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
VisibilityPublic
Garlas Malatar: Slave Barracks
Garlas Malatar: Slave Barracks
Point of Interest
Details
Coordinates(-5891, -1420)
Description

Below the main promenade, a narrow stair of pale stone descends to a broad, rectangular chamber whose walls bear only faint starburst etchings—here beauty was not a priority. Faint azure light seeps from fist‑sized Welkynd sconces, revealing fifty simple reed‑woven pallets arranged in regimented rows upon the cold floor. A sour mix of damp straw and overworked bodies lingers in the still air. Iron rings are set into the walls at regular intervals; many hold slack chains, others lie ominously empty. At the far end stands a gated alcove containing two water jars and a cauldron for thin porridge, tended by an elderly Nedic cook named Varan of the Mists, who quietly shares news among captives. A stern Ayleid overseer, Falionil, paces the aisle with a light‑imbued rod that stings on contact. Four shackled Beastfolk—two Cat‑Men from the south and two lizardlike Saxhleel—sit apart, whispering in their own tongues and eyeing escape routes. Crates of barley and dried fish line the rear wall.

Appearance

A dimly lit chamber with cold stone walls, faintly glowing sconces, and rows of simple pallets. The air is thick with the smell of damp straw and sweat, and the atmosphere is tense with despair and whispered hopes of escape.

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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