STEVIE WONDER — “AS” (1976)

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STEVIE WONDER — “AS” (1976)

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A tiny insect clinging to the head of a horned viper
The Falmer and Chaurus Thoughts/Headcanons
So we know the Falmer have some sort of relationship with Chaurus: much of their infrastructure and armor is made from Chaurus chitin, they have corrals that they keep Chaurus and their eggs in, and Chaurus are found pretty much exclusively among Falmer settlements and Falmer settled caves/ruins. I imagine it's also safe to say Chaurus are likely a food source for them. This relationship has been going on for at least a few millennia since we see Chaurus among the frozen Falmer that attacked the Chantry of Auri-El in Dawnguard.
Forgive my inclusion of the HUD in my screenshots lol
How did their relationship form?
I've always wondered what exactly the relationship is between the two. Is the relationship just mutualism where they both benefit from living among each other, full blown domestication of the Chaurus, or are the Chaurus wild animals the Falmer simply tame?
(for clarity's sake, taming is when an individual animal is tolerant of "human" presence while domestication is the evolutionary process where one species has evolved under the mutualistic control of another. Dogs and cattle are domesticated, foxes and deer aren't, even though they may also be kept as pets or get acclimated to human presence)
I lean towards a mutualistic relationship. While they may appear tamed or domesticated because we see the corrals that the Falmer keep them in, and we know the Falmer kill them to use their resources, the ubiquity of Falmer and Chaurus working together across most Falmer settlements we see makes me think it's unlikely to be a circumstance of taming, but the size and aggression of Chaurus makes me hesitant to assume they're domesticated. Typically domesticated species become less aggressive and smaller (with a few exceptions like horses) as they are domesticated over generations. It could be a minor touch of domestication though, since domestication involves mutualism anyway. The Falmer obviously benefit from this relationship for food, protection, materials, etc. and perhaps the Chaurus benefit from the husbandry of the Falmer protecting their young and providing them food. Perhaps the Falmer providing safety for their eggs and young has selected for Chaurus individuals that are less aggressive towards the Falmer over generations. Even if part of the reason the Falmer keep them is to kill them, it still proliferates Chaurus and increases their survivability to adulthood.
From what I can remember, we rarely if ever see Chaurus independent from Falmer settlements. Perhaps, after millennia of cooperation (although real world evolution takes way longer, I am ignoring that because it would make this whole post less fun), the Chaurus that had traits that allowed them to more easily live among the Falmer lived longer, had more offspring that lived longer, and over time the Chaurus as a species became dependent on the Falmer. Hell, with the Falmer being blind, perhaps the Falmer are somewhat dependent on Chaurus.
Falmer uses of Chaurus
Which leads my to my next set of thoughts, what other ways could the Falmer use or depend on Chaurus. In canon, we know they use their chitin shells for armor and building structures, but we also have concept art depicting them riding Chaurus as well.
Remember how I mentioned earlier that horses increased in size as they were domesticated. Maybe they same is true for Chaurus?
As I mentioned in a previous post, I think the idea of Chaurus as mounts could be interesting paired with the Falmer's lack of sight. If you need to move as a group, transport materials, or navigate complex cave systems, riding an animal that can traverse them more easily (both because they can see and because, as we see in ESO, they can climb walls easier) would make the Falmer as a group more mobile and organized over larger distances.
Other potential uses for Chaurus includes food, both the meat of the adults and the eggs. While they probably have a few other sources of meat underground from the stray mammal, Chaurus would be a much more reliable source of protein. Chaurus are probably also good at defense, both in being able to warn of potential threats and attack them. I imagine your average Falmer is more aware of the meaning of various Chaurus calls and vocalizations, which means the response of the Chaurus could help the Falmer figure out the nature of a potential threat.
