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: Cliffside Smuggler Caves
Garlas Malatar: Cliffside Smuggler Caves
Point of Interest
Details
Coordinates(-5885, -1420)
Description

Hidden by spray and kelp-draped boulders a quarter-mile south of the dockyards, Smuggler Caves are a network of twisting limestone tunnels lit by scavenged Welkynd shards. Brackish pools lap at barnacled steps, where crates of moon-sugar, Khajiiti silks, and chipped varla-glass tiles lie stacked on driftwood pallets. A rope-and-pulley lift ascends to the warehouse floor above, suggesting nightly use. The deeper vault serves as a rendezvous point, with twin braziers burning hackalo incense and Baandari charms jingling from repurposed mast-timbers. Smuggler-Chief Rhasa’do negotiates with Baandari Seer Yashira over a wrapped Elder-scroll-fragment, while cutthroats lounge nearby, and a chained Nedic porter awaits rescue.

Appearance

The caves are dark and damp, with the faint glow of Welkynd shards illuminating the twisting passages. The air is thick with the scent of incense and brine, and the sound of water lapping against the stone echoes throughout the tunnels.

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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