Final Fantasy theme park. But, in the same way, it's not exclusively for people who have experience with the previous games - it's a fun, immersive fantasy world whether you know anything about previous lore or not.
You should play ESO if ...
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You like immersive fantasy worldbuilding. Listen, if there's one thing the Elder Scrolls team can do, it's worldbuild like motherfuckers. Do you want a story that reaches back thousands of years and covers dozens of countries/empires/territories, where you can find lorebooks around every corner, and expansive essays on the internet about the briefest of details? ESO has you covered.
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You love overland exploration. This is ESO's bread and butter. The explorable areas are expansive and varied and absolutely gorgeous, and the game is built for the player who just wants to travel and collect things and see the sights. Tamriel has pretty much every biome you can imagine - you want medieval Britain? Head for High Isle! You want an Arabic-style desert? Alik'r Desert is your place! Rugged arctic landscape? Listen, there are FOUR SEPARATE Skyrim areas for you. You're like "I just want weird fantasy things that don't look like anywhere on earth?" Vvardenfell and its surrounding areas have you covered. You can explore as you play the story, you can go on a hunt for the perfect screenshot location, you can find an RP location that fits your character exactly, you can make it your goal to complete every exploration achievement in the game ... you can do it all.
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You want a game where exploration isn't gated behind your level. ESO made the switch to what they call "One Tamriel" fairly early in their development cycle - this means that all mobs and quests are synced to your level in the overworld, and you can start or go anywhere you want no matter how low level you are. You can play through the storyline in release order, or you can say "I want to start in the newest expansion," or you can go "listen I'm only here for vampires in Western Skyrim," all of these are valid and possible ways of playing. You don't have to go "man the new expansion looks great but I have to put in HOW many hours to get there??" It's all available to you from level 1!
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You love decorating houses. Listen, if there is one thing ESO does better than any other MMO (at least the ones I've played), it's the housing system. You can own ALL THE HOUSES. SO MANY HOUSES. Small and large and every conceivable style! You can buy land with no house on it, and build your own structures! You can decorate without having to learn how to glitch or press six buttons at once! And housing feeds very well into the rest of the gameplay - you earn furnishing plans from pretty much every conceivable gameplay system, so it becomes an excellent reason to go do your daily stuff and explore. And the housing community in ESO is one of the most creative groups I've ever seen, I could watch their YouTube videos and streams forever.
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You like MMOs that allow you to play mostly solo. None of the story progression is gated behind the need to group up. There is plenty of group content, but it's all optional. There are bosses across the landscape and in public dungeons that require multiple people to kill, but you'll always come across people who want to help kill them without having to group up. And with the last few expansions, you now have companions - NPCs you can unlock and have follow you around everywhere. They can be set and geared to perform any role - tank, healer, DPS - and the AI is good enough at any of those to get you through pretty much anything overland you want to do. (And as a side note, some of the companion quests are really good, and they've been getting really, really good voice actors for the companions themselves - see: Laura Bailey, Brandon Keener - and they have fun dialogue as you wander.)
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A couple of caveats:
If you play for story, your mileage will vary. Don't get me wrong, ESO has some very, very good stories within it! But it's not a linear story a la FFXIV or single player MMOs - it has a main storyline for the base game zones, and each DLC/expansion has its own storyline that sometimes connects into what happened in the base game, but for the most part ESO's story is a fragmented experience, and you have to go searching for the stories that connect most with you. Can you find them? Yes, but be ready to put in the time to look. (My personal recommendations? The vampire story that starts in Rivenspire and continues in Western Skyrim and The Reach is my absolute favorite; Elsweyr is also very good, but is more of a direct continuation of the base game story than anything else, so would probably need that context going in. A good portion of the fanbase will cite the larger Morrowind-Summerset storyline as the best the game has, and it's very good, but didn't quite stick with me as much as the others mentioned.) ESO tends to be more about the story of the world at large than about the stories of individual characters.
