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.
Played8 times
Cloned0 times
Created
57 days ago
Last Updated
37 days ago
VisibilityPublic
Will-o-the-Wisp
CR 5Tiny Elemental
Will-o-the-Wisp
HP Range40 - 50 (Avg: 45)
AC18
XP1600

Description

Will-o-the-Wisps are ethereal beings of light and energy, often luring travelers into treacherous swamps with their enchanting glow. They are known for their elusive nature and potent magical abilities, making them a formidable foe in the dark marshes of Tamriel.

Details
SizeTiny
TypeElemental
CR5
XP1600
LanguagesUnderstands Common but cannot speak
Defenses
Armor Class18
HP Range40 - 50 (Avg: 45)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Ethereal Strike

The Will-o-the-Wisp can make a melee spell attack against a creature within 5 feet, dealing 18 (4d8) force damage. This attack can only be made against creatures that are not immune to magical damage.

Invisibility

The Will-o-the-Wisp can become invisible as a bonus action. This invisibility lasts until it attacks or casts a spell.

Luminous Lure

The Will-o-the-Wisp emits a captivating glow in a 30-foot radius. Creatures within this area must succeed on a DC 15 Wisdom saving throw or be charmed until the end of their next turn.

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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