Telgen
Telgen is the city of sails and spears, the port of entry for those seeking the Kingdom of Hain. Knights come here to sail North for the glory of Hain, while merchants rest here on their way to Vruhafen, Trostev, or Savelov.
Unlike the rest of Graefsher, Telgen is not unusually hierarchical or xenophobic as a whole (though such people certainly reside here). The culture is a mix between the Graefsher, Andrig, and Heartlands regions, and is more in touch with the other big coastal cities than the Northern marchlands.
While Telgen is not a city of great violence or imminent adventure, it is an important port with a capacity for intrigue and shenanigans. The local political scene is tense, and nobles from all across the Kingdom of Hain visit here to oversee their holdings or interests in Hain's Northern protectorates. The Junker's penchant for parties often draws visitors of many factions together in a space where wily adventurers can slip in - and who doesn't love a good costume ball?
Demographics
10,000 humanoids live in Telgen. 45% are Dryads or Half-dryads, 25% are Humans, 29% are Starspawn, and 1% are Other.
Government
The city is managed by a mayor-knight, known as the Junker (pronounced Yun-kar), who rules in the name of the Elector-Princess. The influence of the Elector-Princess is muffled, as the Junker has legal rights to autonomy that restrict the direct involvement of their liege.
In terms of actual day-to-day rule, most power is in the hands of the Junker and the council of Burghers. The Junker is a semi-hereditary title that is granted by the Prince, where the child of the prior Junker has automatic nomination for the position but no guaranteed granting. The Junker's job is to manage the local garrison, act as high judge, lead the city guard, and act as overseer and tie breaker for the Council of Burghers. The Burghers (pronounced Boor-gars) are city elites such as major merchants and guildmasters who are granted title and Honors in exchange for services rendered to the city and kingdom. The Burghers are expected to contribute to the city's infrastructure funds and to donate time and energy running the city's treasury and bureaucracy. In exchange, they get a seat on the council that does most of the actual governance (plus some extra perks and privileges.
On matters of magic, religion, and moral law, the priesthood is given full state power to operate courts, set policy, and request action by the city guard. The priests of the city are divided into the mainline temple-priests and the local cult-priests, all of whom answer to the same religious overseer- the Rosgen.
The Burghers of Telgen are prone to fighting amongst themselves (and sometimes even with the artisan guilds). The city also has an extra notable of note: the City Captain, who manages the city guard, hosts visiting garrisons seeking questing or travel abroad, and organizes local militias. The City Captain is confirmed by the Junker and Burghers, but is nominated by local nobility from the region - and tends to be a representative of the nearby lords.
The Junker of Telgen is Lady Sherla Telgenhof, the latest scion of the family that has ruled this city and its surrounding farmland since the last Scouring. The Telgenhofs built this city from the ash and ruins, and are deeply respected by the nobility and commoners alike. Lady Sherla is a proud and headstrong woman with a very grounded and materialistic view of the world. While she is known to indulge in lavish balls and feasts, she doesn't quite fit the "decadent noble" stereotype - she also works to improve living conditions for the craftsmen, and is just as fond of throwing feasts for the commonfolk of her city as she is hosting elite galas. To fund her city projects and hobby of party hosting, Lady Sherla is very involved in the finances of her city. The good Junker attends every meeting of the Burgher's Council and has focused her time and energy on uniting and controlling the merchant families and guilds. This has filled her coffers and cleared many small obstacles to trade in the city, but has entirely distracted her from other political scenes in her city. She is too quick to dismiss priests as moralizing theorists and soldiers as close-minded hierarchical machines, and has allowed the Rosgen and the Captain to build power and influence against her. Thankfully, the Elector-Princess backs her entirely; Lady Telgenhof is deeply loyal to her liege (who is a dear friend who set her up with her current husband), and the Princess knows this. The Telgenhofs are a Dryad family.