And speaking of story, the game is absolute balls at directing you to places where starting the story would make the most sense. If you want to experience the story in a vaguely linear fashion, here's what to do when you create a character - immediately head to whatever city is your chosen faction's starting city (Daggerfall, Auridon, or Stonefalls), and wander around until you trigger the "Soul Shriven in Coldharbor" quest. That starts the base game main story, and is the best place to start as a brand new player. The other tip: the fancy striped quest markers are indicative of the "main" story quest in each zone, do those when at all possible.
And speaking of factions, those only matter if you want to play PvP - and only Cyrodiil and Imperial City PvP at that. Otherwise, it's just flavor these days.
In conclusion:
ESO is my comfort "explore and collect" game - I find it very chill to just wander around, level new characters, dig up antiquities (ANTIQUITIES, my favorite side system, seriously I could look for leads and dig things up forever), collect materials to sell in my guild trader, and vaguely achievement hunt while listening to music or YouTube. The scenery is beautiful, the character creation is robust and turns out very cool looking characters, and the combat system is simple enough that I easily remember how to do things even if I've been away for a little while. And it is free-to-play, after buying the game; you don't need a subscription to access anything you've purchased, you just miss out on a few good quality of life features. (The craft bag, I could not live without my craft bag, seriously.)
Some version of ESO will be free on the Epic Game store starting tomorrow - my assumption is that it will be the version that contains all DLC/expansions except the Necrom chapter, which was just released last month. I highly recommend picking it up if you play on PC, just to check it out, if anything above sounds appealing to you! (And if you want to splurge, I can very highly recommend Necrom - the new class it introduces is maybe my favorite class to play yet, the two companions it introduces are fantastic, and Apocrypha is a fascinating area to explore if you like creepy eldritch horror type stuff.)
If you want to know more about ESO, just give me a shout! And if you're a mutual who decides to try it, hit me up, I have many gifts to give people!
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curvedswords · 1 year
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I am a child of Hammerfell, born of the sands of the mighty Alik'r. In that great desert, blood is a shade of crimson I can scarce describe.
~Nazir
Center photo is art done by @ housemarcellus (it still wont let me tag you im sorry)
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sigma-el · 1 year
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Rings, silk, seashells, pearls and gold - And of course large comfy clothes to wrap a whole ashlander in.
Sangre loves jewelry. He sometimes wear small seashells around his ankles - they make a light sound at each step that he finds relaxing. As someone that spends a lot of time dancing, he produces part of his own tempo by his gestures.
We are currently at Sentinel in the Alik'r desert! Perfect place to perform in the sands - not as good as Elsweyr but Sangre is willing to get back to Khajiiti places asap.
He enjoys way too much their way of life and easyness, where he can earn drakes just by proposing his companionship and participating to celebrations. Plus: he loves sugar and spices... He can't wait to nap unter a tree after a whole bowl of khajiiti specialities.
Life has simple pleasures when you don't own anything nor care about anyone but yourself.
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falmerbrook · 15 days
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I like running around doing dolmens with everyone in the Alik'r Desert. I barely contribute and have almost no idea what's going on but I think it stimulates my brain the way those colorful loud youtube kids videos do for babies
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isamajor · 9 months
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Whump drabbles : Nebarra
I – Rescue
The dragon's breath had burned everything: horses, carts, merchants and their merchandise. Only the mercenary hired to escort the caravan had survived, owing his life to his reflexes as a former soldier. However, his legs had been burned and he could no longer move. Attracted by the smell of cooked meat, a black sabrecat approached dangerously close to him. He couldn't run away.
Suddenly, an arrow pierced the eye of the beast which collapsed net. The mercenary looked at who had just recued him: a disparate group made up of a red-haired Bosmer, a scrawny Imperial and a warrior in iron armor. (105)
II - Wound Cleaning
Nebarra gritted his teeth as Taliesin poured the stinging liquid over his wound. The searing pain of the act made him curse and clench his fists. The smell of strong alcohold filled the air, mingling with the heavy scent of blood.
"It's a shame to waste such good alcohol in this way. You would have let me drink it, I would have forgotten my pain."