Chaurus Hunters
The Chaurus we see among the Falmer in the games appear to actually be the larval stage of Chaurus. At the end of this life stage they form cocoons and eventually emerge as Chaurus Hunters, wasp-like flying bugs (tangent: I thought these were predators that hunted Chaurus for years lol). But what relationship do the Falmer have with this phase of the Chaurus' life cycle? Truthfully, we know very little about Chaurus Hunters. We do observe that their cocoons are found near falmer settlements, which makes sense since that's where Chaurus are present, and we know they are tougher enemies in-game than the other Chaurus variants. UESP also states, "While Chaurus and Chaurus Reapers are set to be "pets" of Falmer, Chaurus Hunters (of both varieties) are not, likely due to them having to "hatch" from a cocoon, first." I'll be honest, I'm not sure exactly what this means since I think it's talking from a gameplay mechanics perspective. This does mean, for our purposes at least, that we don't get an opportunity to see them present among Falmer.
So I have two ideas for what the relationship is between Falmer and Chaurus Hunters: 1) They basically maintain the same mutualistic relationship, and we just don't see it in practice because of gameplay limitations (they all start out in cocoons in Skyrim and aren't present at all in ESO). Perhaps, in this case, the Falmer are still an advantageous ally because they protect the cocoons. The Hunters could be beneficial to the Falmer as they can navigate more easily (although I'm not sure someone could ride one of them) and are more formidable foes. My other, less conventional idea is 2) the mutualistic relationship between the Falmer and Chaurus is over after the larval stage. After emerging from their cocoon, Chaurus Hunters are too aggressive or hard to corral for the Falmer, and they live on their own in the caves of Skyrim independent of the Falmer. This could explain why we see so little of them in the games. This theory makes way less sense (especially because it would mean the potential larval Chaurus stage is the one that lays the eggs), but I think it would be an interesting relationship to explore!
Dwemer, Falmer, and Chaurus
One last little idea I'd like to put forth (and, disclaimer, this is my most "making shit up" thought of this post) is what did the Dwemer think of the Chaurus, having lived underground with them before disappearing themselves? The Dwemer don't really give me the "getting along with nature and animals" vibes, so I'm going to go ahead and assume Chaurus were just really big pests. What if the Falmer used that to their advantage when they rebelled/went to war with/attacked(?) the Dwemer in the decades before their disappeance (context, if you aren't aware). Perhaps this is the origin of the mutualistic relationship between the two.
Art time
Finally, it's probably a job or task among Falmer to take care of the group's Chaurus. I imagine it's not the safest job given how big and aggressive Chaurus seem to get. Since I already did that post about Falmer attire, I thought I'd make another one based on that idea :)
Falmer appearance and attire headcanons
(click on drawings for more details and notes!)
Hair
In Skyrim, we pretty much only see two hair styles to go off of: completely bald and the hair the "shaman" have (which are also the only females we see (a post for another day)).
In concept art, particularly Adam Adamowicz's, we see more potential hairstyles. He draws it as wispy and messy, as well as containing braids and the ties we see in the shaman in the game. This art is largely what defines my own interpretation of their hair.
I picture the typical Falmer hair as wavy, thin, wispy, and looking frizzy. Given the high number of hairless Falmer we see, I imagine baldness is common, particularly among males, and sometimes among females. Their hair can be commonly styled into braids or knots to keep it under control.
The ability to grow long, thick hair is less common, but those who can tend to style it in other unique ways. Especially among females, long hair is commonly styled into large dense locs (akin to a Polish plait) and held into shapes using ropes or leather ties.
(While I think the intention with the way their hair is drawn and modelled in the game models and concept art was that it was braided and held up with those ties, before looking at it closely I always sorta interpreted it as too stiff to just be braided. As a result, I developed the locs headcanon and have become kinda attached to it even though I have 0 in game or lore support for it)
Materials
The material used in their clothing is obviously dependent on what is accessible to them, and given their unique situation that makes the materials they use and value unique as well. In Skyrim, we see that almost all of their armor (which is mostly what we see them wearing) and homes are made of chaurus chitin (and potentially shellbug chitin), so this is likely the most common resource available to them for non-combative coverings as well. Other materials from their arthropods companions could include their cocoons, unhatched eggs, etc.
Bones from other creatures (draugr, skeevers, trolls, adventurers, bandits, etc.) underground or from aboveground raids could also be used fairly often. These could also provide a source of leather or fur, albeit not a lot of it.
