The Kingdom of Tel
One of the most powerful nations on Eliosara, Tel was founded by a coalition of refugees from Iseldrania lead by the legendary King Mercias Vallius. Founeded on idealistic monarchacal priniciples, the Kingdom of Tel seeks to become a beacome of hope and prosperity for the world as the servants of evil plauge the innocent. The kingdom has become quite wealthy in the past mellinium, due to the copious natural recsourses, the rise of Redawn City, and the strength and intergtity of the royal familiy. That is, until recently. Fifteen years ago a civil war sparked, and the kingdom was plunged into war. The new king, Amor Tristunjark, has sat on the throne for a little more than a decade. And while the time on internal war is over, the change in leadership has weakened the nation, and thus strife has become all too common for Telfolk.
History
When the Mythvethyr Empire invaded the surface world, marking the beginning of the Third Era, the four nations of northern Iseldrania were the first to fall. Breefill, Drucarr, Sylfae, and Garash-Zor, know now as the Fallen Four, were home to humans, dwarves, elves, and orcs, respectively. First the dwarves tunneled under the ocean to the Ironforge Mountains. Then the elves of the Sylfae magically travelled to the northern region of Awildian. Then, after the humans freed orcs that were enslaved by the Mythvethyr, Mercias Vallius led a harrowing exodus across the Marching Ocean to lands close to the refugee elves and dwarves.
It was here, in the untamed wildlands of the northern Awildian, that the four diaspora peoples carried on, determined to tame a land infested will monsters and brigands. Determined to create a new home. For over a decade the four groups began to rely on each other more and more; the racial harmony yielding great results of peace of prosperity. Helming this reformation of their sovereign hood was the newly crowned King Mercias Vallius. His skill as both servant and leader has inspired the harried diaspora peoples. A true philosopher king, he had reinvigorated the life that the Mythvethyr Empire had so nearly snuffed.
And so, on the 18th of Suncrest, in the 13th year of the Age of Mortals, Mercias Vallius, as well as Rubeus Greystone, Kirion Daharice, and Gurg Fro-Danak, drafted the Alliance Papers. A treaty that brought the fledgling and fractured groups of elves, humans, dwarves, and orcs under one banner, one crown.
For nearly a millennium, House Vallius ruled the Kingdom of Tel with fairness and integrity. Leading the nation to become one the most powerful on the planet.
However, their great legacy that began with Mercias Vallius slowly dwindled over the centuries, and it came to a catastrophic crash when Domitius Vallius succeeded the throne. Corrupted to his core, Domitus was as cruel as he was stupid. He angered allied states, drained kingdom coffers, and took advantage of his subjects to an unprecedented degree for the Kingdom of Tel. And when the people cried out, House Vallius doubled down.
In Year 1109 of the Third Era, their reckoning came. A rebellion began. A rebellion backed by many of the major houses of the kingdom, and soon the kingdom was plunged into civil war, know as the Rexcidium War. Ultimately House Vallius lost, and House Tristunjark succeeded the throne in 1119.
Demography and Population
2,500,000
50% Human
16% Orc
11% Dwarf
10% Elf
8% Halfling
5% Other
In this power structure all power is concentrated into a single royal family that can exert massive control over every aspect of the lives of the citizens. Hierarchy is the central tenant of autocracy with the sole leader at the top of the power structure and all others serving to meet their demands. However, under the precedent set by Mercias Vallius, the autocratic power of Tel attempts to approach its leadership from a more servanthood orientation.
Absolute Monarch
This monarch has supreme legal authority to create new laws, settle all disputes, and exercise total control over the lives of their citizens. Monarchs are usually a cultural institution or inherited position giving them emblematic status alongside their authoritative status. Monarchs hold a status much higher than the nobility and often draw their power from divines, legend, and tradition.
Cultural Institution
This society is ruled over by a historically respected and honorable family who over many years amassed lands and fortunes. The head of this family wields this great respect to set cultural and societal standards as well as military and economic decision. They are a beacon around which the masses rally and place pressure on other members of the nobility to follow their lead. Any family that fails to reach this lofly expectational will have to answer to thier subjects, much like House Vallius.
50% Human
16% Orc
11% Dwarf
10% Elf
8% Halfling
5% Other
Government
Cultural Institution (Autocratic Absolute Monarch)
AutocraticIn this power structure all power is concentrated into a single royal family that can exert massive control over every aspect of the lives of the citizens. Hierarchy is the central tenant of autocracy with the sole leader at the top of the power structure and all others serving to meet their demands. However, under the precedent set by Mercias Vallius, the autocratic power of Tel attempts to approach its leadership from a more servanthood orientation.
