Fantasy
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.
Played | 8 times |
Cloned | 0 times |
Created | 57 days ago |
Last Updated | 37 days ago |
Visibility | Public |

HP Range75 - 95 (Avg: 85)
AC15
XP2300
Description
Doom-Truth Seers are blinded Ayleid priests who have been driven to madness by their exposure to the overwhelming truths of Meridia. They serve as oracles, speaking prophecies in tongues of light, but their unstable minds make them dangerous when threatened.
Details
Size | Medium |
Type | Humanoid |
CR | 6 |
XP | 2300 |
Languages | Celestial, Common, Ayleid |
Defenses
Armor Class | 15 |
HP Range | 75 - 95 (Avg: 85) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Aura of Truth
All creatures within 10 feet of the Doom-Truth Seer must succeed on a DC 16 Wisdom saving throw or be frightened until the end of their next turn.
Prophetic Tongue
The Doom-Truth Seer speaks a prophecy that can either grant an ally advantage on their next attack roll or impose disadvantage on an enemy's next saving throw.
Purging Staff
The Seer strikes with their glowing staff, dealing 2d8 radiant damage and forcing the target to make a DC 16 Constitution saving throw or be blinded until the end of their next turn.