Falmer groups and subcultures inside or in close proximity to Dwemer ruins probably make regular use of the materials present in those ruins as well. With all the metal and machinery present in Dwemer ruins, metal probably makes regular appearances in their clothing (and general decorations) even if they can't manipulate it themselves. Falmer more separated from Dwemer ruins would make much lesser use of these materials, however. Additionally, We see implications of Falmer preparing, cooking, and potentially cultivating fungus in-game, but see nothing indicating they have any plants in their diet, and therefore it is unlikely they regularly make or use textiles or fabrics in their clothing, and if they do they likely come form Dwemer ruins or raided adventurers/bandits/settlements from the surface.
On that note, we know that there have supposedly been incidents of Falmer coming to the surface to attack its inhabitants and travelers, as well as instances of them killing bandits, adventurers, and researchers who venture below, so it's not far fetched to believe that they have access to some materials from the surface. This could give them some access to furs from surface animals, beads, glass, jewelry, textiles, metal objects, etc. they might not otherwise have access to. The rarity of these material among the Falmer would depend on the amount of access any given group of Falmer have to the surface, but among many of them these materials could be seen as more valuable for their rarity and the difficulty to gain them.
While gemstones and ore might be accessible from both natural deposits and underground ruins, unless they had some kind of auditory function or unique texture, they might not have much value to Falmer.
General Attire/Accessories
I like to imagine that the Snow Elves, and by extension the Falmer, have an innate cold resistance in the same way Nords do, and therefore don't require clothes for the purpose of warmth even in the chilly caves of Skyrim. Additionally, their blindness likely means that wouldn't dress for visual aesthetic either. My thoughts are that they are then left with the sense of sound and touch to communicate with each other, and their clothing and accessories could reflect that.
Falmer clothing, decoration, and society in general is very heavily based on touch and texture and little on appearances. They touch each other very often for both communication, movement, and just general day-to-day interactions, and their clothes isn’t very modest, but the tactile patterns and materials used can communicate certain things such as position in society, “wealth”/power, whether they are taken, single, pregnant, with a child, etc., their roles, their age, notable achievements/skills, who is who, etc. on both their clothes and buildings. The more noise one makes, the more attention they draw and the more they drown out other noises, and the more noise making things they can “afford” to have, so the amount of noise one makes in a Falmer settlement is a status symbol. Certain types of noises or noise makers are more coveted than others (chitin beads are common, while furs are less common, and materials only gained from raiding the surface are rare and coveted).
Some noise making accessories could include:
Dangling metal, bones, beads, chitin, etc. that hangs off of their clothing or ears and jingle/clank against each other (in my drawing I show them as pretty uniform in shape and size, but they would probably be much more irregular than I depicted them)
Bells (metal or other materials) that are affixed to or dangle off of their clothing or as earrings.
Hollow bracelets, anklets, necklaces, or other accessories that are filled with rocks or beads.
Rattles tied to the body (made of chitin, dried hollow chaurus eggs, dried chaurus cocoons, beads, etc.) with leather or rope.
Flute or whistle like tubes made of metal, chitin, or dried and treated tube-like fungus that makes a woodwind-esque noise when air passes through it in a certain way. They have been designed to make noise easily from even the slightest movements.
Dried grasses (more temporary) tied to the body that make a swishy noise. More permanently, a similar thing can be achieved with hair. The hair can be sourced from Falmer (either through just cutting hair or through taking it from fallen enemies) or killed humans/mer/draugr. That sort of thing can also act as a kind of trophy.
Necklaces with various materials dangling close together that jingle against each other.
Various materials can be tied into braids or the leather ties in their hair as well.
Some textural accessories could include:
Beads. Since they wouldn't have the ability to tell the color of the beads, the patterning of beadwork would be based on the roughness, material, size, or shape of the beads. (I'm sorry I suck as drawing beads)
Furs. This wouldn't be as common since the Falmer likely don't have too much interaction with furry mammals, but some they may have access to that are big enough to make clothing/accessories out of include skeevers or trolls (and potentially rarely animals from the surface). A potential meaning of wearing furs could be as hunting trophies, but it could have other meanings as well.
