
As the final days of September slip away, we’re reflecting on a month packed with events, laughter, and plenty of creative chaos. From spontaneous adventures to meticulously planned contests, the Infernal Punks community brought the heat—and the humor—all month long.
One of our standout moments? The Housing Contest, which just wrapped up with a flurry of votes and some truly imaginative entries. After tallying the results, we’re thrilled to announce that SpaceAce has claimed victory with the majority of votes! 🏆 Huge congratulations on a stellar submission that captured hearts and sparked imaginations.
This month’s challenge invited participants to design a shop-like location—but not just any storefront. Entries had to include:
- A diverse array of items to browse or barter
- A pathing pet or houseguest to bring the space to life
- A compelling story backdrop to set the scene and immerse visitors
From cozy potion boutiques to chaotic goblin-run gear depots, the creativity on display was next-level. SpaceAce’s winning design stood out for its clever layout, immersive storytelling, and a houseguest that added just the right touch of charm (or mischief).
As we roll into October, expect even more opportunities to flex your creative muscles, earn bragging rights, and maybe snag a prize or two. Keep your eyes peeled for upcoming announcements—and if you’ve got ideas for future themes, we’re all ears.
Until then, congrats again to SpaceAce and thank you to everyone who participated, voted, and cheered each other on. You make this community what it is: wild, weird, and wonderfully welcoming.
sIRwUMPY’S hOUSE & sTORY
Mr. Banekin’s Fab-O-Rama store
Unable to make a living stealing or robbing others Mr. Banekin did what he knew best – fabrics. Through his hard work and dedication, he has a successful fabric shop ran only by himself where he takes your custom requests and busily gets to work creating your new favorite piece of clothing under the careful surveillance of his security camera.

jESS’S hOUSE & sTORY
In the crowded markets of Daggerfall, tucked between blacksmiths and spice stalls, lies a curious alchemy shop called The Verdant Crucible. It is run by Nuzhimeh, a merchant well-known across Tamriel for her sharp wit and sharper bargains, though few know how she came to own such a place. Years ago, while traveling with a Redguard caravan across the Alik’r, Nuzhimeh discovered a strange clay pot in a half-buried ruin. From it grew a plant that floated gently in the air, glowing faintly green. When bandits struck the caravan, the plant burst into radiant light, healing wounds and scattering foes. Nuzhimeh kept it, naming it Sahira, “the wanderer.” Now Sahira drifts serenely above its pot in her Daggerfall shop, its presence soothing aches and lightening hearts. Some claim it whispers in dreams, guiding them toward fate. Nobles, soldiers, and even mages crowd her door, seeking potions brewed beneath its glow. Yet Nuzhimeh never reveals the whole truth. She simply smiles, makes her deals, and lets the plant’s quiet power draw fortune to her stall.



sEAN’S hOUSE & sTORY
in groves where spriggans whispered low, Where moonlight danced and roots would glow, An alchemist named Varen stood, With trembling hands, he knocked on wood. Three taps upon a twisted tree, A ritual known in alchemy— To wake the spirits deep inside, And stir the luck he hoped to bide. He sought to brew a potent charm, To shield his guild from death and harm. A draught of fate, a luck-bound brew, But Knockroot bark was rare and true. The bark, it came from haunted groves, Where none returned who dared to rove. Yet Varen braved the cursed domain, With spriggan songs that warped the brain. He knocked once—silence. Knocked again— The wind grew sharp, the trees grew men. The third knock rang like temple bells, And from the bark, the magic swelled. He brewed the mix with steady hand, A potion born of spirit-land. And when his guild drank deep that night, They found their blades struck true in fight. From that day forth, the tale was told: To knock on wood, lest luck grow cold. A gesture passed from mage to knight, To bind your fate and shield your might. So when you craft or tempt the skies, Knock thrice on wood, and close your eyes. For luck, like spriggans, loves a game— And Knockroot knows your whispered name.




sPACEaCE’S wINNING hOUSE & sTORY
When the dwarves were done mining they would wheel their carts to the merchants to trade gold for goods at the various crafting stations:



Until we meet again!