The Elder Scrolls: The New World

The Elder Scrolls: The New World

Tamriel is not at peace. You will be the steward of the new world.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
2 NEEDED TO START
$30.00

/ Session

Details

Weekly / Monday - 2:00 PM UTC

Session Duration / 2.5–3 hours

1 / 6 Seats Filled

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This game will begin once 3 players have joined

Meet your party members

1/6

About the adventure

System: D&D 5E (Elder Scrolls setting — Tamriel + dark mythic horror) Genre: Dark Fantasy • Monster Hunting • Political Mythic Drama Tone: Harsh • Tragic • Defiant Campaign Description: The empires stand, but they are cracked. Provinces fight in shadow wars. Daedric Princes whisper through cults and dreams. Ancient tombs open again. Old bloodlines wake up. The people speak of omens: moons that burn red, dragons seen in storms, the dead walking in border villages, and forgotten gods answering prayers. This is not the age of heroes. This is the age of survivors. You are not chosen by prophecy. You are pulled in by events. A failed ritual. A broken seal. A missing relic. A city that should not have fallen but did. Vampire clans move in secret. Necromancers raise lost armies. Daedric artifacts change hands. Dragon cults rebuild. The Divines are distant. The Princes are not. Power always asks for a price. Magic leaves marks. Every alliance is temporary. You act where armies cannot. You go where temples refuse. You deal with things that should stay buried. Victory is possible. Clean victory is not. What to Expect: Locations across Tamriel: ruined Dwemer cities, Nordic barrows, Daedric shrines, Imperial strongholds, ash wastes, frozen coasts, deep forests, and hidden planes of Oblivion Enemies: vampires, dragon cultists, necromancers, Daedra, corrupted mages, cursed spirits, rogue constructs, and political factions with dark backing Combat that rewards planning: terrain, preparation, gear, resistances, and knowledge of the enemy matter Artifacts and powers: Daedric relics, Dwemer devices, ancient scrolls, soul gems, forbidden spells, and unstable enchantments Themes: corruption through power, faith vs doubt, empire vs freedom, mortality vs immortality, truth hidden by history Play structure: investigation, dungeon delves, faction politics, travel, monster hunts, and moral choices Long arcs: recurring villains, faction wars, Daedric plots, dragon or vampire bloodlines, and province-level consequences Player choice matters: which faction rises, which city falls, which Prince gains influence, and what kind of heroes you become If you want, I can also build: starting hook, factions, main villain path, and a 3-act campaign structure set in one province or across all Tamriel.

Meet the Game Master

5.0

(44)

2 years on StartPlaying

193 games hosted

Highly rated for: Creativity, Storytelling, Teacher

Average response time: Under 1 hour

Response rate: 90%

About me

Hi, I’m Manu, a passionate Game Master with years of experience running immersive and engaging tabletop RPGs. I specialize in crafting rich, story-driven campaigns where player choices truly matter. My goal is simple: create epic stories, foster memorable character moments, and make sure everyone has a great time at the table. Expect a mix of thrilling combat, deep roleplay, and unexpected twists that will keep you on your toes. If you're looking for a game where your decisions shape the world, where mysteries unfold with every session, and where fun is the top priority, then you're in the right place.

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Character creation

Creating your character

🧙 Character Creation Together We create your character together, without rigid constraints. Bring any concept you like. Strange, powerful, subtle, or unconventional ideas are welcome. The goal is expression first, structure second. 🎚️ Starting Level, Gear, and Resources Starting level, gold, and magic items are decided in session zero. These choices adapt to the tone and direction of the campaign. Nothing is fixed in advance, and everything is open to discussion. 📚 Official Content All official material is allowed. No restricted books, no hidden bans. If it exists officially, you can use it. 🧪 Homebrew and Custom Options Homebrew is allowed. New classes, subclasses, items, mechanics, and narrative systems can be introduced. Review is about fit and clarity, not limitation. Adjustments, if ever needed, are done collaboratively. 🧭 Creative Freedom You are free to shape your character’s power, identity, goals, and flaws. Characters can evolve, break expectations, and change direction over time. The campaign adapts to player choices, not the other way around. 🗣️ Questions and Contact Ask anything, anytime. Add me on Discord: opossum7448

What to expect

Preparing for the session

We will discuss everything beforehand on session zero.

What Manu brings to the table

🎭 Character Voices NPCs are played with clear, distinct voices and mannerisms. Age, origin, status, and personality all shape how they speak and act. A merchant, a noble, a soldier, or a scholar will feel different at the table. The goal is clarity and immersion, not caricature. 🎶 Ambient Music and Soundscapes Ambient music and background sounds are used to support the scene. Cities feel busy, taverns feel alive, and ruins feel quiet and tense. Music changes with mood and location. It never takes focus away from play. It supports it. 🗺️ Maps, Tokens, and Visual Aids Maps, handouts, tokens, and images are used when they add value. This includes city districts, battle spaces, important locations, and key objects. Visual aids help players understand space, scale, and context, especially during exploration and tactical moments. 📖 Narrative and Character-Driven Play The campaign focuses on story, character choices, and consequences. Player actions matter. Decisions can change relationships, factions, and the world itself. NPCs remember what you do. The story reacts and evolves instead of following a fixed path. ⚙️ Flexible Rules and Homebrew Rules are used as a framework, not a limitation. When strict rules get in the way of pacing or drama, flexibility is applied. Homebrew is welcome if it serves the story and stays balanced. Any changes are discussed openly and clearly. 🎯 Player-Focused Experience The game adapts to the group. Tone, themes, and focus shift based on what the players engage with most—combat, intrigue, exploration, or personal arcs. The goal is a consistent, immersive experience built around player agency and shared storytelling.

Homebrew rules

We will discuss homebrews together. I'm mostly lenient and tend to allow everything reasonable in my capaigns.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Manu creates a safe table

🧭 Session Zero We’ll discuss expectations, character concepts, and boundaries before play begins. 🚧 Lines & Veils Sensitive topics will be handled carefully, with player input ensuring that no one feels uncomfortable. ❌ X-Card If something arises during play that makes you uncomfortable, you can use this tool to pause and adjust the scene. 💬 Check-Ins Regular feedback ensures the campaign stays enjoyable for everyone. 🔄 Debriefing At the end of each session, we take a few minutes to share thoughts and feedback. This helps align expectations, address concerns early, and create a better, safer play environment for everyon

Content warnings

Safety tools used

Frequently asked questions