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Messages - Wotan

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Wotan's Journals / Re: Boston Tales, a Fallout 4 story
« on: Today at 12:22:49 PM »
Date Unknown

Norma was out of the cryo chamber. She quickly learned that Life support had failed on all the other Chambers and she was the only survivor. She grabbed Nate's wedding ring as her only memento of her late husband. Now she had to find her way out of this tomb...

During her escape, Norma found a security baton. That was just well as she soon ran into hostiles - giant cockroaches. Norma pinched her arm - No this was no dream.

Those radroaches were everywhere. She found something intersting on a computer terminal. One of the Vault-Tec guys had experimented and created a thing called the Cryolator...

There it was, the Cryolator, tightly locked behind the display case. Norma would have to come back later when she could crack it open...

Fallout / Re: Fallout 4 Mods
« on: Today at 11:42:29 AM »
I just downloaded a new mod. It'll make all the difference to the game:
CWSS - Redux  (Craftable working showers etc)

Wotan's Journals / Re: Boston Tales, a Fallout 4 story
« on: January 15, 2018, 11:27:41 AM »

They all put on their vault suits before they stepped into the cryo chambers. Nate still carried the baby boy.

Date Unknown

Two unknown persons opened Nate's cryo chamber. The woman in the hazmat suit tried to take Shaun, but Nate resused to let go of the baby. The male pulled the trigger of his gun and shot Nate...

Before the kidnappers left, the killer let Norma get a close look at him...

Wotan's Journals / Re: Boston Tales, a Fallout 4 story
« on: January 14, 2018, 04:51:54 PM »
Norma was barely 16 when she met Nate. The young girl looked older than she was and she easily convinced him she was 18. Nate was 20 at the time he met her. They fell madly in love and as impulsive as youths can be, Norma became pregnant. Nate was very embarrassed that he had knocked a minor up, but he was an honorable man, ready to do the right thing. He proposed to the Young girl. She was elated. Norma's parents weren't too happy though. Norma's father was a decorated officer in the US Navy. Her mother was a doctor. Somehow, though, Norma won her parent over and they agreed to let her marry her lover.
But their happiness was soon broken when Norma miscarried in the fourth month of pregnancy. The couple were devastated. It wasn't better that the doctors told them Norma would probably never have more children. But Norma just wouldn't give up. It was six months later that she met a doctor that offered her an experimental treatment that might help her. The desperate Young woman couldn't pass on this opportunity.
Two years later, Norma conceived again. She gave birth to a healthy baby boy the happy couple named Shaun. This was just three weeks ago.

They had survived the nuclear blast and arrived safely in the vault.

The Vault-Tek personel greeted them and gave them their vault suits. They were then told to follow the doctor...

Wotan's Journals / Boston Tales, a Fallout 4 story
« on: January 14, 2018, 01:24:01 PM »
Click images to enlarge

Sanctuary Hills, Boston, October 23 2077

Baby Shaun had just received a change when Codsworth called his masters to the living room. The news reporter on television gave the terrible news - the bombs had fallen...

Nate carried the baby as he ran with his wife, Norma, to Vault 111...

Nate's family had been listed entry to the vault. Many others were not that lucky. They barely made it to the entrance platform before the bombs fell...

Fallout / Re: LadyM's NSFW Screenshots
« on: January 14, 2018, 04:41:17 AM »
I don't get it. The mods work on my female character but my male character can't get female npcs pregnant. Seems like I'll just have to play a female character then if I'm going to do a new story.

Wotan's Journals / Re: The Shezarrine - a Skyrim story
« on: January 14, 2018, 03:07:25 AM »

"Well now... would you look at that," Tolfdir said.
We Went down the stairs to have a closer look... then a draugr lord attacked us...

The bloody creature turned out to be invulnerable to our attacks. We were in trouble until Master Tolfdir turned his attention to the mysterious orb...

The draugr finally became vulnerable to our attacks and Went down quickly.

"What is this thing?" I wondered. "I have no idea! This is Amazing. Absolutely Amazing. The Arch-Mage needs to be informed immediately. He needs to see this for himself. I don't dare leave this unattended. Can you return to the College and inform Savos Aren of this Discovery? Please, hurry," Tolfdir said. "I wonder what the Arch-Mage will say when he hears the news," vilja said.
I found a parchment on the draugr's body...

