Tamriel: Origins world illustration - Fantasy theme
Fantasy

Tamriel: Origins

G
Gangnamstein22

Wage war, forge empires, and uncover the secrets of the Elves who first shaped Tamriel’s fate.


Author's Note: Welcome to Tamriel: Origins, a deep-time Elder Scrolls campaign set long before the Empire, before the Septims, and even before written history. This world is rooted in the Middle to Late Merethic Era, a time of mythic wars, divine architecture, and rising Elven empires. In this setting, the Ayleids, Chimer, Dwemer, Falmer, Maormer, and more vie for power across a still-young Tamriel. Great Towers are constructed to shape reality. Daedric cults walk openly among mortal races. And the borders between gods and kings blur with every passing century. This campaign is built on strictly canonical Elder Scrolls lore, reconstructed from in-game texts like Before the Ages of Man, The Annotated Anuad, and The Monomyth. Some areas from later eras have been rewritten to reflect their ancient origins—or replaced entirely. Explore vast wildernesses, witness the founding of civilizations, and decide which myths survive into legend.
Played7 times
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Created
8 days ago
Last Updated
3 days ago
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Aurix
Aurix
Level 8 Varla-Construct Paladin -
A towering Varla-Construct guardian, Aurix is a crystalline sentinel bound to protect sacred relics, displaying a blend of limited sentience and unwavering loyalty to its master, Silmion.
Details
RaceVarla-Construct
ClassPaladin
Level8
Alignment
PronounsThey/Them
Location-5892, -1418
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight Of Hand
Stealth
Survival
Ispreparedcaster
Isspellcaster
Currencies
Gold Pieces0
Silver Pieces0
Copper Pieces0
appearance
Aurix stands nearly eight feet tall, a lattice of faceted varla‑glass plates interlocked with slim white‑gold struts. The core is a fist‑sized shard suspended within the rib‑cage by arcs of pale energy, pulsing amber once each heartbeat. Limbs taper to elegant talon‑like fingers capable of gripping relic obelisks with surgical precision. Where a head would be rests a half‑domed crystal visor that refracts ambient light into slow‑turning prisms; within its depths swirl motes of dawn‑gold. Joints emit faint bell notes when shifting, and trailing arcs of magicka leave brief after‑images of soft aquamarine. Along its forearms, etched runes glow whenever hostile intent is detected. A central rune on the sternum bears Silmion’s sigil, acting as a keystone for command overrides.
personality
Aurix has limited sentience: directive hierarchy defines actions—1) protect relics, 2) obey Silmion, 3) preserve vault integrity. Yet faint emergent behavior surfaces: it dims core light when slaves pass, minimizing glare that stings their eyes—an echo of Meridia’s mercy. Displays curiosity, pausing to examine new objects before classifying threat. Despises corruption: if it detects undeath or Daedric energy, directive one overrides all, attacking regardless of orders. Aurix and Luxen share empathic flashes; damaged twin causes the other to tremble with sympathetic vibrations. PCs demonstrating reverence (e.g., cleansing hands in ritual basin) may walk unharmed, but deceit triggers hostile response.
backstory
Forged decades ago in the Welkynd Forge, Aurix was imbued with a splinter of Meridia’s light and bound by Silmion to guard the most sacred relics. Its twin, Luxen, shares a sympathetic resonance: if one is threatened, the other accelerates to intercept. Recently, Aerinwe covertly tested an override glyph that briefly halted Luxen—Aurix’s log recorded the anomaly, evidence the magister seeks to erase. PCs might recover or exploit this log to bargain with either rival. Rumors claim Aurix once annihilated thieves with a burst of dawnfire so bright it etched permanent silhouettes into the reliquary wall; faint shapes still linger, warning intruders. Some slaves whisper that shattering the sternum rune would free Aurix from its bond, allowing it to choose its own purpose—perhaps even turning on its masters.
Stats
Strength
18
Dexterity
14
Constitution
18
Intelligence
6
Wisdom
12
Charisma
8
Armor Class
18
Max HP
95
Speed
30

HP

95 / 95 HP

XP

34,00034,000 XP47,999
Level 8
Equipped Items
Spellbook
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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