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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Created
8 days ago
Last Updated
3 days ago
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Garlas Malatar: Welkynd Vault
Garlas Malatar: Welkynd Vault
Point of Interest
Details
Coordinates(-5895, -1419)
Description

Beyond a bronze-shod gate lies a circular chamber sunk one level below the main halls. Seven shallow alcoves ring the room; within each, a waist-high plinth supports a watermelon-sized Welkynd Stone whose pale light paints the white-gold walls in shimmering aquamarine. The floor is a sun-burst mosaic of slate and mother-of-pearl that channels spilled magicka into narrow runnels, preventing overload. A lattice of fine silver mesh—hardly visible—arches overhead to damp stray energies, crackling faintly whenever a stone flares. Two Ayleid custodians in simple ivory tunics make slow circuits, adjusting the stones’ facets with glass-tipped rods. Custodian Arcalmo records brightness levels on a bone ledger, while his junior, Silirel, replaces cracked facets from a nearby tool chest. An armed sentinel, Varonus the Quiet, stands near the entrance with a spear and shield, eyes alert for thieves. Crouched in a shadowed corner on cleaning duty, a Nedic bondsman.

Appearance

A circular chamber with shimmering aquamarine walls, a mosaic floor, and alcoves holding glowing Welkynd Stones. The atmosphere is charged with magic, and the air crackles faintly.

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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