Be bound here, Jyrik, murderer, betrayer
Condemned by your crimes against realm and lord.
May your name and your deeds be forgotten forvever
And the charm which you bear be sealed by our ward.

I could feel the Word wall in the back chamber call to me...
"Sigruuf wahlaan qethsegol briinahii vahrukt, Lanal, wen brit luft los ol kinzon ahrk sot ol nus, dwiirok nol nahlaas ozinvey. Sigruuf raised this stone for his sister, Lanal, whose beautiful face was as sharp and white as a statue, carved from living ivory."

Wotan's Journals / Re: The Shezarrine - a Skyrim story
« on: January 13, 2018, 12:42:34 AM »

Large chambers, hordes of draugr and more magic runes... When are we going to find whatever the Psijic warned me about?

More traps and more puzzles. And the Discovery that we are not the first to dig in this Place. The Imperials have been here Before us. How long ago, though, is hard to say. But the dust covering the journal we found was evidence enough it was long ago.

The Fall of Saarthal by Heseph Chirirnis, Mages Guild Scholar assigned to Imperial Archaeologist Sentius Floronius
Let it be known that the esteemed archaeologist has chosen to focus his boundless talents on the cooking and baking habits of early First Era Nords. While this work will no doubt bring great glory and benefit to the Empire, it is clear that my limited expertise is of no use to this effort.
I have instead been using my considerable free time to investigate a particular avenue of study, namely that of the Fall of Saarthal. Every child of the Empire knows what happened here; that the first city of Man on Tamriel was sacked by the elves, jealous and fearful of the threat men posed to them. Relations have obviously improved considerably since then, but to be able to see the results of the destruction first-hand, it is quite striking to note the degree of effort that went into the venture.
The first task before me was differentiating between areas of original architecture and those that were rebuilt after Ysgramor retook the city with his five hundred companions. Initially relying heavily on the expertise of archaeologist Floronius, my ability to discern the difference for myself improved over time. Indeed, I was surprised to find that many areas of the city, far more than I would have believed, retained much of the original stonework. Work was clearly done to remedy the effects of the city being burned after the elves' assault, but I suspect they underestimated the durability of Nordic craftsmanship.
Or rather, that is what I initially thought. Perhaps it was a mistaken sense of pride in the accomplishments of these early men, or perhaps it was just my inexperience that led me to this conclusion. Something was amiss, though. Repeated attempts to consult the exceedingly perceptive archaeologist were unfruitful, often digressing into lectures on the bathing habits of Saarthal residents, or the average number of potted plants in homes. I was again forced to rely on my limited powers of observation and deduction.
And so I have no conclusive results to report at this time. I can say with certainty that the initial attack on Saarthal seems to have been very focused, and does not appear to correlate to any locations that have been established as points of defense or importance. While the eminent scholar Sentius has yet to examine my findings, or indeed show any interest in them, my inclination is to suggest that not only did the elves know the apparent layout of the city, but that their assault was based on a specific directive and perhaps a singular goal.
My humble investigations shall continue as time permits.

We're very close, I can feel it. There is something immensely magically powerful nearby...

Quizzes and Games / Re: Can You Pass a Color Blind Test?
« on: January 10, 2018, 04:12:40 AM »
Got them all

No problems here either

Aye, it's easy when you've played as much as we have.

Wotan's Journals / Re: The Shezarrine - a Skyrim story
« on: January 08, 2018, 11:28:07 AM »
Immediately as we raised the portcullis, we had to battle draugr...

"I've never seen anythuíng like this in Nordic ruins Before. Why, just look at all these coffins! This bears closer inspection. I'd like to stay a while and examine this. You, however, should press on. See if you can find whatever this vision of yours mentioned. But if it is truly dangerous, be careful. Go on ahead. I'll be sure and Catch up with you Before long," Tolfdir said.

As we pressed deeper into the ruins we ran into more draugr. This was expected in a Nordic ruin, but there were also traps in the form of magical runes.

This ruin was truly large and filled with the ancient dead and undead. We came across one of those Nordic puzzles with turning pillars. You'd expect the ancients wouldn't leave the combination out in the open - but perhaps they did so because they couldn't remember them. Anyhow, this made it much easier for us - just match the image on the pillar with the image depicted on the wall behind it, then pull the lever and voila.