Taliesin carefully cleaned the deep gash that marked Nebarra's arm. With each pass of the soaked cloth, Nebarra flinched, his body instinctively tensing in discomfort. He glared at Taliesin, who replied with a jaded sigh. (102)
III - Bleeding Out
Nebarra stumbled, his hand clutching the wound on his side. Blood seeped through his fingers, staining his moonstone armor. The pain was unbearable, radiating through his body like a relentless fire. He could feel his strength waning, his vision blurring. A cold sweat coated his forehead under his golden helmet, coating his long blonde locks to his face. Bleeding out, his thoughts flickered to loved ones left behind, in this small isolated farm on Auridon. Nebarra gritted his teeth. Even though he knew that this was the kind of end that awaited him, he didn't want to believe it. (100)
IV – Secrets
His "name" was just an alias. Nebarra. It was an insult, even. And it was better that way. May his identity remain a secret. May his very face remain secret, hidden behind this golden helmet with its narrow visor. So much the better if they thought he was dead in that bloody war, decades ago. At least his family would be spared the dishonor and punishment reserved to deserters. Even though it made his heart ache every time his thoughts took him to the countryside of Auridon, dreaming foolishly he could perhaps, one day, come back and reunite with his family. (101)
V – « Let's get you cleaned up, »
The fight had been particularly brutal and bloody. Nebarra stood there, frozen, the Moonstone sheen of his armor covered in blood, towering high above the corpse of a young Altmer woman, a conjurer. He was shaking. Blood dripped from his helmet, as if a spray of blood had seeped through the narrow visor.
After long minutes watching him, Xelzaz dared to come closer and put his hand on the elf's shoulder.
"Let's get you cleaned up."
Nebarra shoved him away curtly.
"Alone. Leave. Me. Alone. I don't need you to bathe me, or anyone." (97)
VI - Nightmares
He was paralyzed. Lying on the ground, unable to move, among egg sacs and corpses wrapped in spiderwebs. The big frostbite spider began to crawl on his body, and Nebarra felt its legs on him and even trying to remove his helmet. Then, the spider began to talk.
« I've been looking for you. Got something I'm supposed to deliver - your hands only. »
Somehow, the Altmer could once again move and he tried to run away from the courier-spider but the latter would catch him up.
Nebarra woke up, shaking and panting, curled into a ball into his bedroll. It was a nightmare. (105)
VII – Dehydradation
The sun in the Alik'r desert was harsh and biting. Everything felt dry. His skin, his eyes, his tongue. He would have kill for a few drops of water. Nebarra felt dizzy walking under the sun, in the sand and rocks of the desert. If he stopped, he died. Lots of his comrades have already died. He felt his heart pounding faster, its beating ringing in his ears. His head hurted, his limbs hurted, even swallowing was hurting his throat. But he had to move forward. A step, then another one. The thirst was haunting. It was his only thought. (101)
VIII - Bad Coping Mechanisms
Drink to forget. This bloody face with an arrow stuck through it. And the other horrors of war. The atrocities that he himself committed. Nebarra reeked of alcohol, was confused in words, in memories. Xelzaz thought it was almost some kind of suicide, at this level. Snatching a bottle of Colovian brandy from his hands, Nebarra sharply retorted that he needed it. That it was for him only to kill two birds with one stone. And in the watery eyes of the elf seen through his helmet, you could see how much the war had affected him, more than he cared to admit. (103)
IX – Insomnia
It was yet far from the first time, but insomnia was a  pain in the ass to deal with.  It seemed like whenever Nebarra was ready to get some well earned rest, his mind exploded with thoughts, and old fears. His body got unexplicable restlessness, preventing him to stay still and fall asleep. After turning and turning over in his bedroll for quite a time, Nebarra finally stood up. A bottle of Alto wine will surely do the trick and numb his mind enough to get some sleep. The Mer grinded his teeth thinking of his headache the next day. No pain, no gain... (104)
X – Forced to Watch
Nebarra and Telmiltarion ventured into Markarth's market, in search for provisions, unaware of the looming danger. Guards working for the Silver-Blood family emerged from the shadows, cornering them in a narrow alley. Quickly, Telmiltarion found himself disarmed and restrained by a bunch of men in green armor. Other guards tore off Nebarra's helmet, exposing his defiant expression and youthful face.
"Harmless as bunnies, eh?" one guard sneered, landing a vicious blow on Nebarra's cheek.