Chaurus chitin would like be the most common material in Falmer attire, and depending on the part of the chaurus body, the size of the chaurus, or the life stage of the chaurus it was sourced from it could have different textures. Some chitin parts could include large spikes and deep groves, while other parts could be smoother and less rough. The use of this chitin in clothing could take advantage of this contrast in textures. Additionally, chitin or shells from shell bugs might be a different texture from the chaurus chitin. (it's unclear to me whether shell bugs are exclusive to the caves around the Forgotten Vale or if we should consider them distributed throughout Skyrim's underground)
The placement of textured components on the body could have their own meaning to it alongside what accessories or textures are being used.
Specific Falmer Subcultures
While most Falmer settlements we see in Skyrim are just a small-ish collection of huts and chaurus corrals, there are two distinctive settlements that are larger, seemingly more organized, and I like to think have their own distinct subcultures worth mentioning: Blackreach and the Forgotten Vale. The unique scope and environment of these Falmer cities (as I like to think of them) could lend to unique clothing cultures as well.
The Falmer of Blackreach have access to a vast Dwemer settlement and have has the space to spread out throughout it more fully since it seems to be more in tact than other Dwemer ruins we see. These guys would likely have a clothing culture much more heavily based on what the can access from these Dwemer ruins (metal scraps, leftover fabrics, etc.)
The Falmer of the Forgotten Vale would also have access to unique resources, such as Vale deer, Vale sabre cats, and frost giants for fur and leather. Additionally, materials accessed from the Chantry of Auri-El such as textiles from clothing, bedding, tapestries, etc. could give them a greater access to fabrics than other Falmer groups. We don't see many close Dwemer settlements to the Vale, so they would have less Dwemeri influence in their clothing than other Falmer groups.
I like to think that the Falmer's evolution exclusively underground has made them poorly equipped to handle the outdoors during the day and has made them particularly susceptible to sunburn, necessitating the need for covering for those in the Forgotten Vale who have significant settlements outdoors. With greater access to textiles and leather, they could use them as coverings when outdoors.
Armor
I actually have very few notes on armor, for two reasons. 1) I hate designing and drawing armor. It is the bane of my existence. 2) I really like the armor they have in game! I think they look awesome aesthetically, and I like how clearly they are made from chaurus chitin. Per usual, Adam Adamowicz's designs seem to have been the major inspiration for the Falmer armor, and he did a great jobs (even if it isn't the most functional looking armor ever).
(off topic but I also just want to add that he draws them with little hairs and tufts on their ears and I love it. ok that is all)
I do have a few thoughts about armor though.
Even attire made of textiles make noise when someone moves in them, and I can imagine moving around in armor, especially armor made of hard, insect shells would make a lot of noise when someone moves around in it. When you're relying on sound to navigate your environment and pinpoint potential threats or targets, wearing something making a lot of noise would not be ideal. On the other hand, getting into a fight unarmored would be a problem.
So here's my solution: heavy armor (see below) would only be worm within the camps/settlements where noise was already high and space is more cramped (and therefore more risky in a fight) as a sort of guard in case they were attacked. Those guarding the settlements along the outside might still wear armor as well, but less of it. Those going out to scout or hunt (if they do hunt) would wear as little armor as possible, and try to wear it strategically so that it wouldn't rub against itself and make noise. This is why most Falmer we encounter in the game are wearing little except for loin cloths and kneepads.
One more idea I have for armor is a specific armor piece. On the note of guarding or protecting a camp or settlement, I imagine the noises of it all (especially with the noise based headcanons I've laid out here) would make it hard to actually catch any potential threats when you can't see. A large slightly concave piece of armor worn behind the head could block out noises from behind the wearer, as well as a help focus sounds ahead of them.
That is all! Thank you for reading! A lot of these concepts around the culture of sound I think could also be applied to their buildings and even a culture of music, but those are posts for another time.
All of the concept art I used was taken from here and all of the Skyrim screenshots are from UESP.
Falmer mother and child
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