The wanderings of the monk Deoradhan.

trainwiz:

You wanted to know what I’ve been working on?

Well. Here you go.

Far, far below Nirn, past the lava flows and the still-mining machines of the dwarves, lies the great Clockwork City of Sotha Sil. Two centuries ago, an individual stepped through its nonexistent gates, forever changing it and its residents. From his actions came the Chronographers, the fabricant time-keepers, and watchers of the world. Since those two centuries they have lived in the great voidyards and helipads of their ruined city, silently guarding the world from danger.

But now, deep beneath the Throat of the World, in the most destitute of their outposts, something dangerous is stirring, and the rejected and broken Chronographers of Lull-Mor find that they have no choice but to seek outside help, and once again bring a mortal hero into the depths of the Clockwork City, to stop a mad mystic and his army of twisted experiments from unmaking the very foundations of the world! So once again, descend into the Expanse of Sotha Sil, and once again, turn the Wheels of Lull.

 The Wheels of Lull is a little something I’ve been working on on the side, a DLC-sized quest mod (around the size of Dawnguard) that serves not just only as a sequel to Sotha Sil Expanded, but ties together almost all my previous Skyrim quest mods, including Aethernautics, Mzark, and even Brhuce Hammar. In it, the player is recruited into the ranks of a rejected Chronographer platoon, and shunted off to the town of Lull-Mor, a precariously perched outpost at the edge of Sotha Sil’s domain. 

Much like Sotha Sil Expanded, the mod gives a focus on puzzle and problem solving. Featuring five enormous dungeons, with mini-bosses, unique treasures, and plenty of puzzles. The player will find themselves exploring strange new landscapes, and going up against strange new monsters, while wielding several new weapons, from the Harquebuses of Chronographers, to the great Unwinder of Goveri, dressing themselves in Chronographer robes, and diving into the strange and ridiculous world of TES metaphysics, as they learn about the Towers, Landfall, and the eponymous Wheels of Lull.

More info here.

(via drblank)

“Does the necromancer have to be undead? I think that’s profiling.”

—   Monk (via outofcontextdnd)

(via drblank)