Grace Hall
Xul - Haj
Statistics
Somber, Unyielding, Stoic
Beneath the dense swamps of Eastern Solstice lies Xul-Haj, an ancient Argonian tomb-city swallowed by time and ruin. Once a place of reverent burial, its stone halls now echo with the low hum of corrupted magic. Cracked sarcophagi spill ancestral remains across moss-covered floors, and the air carries the weight of restless souls denied their final peace.
Whispers speak of cults drawn to the tomb’s lingering power, twisting sacred rites into acts of dark resurrection. The deeper one ventures, the more the boundary between life and death fades, as shadows coil around the faint glow of forgotten wards.
Few who enter Xul-Haj return unchanged. Those who do speak of a place where the dead remember, and the living are not welcome.
Role: Encounter Designer
Team Size: 10
Responsibilities: Basepop, Ritual Encounters
Skills: Scripting logic, level design, feedback testing, combat balancing
Objective: Enter The East Wing.
Explore the tombs of Xul-Haj that are now playing home to cultist experiments.
Designer's Note.
Balancing a sense of overgrown nature, while still keeping a feeling of order was difficult. I found a challenge of having too many animals over humanoids in the temple. I was trying to figure out how it would look and realized it was better to focus on one group at a time. After creating all the encounters of the humanoids, the animal placements came much easier. I took this strategy of breaking up monsters by group into the next projects I worked on.