The Elector-Princess of the land is Princess Telba Neshelna, a shy and pious half-Dryad known for her formal and stoic knightly bearing. Telba is a woman of quiet devotion, who deeply admires the great knightly orders of Hain (particularly the Spring Knights ), and is known to surround herself with advisors from these orders. She is not an imitator in the way that some are - she is not one to adventure, joust, or engage in obnoxious bombast - but she strives to rule as they would and to embody their idealism in her own way. This can make her something of a moralizing idealist, which is not always ideal; it has already led to her picking a fight with the more-powerful House Savadan in court (as she sees them as bullies that need to be challenged). The Princess is a skilled administrator when it comes to infrastructure; she considers roads, canals, mills, and other 'boring' parts of administration to be the foundations of good society. She is less skilled when it comes to navigating laws and courts (as she is prone to forgetting that she too is bound by law), something that has hamstrung her before in the royal court.
The head priest, or Rosgen, of Telgen is Rosgen Oslo DeTolier, a starspawn-dryad nobleman from the Eastern marches. The Rosgen is a stubborn, patient, and zealous man with no shortage of wasteland battle stories. Oslo loves hard facts and self-contained systems; he has a natural talent for magecraft and law alike, but is prone to rigid and categorical thinking. Business and budgeting only irritate him, though, and he has managed to alienate the Burghers already by refusing to pay interest on loans (and then getting away with it using antiquated laws and a legal loophole). The Rosgen has built quite a powerbase for himself anyways, and no longer feels entirely beholden to obey the Junker's commands when they do not benefit him or his people. DeTolier is very protective of his loyalists and his family; he sees himself as a moral man, but will not hesitate to bend that morality to protect those he sees as his dependents. To that end, he seeks to amass as much power and authority as he can - an attitude that has seen him rise through the ranks all the way here. Of note is that the Rosgen has an extremely calloused attitude towards those who are not Hainish Uvarans. Visiting merchants who are of another faith, or who primarily serve a Lunar God rather than Uvara as a whole, can expect no sympathy or mercy from the courts here while Oslo DeTolier is Rosgen.
The City Captain is Lady Forshia Zwenkar, the sister of a nearby Graf (a Hainish count) and a Half-Dryad. Captain Zwenkar is an ascetic and pious woman, who lives life by a rigid schedule of military discipline. She has a strong personality, enjoys conversation, and is well-liked among the nobility. As a commander, Lady Forshia is excellent at inventive and effective usage of magic (as she demonstrated managing frontier security in the Andrigan Kingdom of Vetenka some ten years ago), but is rather bad at overseeing the training of new soldiers due to her perfectionism. As a politician, Captain Zwenkar is great at managing paperwork and logistics, but is terribly insular socially. The Lady restricts her socialization to visiting nobles and soldiers, and is not fond of making allies (as she prefers subordinates). Ambitious and proud, Captain Zwenkar wants to accumulate power either over the Junker or over her own set of estates.
The collection of ambitious and quirky personalities in charge makes politics her very tense at times.
City Elites
Defences
Sturdy walls surround the city, and smaller walls defend many of the districts. A castle stands in the Northern district. The harbor itself has several towers that can easily threaten any incoming naval invasion.
Industry & Trade
Telgen is a bustling merchant town, where the resources and goods of Northern Hain meet a mixture of Vruhafen merchants and Northern Stildanian merchants. Merchants from Kizen can even be found here, though the current Rosgen of the city has been driving them out. Selkies from the Khilaia have been arriving here in larger numbers recently, since they received a port in Vruhafen, though the priest has been similarly unwelcome to them. There is no centralized point of trade here; the entire city is full of small markets and shops.
Fishing, textile production, paper milling, and carpentry are all big industries here. Rope-making has become a booming trade recently, as a Burgher family (the Tepplers) opened two large rope-making workshops. Bow-making is a particular trade that has been cultivated by the ruling Telgenhof family; the best bowyers of Hain have been encouraged to move here and to teach as many apprentices as they can. The greatest masters of Telgen's bowyer guild receive great patronage to work with Monstercrafters in Vruhafen for the finest possible war-bows and specialty arrows. Ship-wrights are another trade that has received great government support, but for quantity and consistency rather than quality. Ships are churned out here to encourage trade and build Hain's navy. While Hainish ships aren't famous for their quality and Hainish shipwrights aren't famous for their speed, both have been getting better steadily since 1750.
