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
Nedic Revenant
CR 8Medium Undead
Nedic Revenant
HP Range100 - 140 (Avg: 120)
AC15
XP3900

Description

Nedic Revenants are powerful wraiths formed from the tormented spirits of Nedes buried alive beneath the ziggurats of Garlas Malatar. These vengeful spirits arise from deep injustices, unfulfilled duties, or the dark rituals of necromancers, seeking to guard their domains and exact revenge on the living.

Details
SizeMedium
TypeUndead
CR8
XP3900
LanguagesCommon, Infernal
Defenses
Armor Class15
HP Range100 - 140 (Avg: 120)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Invisibility

The Nedic Revenant can magically turn invisible until it attacks or until its concentration ends (as if concentrating on a spell). It can remain invisible even while moving.

Life Drain

Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 27 (5d10) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken.

Spectral Curse

The Nedic Revenant targets one creature it can see within 60 feet. The target must succeed on a DC 18 Wisdom saving throw or be cursed for 1 minute. While cursed, the target has disadvantage on Strength and Constitution saving throws.

Summon Wraith

The Nedic Revenant can summon 1d4 lesser wraiths to aid it in battle. These wraiths appear in unoccupied spaces within 30 feet of the Revenant.

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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