Absolute Monarch
This monarch has supreme legal authority to create new laws, settle all disputes, and exercise total control over the lives of their citizens. Monarchs are usually a cultural institution or inherited position giving them emblematic status alongside their authoritative status. Monarchs hold a status much higher than the nobility and often draw their power from divines, legend, and tradition.
Cultural Institution
This society is ruled over by a historically respected and honorable family who over many years amassed lands and fortunes. The head of this family wields this great respect to set cultural and societal standards as well as military and economic decision. They are a beacon around which the masses rally and place pressure on other members of the nobility to follow their lead. Any family that fails to reach this lofly expectational will have to answer to thier subjects, much like House Vallius.
Territories
The Duchy of Dulvale
The oldest duchy in Tel, it was founded by Mercias Vallius himself. It is home the kingdoms capital, Redawn City.The Duchy of Emstrad
The southernmost region, Emstrad is a beautiful golden plain. Wild herds of horses and cattle roam, and the friendly nation of Asatar borders to the south.The Duchy of The Morrow
West of Eastchurch, this mountains territory supplies the kingdom with much of its lumber, as well as boasting supple hunting grounds.The Ironforge Mountains
Beneath the titular mountain range lies the subterranean cities of the Dwarf Lords. Here comes much of the ore and stone used throughout the kingdom.Mistwood
The vast and mystical forest land of the Sildyr elves. Of the allied ancestries, the Sildyr and their homeland is the most isolated and mysterious.The Duchy of Eastchurch
A flat and rainy penisula and a modest island group, this region is the most sparesly populated in the kingdom.Harak-Dor
A rocky foot-hill region home the proud Orc tribes of Harak-Dor. Fiercely loyal to the crown, much of them prefer to spend their days as humble nomads.The Duchy of Coldwind
The northern most holdings of the kingdom. Coldwind borders the Ikarun, a cliff-face marking the beginnings of the Ziegerede Frontier.The Duchy of Rockhelm
Nestled between the Ironforge Mountains and the Mistwood, Rockhelm is the smallest region of Tel, and is often bedeviled by bandits and monsters.Geography
- Mountains
- Hills
- Grasslands
- Temperate Forests
- Boreal Forests
- Wetlands
Climate
Northern Regions (The Morrow, Coldwind): Averages 0ºC to -10ºC in the winter months and 15ºC to 5ºC in the summer months, with an average of 100cm of precipitation year-roundSouthern Regions (Dulvale, Emstrad, Harak-Dor, Rockhelm): Averages 15ºC to -5ºC in the winter months and 30ºC to 20ºC in the summer months, with an average of 150cm of precipitation year-round.
Eastern Peninsula (The Morrow, Eastchurch): Averages 5ºC to -5ºC in the winter months and 25ºC to 15ºC in the summer months, with an average of 200cm of precipitation year-round
Mistwood: Anomalous The Ironforge: Subterranean
Architectural Style
TudorRomanesque
Resources
- Textiles
- Jewelry/Gems
- Livestock/Hides
- Lumber
- Luxury Goods and Art
- Magic Items
- Ores
- Books/Lore
- Grain/Fruit/Vegetables
Military
The military of Tel primarily uses knights that have sworn to local lords, as well as conscripts. Only in dire times does the crown hire private armies, and often the nobility is effective at calling the banners of the kingdoms subjects.
Free are the Peoples
World Stage Alignment
Neutral Good
Dominate Language
Uman
Prevalent Languages
Graush, Qos, Uvara, West Dwarven
Neutral Good
Founding Date
18th of Suncrest, Year 13 of the Third Era
Type
Geopolitical, Kingdom
Capital
Demonym
Telfolk
Leader Title
Head of State
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Palace economy
Currency
100 copper pieces = 10 silver quills = 1 gold deacon
Official State Religion
Location
Neighboring Nations
Notable Members
Uman
Prevalent Languages
Graush, Qos, Uvara, West Dwarven
Guild Prescence
Guilds With Greater Prevalence
- Alliance of Aegars
- Federation of Coin
- Keepers Soul
- Moonlighters' Company
- Romith Church
- Talons of the Coast
- The Holy Order
Guilds With Lesser Prevalence
- Knights of the Blackrock
- Red Runners
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