Infrastructure
Telgen has some of the finest urban infrastructure in all of Hain. Small canals run through the streets, diverting riverwater to wash away sewage and trash. Numerous wells and cisterns fed by river-canals provide drinking water. The castle in the Northern part of the city actually works to help divert water into these canals and cisterns; the bulwark of the outer wall extends into the river and helps split the streams. Attached to this diversion mechanism is a Monstercrafted item installed by the Order of the Sacred Rose - a gift to the city of Telgen that makes the riverwater slightly perfumed and better-tasting. Visitors to the city sometimes mistake this aesthetic quality for cleanliness or purity, and make the mistake of drinking the canal water straight. Permanent residents (especially Dryads, with their enhanced smell) greatly appreciate having their open sewer system perfumed, though.
The roads are well-paved and maintained, though some of them can be narrow and difficult to navigate. The city's bridges are also well built to resist floods and accommodate significant traffic.
Districts
West Town
East Town
Outside of the City Proper
Guilds and Factions
Burghers: The Burghers are the masters of trade, guild work, and local law. The Burghers here are divided, but still powerful. Each Burgher family has lines of patronage that run through guilds and local communities, granting them great power among the common people - in exchange, the commoners underneath them sometimes band together to make demands. Most of the guild leaders are married into the Burgher families, and the two groups are largely one at this point. The Junker of the city has great influence among the Burghers, and the great families all consider her an ally. The most notable and divisive burgher families prone to fighting are listed below:
- The Heffinzol family holds great sway over the Port itself, and has power over the shipbuilding industry here. They own many ships, and concern themselves mostly with goods transport. The Heffinzols have a hot-and-cold relationship with the selkies, who are both rivals and allies at times. The Heffinzols are also intermarried with the Vruhafen Burghers, and have one foot in the South.
- The Teppler family holds great sway over the textile industry here, and have risen among the merchants in recent years as they have centralized the many textile-related guilds and industries. As the most openly aggressive in their expansion, the Tepplers are often blamed for rocking the boat and inciting chaos.
- The Sepperton family is the most unpopular among the commoners, as they are primarily landlords; they are also frequently derided by aristocrats, as they were once a knightly family before they got into business. The Seppertons are highly invested in the bow industry here, and have most of their real connections among the better-to-do artisans and clerks.
- The Mercers-and-Workers include weavers, drapers, and other textile workers. This guild has only recently been formed from these component guilds, and the new structure favors administrators and merchants over actual workers. Textile workers in the city have struggled for a long time, as contract work has long been permitted in Telgen on a level that is typically considered unacceptable in Hain. This recent centralization is just another nail in the coffin, that has made it more difficult for commoners to move from East-town to West-town. What this has been good for is big bulk contracts, like sails for ships or army tents.
- The Bowyers are an odd bunch, known for their "snooty" culture and extreme competitive spirit. They can be extremely exclusive at times, and yet can be remarkably open to the rare crafting savant. The jump from journeyman to master is especially tough here, as the standard for acceptable 'masterpieces' (graduation projects) is extremely high. While they prioritize perfection of craft above all they also greatly value etiquette and political education for their apprentices, as it expected that master bowyers in Telgen socialize with nobles to sell their highest-end products. The other guilds tend to be put-off by this.
- The Shipwrights are a carefully-organized and rather exclusive guild devoted to the construction of ships, but those who get in are set for life. The guild provides very well for their workers, but expects discipline and loyalty.
- The Fishmongers guild of fishermen and fish salesmen is basically the ruling power in the Boshindoff district, and is a very autonomous guild detached from the main artisan culture
- The City Clerics, who serve as temple heads and community leaders throughout the city, who are based in the Ertingasha district. The standard clergy have their own smaller leader, the Rector of the Grand Temple, who is the highest-ranked of any of the commonborn priests. While the Rosgens come and go, the Rector remains.
- The River Clerics, who control and reside in the shrine-suburb of Auhdahl Northwest of town, are more plugged into the elite religious culture and more directly tied to the Rosgen. The River Clerics not only rule over the Western estates and minister to the aristocracy, but they also staff the courts in the city.