Wotan's Journals / Re: The Shezarrine - a Skyrim story
« on: January 06, 2018, 04:33:39 PM »
We entered a small chamber. Then something weird happened...

"Hold, mage, and lsten well... Know that you have set in motion a chail of events that cannot be stopped. Judgement has not been passed, as you had no way of knowing. Judgement will be passed on your actions to come, and how you deal with the dangers ahead of you. This warning is passed to you because the Psijic Order Believes in you. You, mage, and you alone, have the potential to prevent disaster. Take great care, and know that the Order is watching," Nerien said.

"I... I swear I felt something rather strange just then. What just happened?" Tolfdir said. "Some sort of ghost or apparition appeared. It spoke to me," I said. "I'm afraid I didn't see anything... Can you tell me about what you saw?" "It said something about danger ahead, and the Psijic Order." "The Psijic Order? Are you sure about that? That's very odd. And danger ahead? Why that doesn't make any sense at all. The Psijics have no Connection to these ruins. And no one's seen any of their order in a log time. Perhaps we should take a look inside these coffins... Now please be careful. Who knows what we're going to find," Tolfdir said. "Why is the Psijic Order contacting me?" I wondered. "I have no idea, but it's fascinating. Assuming it's true, of course. The Isle of Artaeum disappeared over a hundred years ago, and no one has seen them since. And yet now, suddenly, they have chosen to Contact you? Why, it's intriguing! If nothing else, I'd take it as a compliment. The Psijics have only ever dealt with those they feel worthy," Tolfdir said.

I doubt it was the draugr we encountered the Psijic monk had warned me about. There had to be something deeper in these ruins... some reason this section had been sealed off. This should've been reason enough to turn back, but it's not how the human mind usually works - tell it to avoid something and it is likely to do the opposite.

