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.
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Cube of Force
RareGear (Wondrous Items)
Cube of Force
Weight0.25 lb.

Description

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Cube of Force Faces | Face | Charges | Effect | |---|---|---| | 1 | 1 | Gases, wind, and fog can't pass through the barrier. | 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | 3 | 3 | Living matter can't pass through the barrier. | 4 | 4 | Spell effects can't pass through the barrier. | 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | 6 | 0 | The barrier deactivates. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. | Spell or Item | Charges Lost | |---|---| | Disintegrate | 1d12 | | Horn of blasting | 1d10 | | Passwall | 1d6 | | Prismatic spray | 1d20 | | Wall of fire | 1d4 |

Details
TypeGear
CategoryWondrous Items
RarityRare
Weight0.25 lb.
Cost0.00 Gold Pieces
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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