The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Here There Be Monsters: Call of Cthulhu
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Feb 24, 2013 @ 8:52am
Oct 13 @ 6:34pm
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Here There Be Monsters: Call of Cthulhu

In 1 collection by Araanim
Here There Be Monsters Ultimate Experience
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"Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you..."
--Friedrich Nietzsche

They call you the Monster Hunter. You have fought the terrors of the deep. You have faced monsters greater than any dragon. And you have have killed them all. You have slaughtered the Sea herself.

But the final words of Tiamat still echo in your mind. "That is not dead which can eternal lie..."

Strange things have begun to happen across Tamriel. Barbaric cults have began their ancient rites in the dark places of Skyrim. Monsters have grown huge and terrible in the ashes of Red Mountain. And there are whispers across Solstheim of an ancient city name R'lyeh...

Something has awoken in its ancient House. Something the Sea has held for aeons. Something more terrible than any monster on this Nirn. For He is not of this world.

Cthulhu has awoken.

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn...

*Also available on Nexus*

This quest will plunge you into the depths of Lovecraftian horror only hinted at in Dragonborn. This is a sequel to my first mod, "Here There Be Monsters", and will require both mods. After you finish that quest, (and walk into one of the coastal taverns to trigger the quest,) you will receive a letter that will set in motion a new chain of events that will pit you against the Great Old Ones. This quest will assume you have completed both the main quest and Dragonborn, since it is a bit of a sequel to the Miraak story as well. (However, this is not technically required; I realize some people may have multiple characters that have not finished the main quest. Just realize that the dialogue/story assumes you have beaten Alduin and Miraak.) Consider this a sort of endgame quest; I cannot guarantee that all NPCs will survive, especially if you choose to join Cthulhu. The quest is not voiced yet, so be sure to turn your subtitles on. Other than that, enjoy! I've learned a lot trying to scrape this together, and it's definitely not polished, but I will continue to polish it. I hope it's worth the wait.

Still to come:
"Dark Side" quest that has you joining the cult - This should be pretty quick.
Side quests in Pyandonea - I created a small continent and a new race; it seems a shame not to do anything with them.
Armor - I'm pretty happy with the custom cultist/maormer/deep one armor & weapons, but I might add a bit more.
Monsters - There's always more to tweak with the monsters; to level them, edit textures, make them fight better, etc.
Player homes - I'd like to give the player a home in Pyandonea or R'lyeh.
R'lyeh - I'm still not satisfied with R'lyeh. I'd like the sunken version to feel more creepy and underwater, and the risen version to feel more swampy and ruined and slimy and gross.
Horror - The whole thing needs a big shot of horror. It takes a lot of subtle manipulation to create a sense of horror, and that kind of detail is difficult in a mod.


Here There Be Monsters available here:

Thanks to GendunDrup, Vicn, Dogtown1, and Lifestorock for some truly awesome monster models!
(Let me know if I forgot to mention you! I may have lost track of some of my sources...)

A million thanks to Tom Isaksen of for modeling the Great Old One himself. Check out his incredible 3d work here:!prettyPhoto

Note the awesome cover image art? The Cthulhu tribal design was created by Verreaux at DeviantArt. Check his stuff out at:

I'd also like to give a shout-out to the H.P. Lovecraft Historical Society, my constant consultants in the ways of madness:
Popular Discussions View All (1)
Aug 19 @ 6:35pm
I need some serious help.
< >
Araanim  [author] 16 hours ago 
So the Dark Side quest is done, I'm making sure the BSA's are complete and I'm gonna upload tonight. Hopefully I can get my other laptop working so I can try to test on a clean save. Stay tuned.
Araanim  [author] Oct 5 @ 7:01am 
......huh? Really? This shouldn't even touch the soul cairn. Ah geez, I'll take a look at it.
Console_Peasant Oct 3 @ 10:55am 
Hi Araanim, I've found that this mod sort of broke the Coul Cairn. The ground was gone and the game would CTD if Durnehviir shouted. I deactivated this mod and it all went back to normal. I'm hoping to try this mod soon, so I hope it doesn't break anything other Dawnguard or Dragonborn when I re-activate it.
CorusDracos Sep 28 @ 4:35pm 
I've just had this problem too - specifically it happens when I click the "Ceremonies?" dialogue option. Also getting the mysterious red box which might be because of the weapon since that's the only thing that is otherwise invisible. Other than that, loving what I've done so far and also the original.
Araanim  [author] Sep 23 @ 8:55am 
@3dhaze I've had other people have that problem. I have no idea why... I'm looking into it.
3dhaze Sep 22 @ 9:57pm 
When I talk to The Hunter in the cage in morthal the game crashes. Any way around this?
Araanim  [author] Sep 14 @ 6:39pm 
Workin on it. It's pretty much done, but I seem to have messed up some things in the original quest in the process.
Liam Charbonneau Sep 14 @ 11:40am 
Any idea as to the ETA for the Dark Side questline?
Araanim  [author] Sep 14 @ 7:03am 
The Windhelm docks. Where the Yellow King sailors are hanging out. It should trigger as soon as you walk out there. Did it update the quest stage after you talk to Ghoragdag? Talk to her again; it may not have advanced for some reason.
Xbalanque84 Sep 13 @ 11:20pm 
@Araanim Which docks?