Guide to the Psijic Order
Gradually, as the society grew, social stratification increased. A hierarchy of classes began to form, which is still largely enforced in Summerset to this day. At the top are the Wise, teachers and priests, followed by the Artists, Princes, Warriors, Landowners, Merchants, and Workers. Below Workers were the beasts, such as the enslaved goblins, who the Aldmer used to perform the jobs beneath the dignity of the very least of them. The religion of the people also changed because of this change in society: no longer did the Aldmer worship their own ancestors, but the ancestors of their "betters." Auriel, Trinimac, Syrabane, and Phynaster are among the many ancestor spirits who became Gods. A group of elders rebelled against this trend, calling themselves the Psijics, the keepers of the Old Ways of Aldmeris. With their mystical powers, they were able to settle in Arteaum, away from what they considered the corruption of their society. They continued to return to the land to act as advisors, but never again would they call Summerset home.
-From The Blessed Isle: Alinor and The Summersets
Early in Tamrielic history, a group of Aldmer rebelled against the changing beliefs of Summerset and left the isles. Calling Artaeum their new home, the Psijic were able to continue the Old Ways of Aldmeris. In addition, it is believed that the Psijics' views also included the suggestion that Anu’s son, the Time Dragon, was formed in reaction to Padhome’s influence. In effect, Anu had finally done something. Similar to the age old question of what happens when an Unstoppable Force meets an Immovable Object, this inconceivable effect gave rise to an equally inconceivable cause. PSJJJJ was named, and the Order took his name (Teachings of Vehk). Today, the Order accepts members from all races, and they are believed to be the oldest monastic group in Tamriel.
The name PSJJJJ is designed to be unpronounceable, but the name’s influence within the Order is tremendous. It is believed that PSJJJJ might be the Aldmeris or Old Ehlnofex name for Padhome's aforementioned influence on Anu. The Psijic Order is organized to divine this mystery of change. Change is the most sacred of the Eleven Forces within the Order.
The Isle of Artaeum
The Isle of Artaeum (ar-TAY-um) is the home of the Psijic Order. It is located in the Summerset Isle and is the third largest island in that region. "The Isle of Artaeum is difficult to chart geographically. It is said that it shifts continuously either at random or by decree of the Council" (il-Anselma). In fact, "When the Psijic Order does not wish someone to land on the island, the island and all on it become insubstantial" (Salarth).
Visitors to the isle are extremely rare, but Artaeum is believed to be elegant and beautiful. It is reported to contain idyllic orchards and clear pastures, still and silent lagoons, misty woodlands, and unique Psijic architecture that seems to be wondrous as well as natural to its surroundings. The Ceporah Tower, which is a relic from a civilization that predates the High Elves by several hundred years, is still used in certain rites by the Psijics. Anyone interested in meeting with the Psijics may find contacts in Potansa and Runcibae as well as many of the kingdoms of Summerset Isle (il-Anselma).
The Disappearance
Sometime around 2E 230, the Isle of Artaeum literally vanished from the sea. There have been various theories published about this event but none have been proven true. One popular story even states that Iachesis, Rite Master of the Psijics at that time, knew that the Psijics were going to leave:
"No, the island will be leaving the sea," said Iachesis, his voice taking on a dreamy quality. "In a few years, the mists will move over Artaeum and we will be gone. We are counselors by nature, and there are too many counselors in Tamriel as it is. No, we will go, and return when the land needs us again, perhaps in another age" (Townway).
Five hundred years passed, and the Isle of Arteaum returned just as mysteriously as it had left but with one important difference: Iachesis and the original Council of the Psijics did not return. The graycloaks who did return could not or would not offer an explanation for their disappearance. And unfortunately, they were unable to offer any explanation to the whereabouts of Iachesis and the Council. What is known is that the disappearance of Artaeum coincides with the founding of the Mages Guild (il-Anselma).
The War of the Isle
The War of the Isle, in 3E 110, twelve years after Antiochus assumed the throne, nearly took the province of Summurset Isle away from Tamriel. The united alliance of the kings of Summurset and Antiochus only managed to defeat King Orgnum of the island-kingdom of Pyandonea due to a freak storm. Legend credits the Psijic Order of the Isle of Artaeum with the sorcery behind the tempest (k'Thojj III).
In the Third Era, Emperor Antiochus asked the Psijic Order for help in defending the west coast of Tamriel. The Order caught wind of a meeting between King Orgnum and Queen Potema of Solitude, so a group of graycloaks paid a visit to the Queen. While there, the Psijics confronted Potema and confirmed the invasion planned by the Pyandonean Armada. In a shrewd maneuver, Queen Potema convinced the Order to defend Tamriel’s coast (Jarth).
...Potema heard that the fleet of the Pyandoneans had been utterly destroyed by a storm that had appeared suddenly off the Isle of Artaeum. The home port of the Psijic Order. King Orgnum and all of his ships had been utterly annihilated (Jarth).
3E 432
Some of Summerset's youth are rebelling against the present, ironically, by embracing the past. The Imperial Geographical Society is not allowed to visit Artaeum to survey and document it, but there is little doubt that the Psijic Order is increasingly popular among the young, and is willing to exploit this. Over the past thousand years, only seventeen new initiates were brought into the order. In the past two years, however, another thirty have joined. Thirty new members of an Order may not be enough to be a surprising trend in most circles, but to the tradition-bound graycloaks of Artaeum, it raises many questions. What the Psijics' aim in this recent recruitment, however, is anyone's guess at this time (PGttE: The Blessed Isle: Alinor and The Summersets).

Wotan's Journals / Re: The Shezarrine - a Skyrim story
« on: January 05, 2018, 11:45:53 AM »
"What in the World was that racket? Is Everything all right?" Tolfdir wondered. "We're trapped in here!" I said. "How in the World did that happen?" "I pulled an amulet off the wall." "Really? Perhaps the amulet is important somehow. Is there some way you can use it?" Tolfdir said.

I pocketed my amulet of Talos and put the strange saarthal amulet around my neck. It had a weak enchantment to ease spellcasting.
"Some kind of resonance... you and the wall. It must be connected to the amulet! I wonder... what effect might your spells have?" Tolfdir said.

Master Tolfdir was right - there was something going on. But instead of using my spells, I had a different idea. I tried my Unrelenting Force shout at the wall...

It definitely had an effect...

"Well, this is highly unusual. And very interesting. Why in the World would this be sealed off? What is this Place? I'm not sure what to expect here. Plese be on your guard," Tolfdir said.
The old wizard took the lead as he stepped through the opening and into the winding tunnel beyond. Our Group followed behind...