- The God Cultists, a small handful of god-specific devotees who specialize in big city rituals, festivals, and monastic devotion. Most of these cultists are to Vanoke, the God of Sky and Space, and Ertinar, God of Wind, Rain, and Travel. The Vanoke cultists of Telgen are older by far, as they predate the city itself. Rather than seeing Vanoke as impassionate Old Man Sky, they revere him as the apathetic and capricious sea (and also the sky, as the 'Water Above'). These Vanoke cultists are clustered in the suburb of Eifmahl, right outside the city, and they cater to sailors and fishermen who wish to appease the dangerous ocean. The Ertinar cultists stick to the cathedral, and are much more classically Hainish Uvaran as well as plugged into mainsteam urban culture.
- The Order of the Sacred Rose, or the Brotherhood of Rose Knights, is an order dedicated to Hain, the Honor, and to chivalry. They fight for Hain and for glory. They duel, they slay monsters and bandits, and they ride against Hain's enemies. Always, they have impeccable style. This close-knit community of warriors swear to act always with perfect chivalry. The local chapter-lord of the Order of the Rose is currently quite smitten with the Elector-Princess of House Neshelna.
- The Order of the Heavenly Summer, or the Lodge of the Summer Knights, is an order dedicated less to Hain than to the destruction of the Kivishta religion. While their order has lost prestige since the last FScouring (with fewer Kivish threats to gloriously slay), the Summer Knights keep the old traditions alive in preparation for the next Scouring. It is said that these knights have become allies with the Rosgen of the city.
History
Foundations (1729 - 1780)
Telgen the City
Points of interest
Castle Gildfost: The city keep and political hub of the Gildfost district. This is where the Junker holds court and runs her government. It is also where honored guests are hosted, and where balls and galas take place.
The Cathedral of Ertinar the Blessed Son: This grand temple to the God Ustav and his son Ertinar is the center of clerical activity and religious ritual in the city. Attached to it are cloisters for the cultists of Ertinar, as well as the Grand Courthouse for trials and sentencing. In the Ertingasha district.
The Exorcist's Guild Headquarters of Northern Stildane: The regional HQ for the Exorcist's Guild. In Eifmahl.
The Postmaster's Hall: The big mail center of Northern and coastal Hain, run by crown messengers. In the Twenkemp district.
The Shrine to Vanoke the Greyfather: A shrine to Vanoke, the Uvaran God of sky, neutrality, space, creation, and simple existence - also, here, the sea in its most neutral. In Eifmahl.
The Hall of Chivalry: A beautiful hall and lodge for knights of the great Hainish orders - Spring, Summer, Winter, Autumn, Rose, and Horns. Two Orders have major chapterhouses here that run the place: Summer and Rose who both also have large estates in the farmland to the Northwest. Any knight of a sacred order can stay here to feast and prepare for jolly cooperation. In the Gildfost district.
The Telgen College of Clerics: A seminary school for priests of Uvara. While most Uvaran Priests learn as apprentices to a practicing priest, those seeking the priesthood on their own terms can come here. Gentry or the children of merchants who want to become lawyers or doctors can also attend, if they are willing to pay. To be clear - while magic is taught here, it is not the primary focus of Telgen College. Rather than trying to outcompete the Autumn Court or Trostev, Telgen College focuses on having superior law, medicine, rhetoric, history, and astronomy programs. Telgen College also has a great library and scriptorium (where texts are copied and art is made), but these are only free and accessible for students or priests. In the Audrahl district.
Hunter's Hall: A hall of seafaring monster-hunters, who are hosted by the Junker's graces. These hunters are not warriors of the wastes, but rather sailing mercenaries who specialize in either killing pirates or killing beasts that swim up from the Deverkel Wastes. Hunters of either sort (and their boats) are hosted here for free, as long as they have a confirmed seafaring victory in the last few years. If one is looking to get work hunting evil at sea, or if one is an accomplished adventurer with a maritime history, the Hunter's Hall is the place to be. In the Ertingasha district.