Others joined in, pummeling Nebarra with blows. Telmiltarion's heart pounded as he fought against his restraints, desperate to help him. He could do nothing but watch. (105)
XI – Grief
Nebarra stood by the edge of the river, in front of a small wild rosebush. The sight of those flowers weighed on his heart. The memory of her bright smile and playful laughter haunted his thoughts. Her life cut short, an arrow to the head during the war. He clenched his fists, his knuckles turning white into his gauntelets, and let out a shaky breath. The pain of grief and the horrors of the war consumed him, leaving him feeling hollow and broken. He deserted, drowned his sorrows in alcohol, had known other girls to forget her face, in vain. (100)
XII – Alcohol
The bottle of Alto wine passed silently from one to the other. In the midst of the tranquility of the place, under teh stars, neither of them managed to find sleep. So there was alcohol. To forget the horrors of the past that jumped out at them as soon as their eyes closed. Nebarra grimaced. It wasn't strong enough for him. Taliesin cracked a smile. Of all their companions, Nebarra was ultimately the only one who could understand him. He too was haunted by the war. The mercenary often verbalized it, like a litany of the horrors he had seen and experienced. (103)
XIII – Rope & Water Inhalation
The rope was binding his wrists and ankles tightly. Panic gripped the Mer's chest as his captors threw him into in a skiff that was already taking on water. Nebarra watched their boat move away. The water rose rapidly in the frail boat weighed down by his own weight. He wiggled like a worm trying to free himself from his bonds as the water was already tickling his cheeks. Every move took effort and soon the water covered his mouth and nose. He sucked in water. Coughed violently. Tried to keep his head above water while trying to loosen the ropes that held him. (105)
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bjorntheswordsmith · 2 months
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This chapter is a point of view chapter for Amirah and goes into what she was doing before reuniting with bjorn and more of her backstory as well. It also goes into more about Zalam-dar and the Rising Dawn Syndicate as well: https://archiveofourown.org/works/16784941/chapters/118510942#workskin
Here’s an excerpt: Amirah rode through the sands of the Alik'r desert. She had purchased two scimitars and armor with the gold she and Bjorn had earned performing music in inns. On her way there she fought off giant scorpions, sand serpents and other creatures. It was a good opportunity for her to practice her fighting skills. Her father had taught her a few techniques in the past, but it had been a while since then. She was a little rusty. She knew she couldn't be too green if she wanted to join the Swords of Serenity, even though they'd train her.
The first few battles with these creatures were challenging. She was even poisoned by one of the giant scorpions at one point. Luckily, she had brewed herself some potions at Aunt Mahsa's, including a cure poison potion. She drank this potion and quickly recovered. Amirah's fighting skills improved greatly by the end of the trip. She cut off a stinger from one of the giant scorpions to bring with her as a trophy. She planned to show it to the guild to prove she was a worthy warrior.
When Amirah finally arrived in Sentinel she was in awe of the architecture. She looked up and admired the buildings made of stone that seemed as tall as the sky.
Amirah was mesmerized by how magnificent the scenery looked. The sand all around the city didn't look particularly flattering to her, but the beautiful palm trees made up for it.
Amirah felt proud. This was a city her people made. This was the Hammerfell most people saw in their mind's eye whenever the province was mentioned. Sure, she loved her hometown of Dragonstar, but the feeling this place gave her was something different altogether.
Amirah had an interest in joining the Swords of Serenity for a long time before this. Her older brother Jamal was the first to inform her of their existence. He had worked for them a few years, but eventually was let go. Their leader Azzan didn't approve of his unorthodox methods of fighting drunk or his boisterous personality. Jamal told his sister that it was better if she didn't mention his name if she ever wanted to join them. He suggested that she mention her father because he was a respected war hero by Crowns and Forebears alike. Amirah preferred showing Azzan the giant scorpion tail instead. If she were to be accepted into the Swords of Serenity, it would be because of her own courage and bravery, not someone else's legacy.
Read about her and other original TES characters of mine in: Dragonborn Begins: The Ballad of Bjorn the Swordsmith which takes place before the events of TES V Skyrim and references events from other TES games as well
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sppph-hail-sithis · 2 years
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I GOT THE POWER!
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