Wotan's Journals / Re: The Shezarrine - a Skyrim story
« on: January 04, 2018, 05:21:19 PM »
Timeline Series - Vol 1 Before the Ages of Man by Aicantar of Shimerene
Before man came to rule Tamriel, and before the chronicles of the historians recorded the affairs of the rulers of Tamriel, the events of our world are known only through myths and legends, and through the divinely inspired teachings of the Nine Divines.
For convenience, historians divide the distant ages of prehistory into two broad periods of time -- the Dawn Era, and the Merethic Era.
* The Dawn Era *
The Dawn Era is that period before the beginning of mortal time, when the feats of the gods take place. The Dawn Era ends with the exodus of the gods and magic from the World at the founding of the Adamantine Tower.
The term 'Merethic' comes from the Nordic, literally, "Era of the Elves." The Merethic Era is the prehistoric time after the exodus of the gods and magic from the World at the founding of the Adamantine Tower and before the arrival of Ysgramor the Nord in Tamriel.
The following are the most notable events of the Dawn Era, presented roughly in sequence as it must be understaoo by creatures of time such as ourselves.
The Cosmos formed from the Aurbis [chaos, or totality] by Anu and Padomay. Akatosh (Auriel) formed and Time began. The Gods (et'Ada) formed. Lorkhan convinced -- or tricked -- the Gods into creating the mortal plane, Nirn. The mortal plane was at this point highly magical and dangerous. As the Gods walked, the physical make-up of the mortal plane and even the timeless continuity of existence itself became unstable.
When Magic (Magnus), architect of the plans for the mortal world, decided to terminate the project, the Gods convened at the Adamantine Tower [Direnni Tower, the oldest known structure in Tamriel] and decided what to do. Most left when Magic did. Others sacrificed themselves into other forms so that they might Stay (the Ehlnofey). Lorkhan was condemned by the Gods to exile in the mortal realms, and his heart was torn out and cast from the Tower. Where it landed, a Volcano formed. With Magic (in the Mythic Sense) gone, the Cosmos stabilized. Elven history, finally linear, began (ME2500).
* The Merethic Era *
The Merethic Era was figured by early Nord scholars as a series of years numbered in reverse order backward from the their 'beginning of time' -- the founding of the Camoran Dynasty, recorded as Year Zero of the First Era. The prehistoric events of the Merethic Era are listed here with their traditional Nordic Merethic dates. The earliest Merethic date cited by King Harald's scholars was ME2500 -- the Nordic reckoning of the first year of time. As such, the Merethic Era extends from ME2500 in the distant past to ME1 -- the year before the founding of the Camoran Dysnasty and the establishment of the White Gold Tower as an indepenent city-state.
According to King Harald's bards, ME2500 was the date of construction of the Adamantine Tower on Balfiera Island in High Rock, the oldest known structure of Tamriel. (This corresponds roughly to the earliest historical dates given in various unpublished Elvish chronicles.)
During the early Merethic Era, the aboriginal beastpeoples of Tamriel -- the ancestors of the Khajiit, Argonian, Orcish, and other beastfolk -- lived in preliterate communities throughout Tamriel.
In the Middle Merethic Era, the Aldmeri (mortals of Elven origin) refugees left their doomed and now-lost continent of Aldmeris (also known as 'Old Ehlnofey') and settled in southwestern Tamriel. The first colonies were distributed at wide intervals on islands along the entire coast of Tamriel. Later inland settlements were founded primarily in fertile lowlands in southwest and central Tamriel. Wherever the beastfolk encountered the Elves, the sophisticated, literate, technologically advanced Aldmeri cultures displaced the primitive beastfolk into the jungles, marshes, mountains, and wastelands. The Adamantine Tower was rediscovered and captured by the Direnni, a prominent and powerful Aldmeri clan. The Crystal Tower was built on Summerset Isle and, later, White Gold Tower in Cyrodiil.
During the Middle Merethic Era, Aldmeri explorers mapped the coasts of Vvardenfel, building the First Era High Elven wizard towers at Ald Redaynia, Bal Fell, Tel Aruhn, and Tel Mora in Morrowind. It was also during this period that Ayleid [Wild Elven] settlements flourished in the jungles surrounding White Gold Tower (present day Cyrodiil). Wild Elves, also known as the Heartland High Elves, preserved the Dawn Era magics and language of the Ehlnofey. Ostensibly a tribute-land to the High King of Alinor, the Heartland's long lines of communication from the Summerset Isles' sovereignty effectively isolated Cyrodill from the High Kings at Crystal Tower.
The Late Middle Merethic Era is the period of the High Velothi Culture. The Chimer, ancestors of the modern Dunmer, or Dark Elves, were dynamic, ambitious, long-lived Elven clans devoted to fundamentalist ancestor worship. The Chimer clans followed the Prophet Veloth out of the ancestral Elven homelands in the southwest to settle in the lands now known as Morrowind. Despising the secular culture and profane practices of the Dwemer, the Chimer also coveted the lands and resources of the Dwemer, and for centuries provoked them with minor raids and territorial disputes. The Dwemer (Dwarves), free-thinking, reclusive Elven clans devoted to the secrets of science, engineering, and alchemy, established underground cities and communities in the mountain range (later the Velothi Mountains) separating modern Skyrim and Morrowind.
The Late Merethic Era marks the precipitous decline of Velothi culture. Some Velothi settled in villages near declining and abandoned ancient Velothi towers. During this period, Velothi high culture disappeared on Vvardenfell Island. The earliest Dwemer Freehold colonies date from this period. Degenerate Velothi devolved into tribal cultures which, in time, evolved into the modern Great Houses of Morrowind, or persisted as the barbarian Ashlander tribes. The only surviving traces of this tribal culture are scattered Velothi towers and Ashlander nomads on Vvardenfell Island. The original First Era High Elven wizard towers along the coasts of Tamriel were also abandoned about this time.
It was in the Late Merethic Era that the pre-literate humans, the so-called "Nedic Peoples", from the continent of Atmora (also 'Altmora' or 'the Elder Wood' in Aldmeris) migrated and settleed in northern Tamriel. The Nord culture hero Ysgramor, leader of a great colonizing fleet to Tamriel, is credited with developing a runic transcription of Nord speech based on Elvish principles, and so Ysgramor is considered the first human historian. Ysgramor's fleet landed at Hsaarik Head at the extreme northern tip of Skyrim's Broken Cape. The Nords built there the legendary city of Saarthal. The Elves drove the Men away during the Night of Tears, but Ysgramor soon returned with his Five Hundred Companions.
Also during the Late Merethic Era the legendary immortal hero, warrior, sorceror, and king variously known as Pelinal Whitestrake, Harrald Hairy Breeks, Ysmir, Hans the Fox, etc., wandered Tamriel, gathering armies, conquering lands, ruling, then abandoning his kingdoms to wander again.