The Okintreb: A shrine and lodge dedicated to the Goddess of Order, Jade Atharzen. They host duels, sell arms and armor, and general cater to men at arms and minor knights in their public front, but they act as a meeting place for cultists of Jade behind that. A paladin of Jade can easily find allies or a place to stay here, if they are in good graces with their Goddess. In the Kombla district, near the bridge to the Gildfost district.
Tourism
Telgen attracts all sorts of merchants, sailors, travelers, students, and knights. It isn't known for being that lively as a city of entertainment, but it isn't without hospitality.
The main places to stay are:
The Brined Boar: The most standard sailor's dive bar and place to sleep in the port district. Overcharges and does the bare minimum, but is a place to meet some wild people and a lot of very drunken sailors. Really only a choice for those adventurers who wish to crash at the first place they see off the ship.
The Fiddling Crone Inn and Dancehouse: The biggest and bawdiest inn in Telgen and a favorite for eccentrics, artists, and hedonists. Soldiers, sailors, fishermen, priests, poets, and merchants all frequent here for a good time away from the city core. The decor is a striking white and blue, and it is tradition of the patrons to try and get any visiting monk of Vanoke thoroughly drunk if they visit. Cheap, unless you want privacy and security for your stuff (in which case, pricey). In Eifmahl.
The Stallion's Rest: A large and respectable inn near the bridges at the center of town, the Stallion's Rest is neutral ground for every faction in the city. Visitors of all stripes come here to stay. A profoundly mellow mood is carefully curated by the innkeep here. Special discounts are offered to Crown Couriers (Hainish mailmen), who often relax at the bar here between jobs. Entirely average prices. In Twenkemp.
The Vinter's Garden: A pricier option, but one that provides a safe and luxurious place to eat, sleep, and do business. Basically a nice hotel near the cathedral and the Hunter's Hall that caters to merchants. In the Ertingasha.
The Lazy Ass Rest: A poor and cheap version of the Stallion's Rest (with its own mocking rendition of the other tavern's signage). An inn for fresh bodies who just got into town, seasonal workers, and laborers after a long day of toil. The Lazy Ass is efficient at the important things: food, beds, alcohol. The regulars here are nice, as long as you aren't a dick, but the bar's size and reputation also attracts its share of clowns with something to prove. Speaking of clowns, the inn hosts a weekly comedy club for the local apprentices and workers. Those seeking gossip may also come here for the attached Spinnstube - a patio and room for locals to spin wool in while chatting. In the Deryelg district.
The city has a few religious celebrations of note.
- Telgen's Vanoketen celebration in late winter, which celebrates the God Vanoke, is especially tasty and good-spirited. It is well known that Telgen's Vanoketen holiday pancakes with maple syrup are the best in Stildane.
- Telgen's Ertinfelm celebration in spring, celebrating the God Ertinar is quite robust. The day's seafood feast is delicious, the Fishmonger's Guild parades in the streets with the priests, and the people ritually purify the river and the ocean. The tradition of 'Puppet Sacrifice', in which people whisper prayers to dolls that they throw in the river and ocean, is played up by the locals and is sometimes considered unnerving by non-Uvaran visitors.
- Allmoot Day, the Hainish Day of Unity, is celebrated with greater enthusiasm than usual under the current Junker. This takes place right at the start of summer.
- Olmieron, the Day of Victory over the Kivish, is celebrated with gusto in Telgen (as it is all across Graefsher ). It is a day of military pageantry. This takes place in the middle of summer.
Architecture
Half-timbered and brick buildings with tall, steeped rooves and large basements are common. Buildings tend to be stocky but often reach up to three or four stories, with either white plastered brick and black-brown wood framing or orange-tinted brick and black framing. Colorful paints are a local favorite here. Large, open frontal facades are common, as are small towers or spires.
Geography
The area is temperate forest and farmland. A small river, the Shodetch River, runs from the nearby hills and mountains to the sea.
Founding Date
1729
Alternative Name(s)
Salhov
Type
City
Population
10,000
Inhabitant Demonym
Telgenan
Location under
Owning Organization
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