The Elder Scrolls: Tamriel world illustration - Fantasy theme
Fantasy

The Elder Scrolls: Tamriel

J
Jefferson

Tamriel: 9 Provinces, 5 Oceans, 19 Planes, 150 Villages, 64 Cities and a very long roadmap!


Author's Note: Slowed down but still alive and makin progress The World Contains: 64 cities, 150 villages, 7 provinces, 5 oceans, all canon regions within each province, 127 TES canon spells (and most 5e), 15 Races, and the map which I made/edited with Inkarnate. POI's in progress, 530 Points rn / Thousands to go lol NPC's in progess, 450 NPC's rn Tavern Starts: The Oak and Sentinel - Cyrodiil The Sapphire Dancer - Hammerfell The Silver Hart - High Rock The Luminous Bough - Summerset The Verdant Hollow - Valenwood The Dustwalker’s Den - Elsweyr The Muckwallow Lantern - Black Marsh The Silted Hound - Morrowind The Sleeping Giant Inn - Skyrim As the beastfolk say, "May your road lead you to warm sands" CRASH WARNING on Locations tab v v v v v v v
Played1114 times
Cloned166 times
Created
214 days ago
Last Updated
32 days ago
VisibilityPublic
City Guard
CR 2Medium Humanoid
City Guard
HP Range40 - 50 (Avg: 45)
AC15
XP450

Description

City Guards are the disciplined enforcers of law and order in Tamriel's settlements, trained to subdue rather than kill. They patrol the streets in pairs, ready to protect the innocent and apprehend wrongdoers, while also being aware of the city's layout and potential corruption within their ranks.

Details
SizeMedium
TypeHumanoid
CR2
XP450
LanguagesCommon, City Dialect
Defenses
Armor Class15
HP Range40 - 50 (Avg: 45)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Longsword Attack

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Shield Bash

The guard can use their shield to attempt to shove a creature, forcing them to make a Strength saving throw (DC 13) or be knocked prone.

Spear

Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Spear Attack

The guard makes a melee attack with their spear, dealing 1d8+3 piercing damage.

Subdue

The guard attempts to grapple a target. If successful, the target is restrained until the grapple ends.

Whistle for Reinforcements

The guard blows a whistle, summoning 1d4 additional guards within 1 minute.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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