"Well, are there any questions Before we begin?" Tolfdir said. "What's so important about this Place?" I asked. "We're particularly interested in the prevalence of magical seals placed on the tombs here. It's rather unlike anything we've encountered." "I don't have any more questions. What would you like me to do?" "Ah, yes. Hmm. Well, why don't you see if you can assist Arniel Gane? He's one of our scholars, here working on cataloging our finds. I expect he'd appreciate some help in locating additional artifacts here in the ruins. Any enchanted items will do, the usefulness of the enchantment is irrelevant. If you find anything, the class can look it over. Now, let's see. What shall we have the rest of you do? Brelyna, my dear, why don't you search for warding Magics. Anything designed to keep people out. Don't interact with them, just identify them. Onmund, please search that area over there. See if you notice any... residual energies. Alive or undead. J'zargo... what shall we have you do... Ah! Why don't you verufy that we're the first ones here? Look for any amount of tampering with the tombs. All right, everyone. Let's be careful, but have fun!" Tolfdir said. "J'zargo finds nothing but dust in these ruins," the Khajiit muttered.

The scholar I was supposed to assist was working alone in another section. He wasn't too pleased to be interrupted by our arrival...

"Well, certainly none of this will benefit my research..." Arniel Gane said. "Tolfdir sent me to help you," I said. "Ah, yes. You. I remember you. You're going to help? That's fine. Just... just don't make a mess of my work. I've only looked through a portion of this section. You, uh, you can look around in the chambers just North of here. Try and be careful, all right? We don't want to damage anything."

The Girls started searching the chambers, and quickly they found a couple of enchanted rings.
"This Place is scary... Are you sure we will manage?" Vilja said.
I don't know what could make her nervous, maybe it was a maternal thing. She need not worry. Mimi and Haspina are bright Children who can look after themselves. Mirai and Tolfdir picked up the rear just as I spotted something interesting - an amulet hanging on the wall...

I pulled the amulet from the wall, and there was a crash behind us. The sound of heavy metal striking the ground - the sound of a portcullis closing...

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