Teqilda WIP Organization in Orbis | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Teqilda WIP

Territories

Teqilda the year 699

Military

The Teqildan military can be divided into three different sections; The kingdom army, the church paladins, and the guild mercenaries. The kingdom’s army is by far the largest and is being led by the noble knights. These troops are hired by the nobles to do war, protect, and uphold laws. They are supplied with weapons and armor by their respective nobles and receive training at a young age. If your family is a soldier’s family, you are likely to become one too. The church's paladins are fully loyal only to the church and are thus very controversial and seen as a threat by most nobles. The only reason they can keep existing is that they are much fewer in numbers when compared with the kingdom’s army. Paladins mostly protect temples and accompany or serve as missionaries on quests. It has happened on several occasions that the church has called for an attack on a specific place or thing and in those situations, all paladins try to target that objective. Guild mercenaries come in varied forms. Some belong to a mercenary guild and are sent out to be under the command of high-paying customers while others are self-employed adventures willing to help out a good cause in exchange for some fame and battlefield glory (or big money).

Foreign Relations

Rafice

Rafice and Teqilda have been trading partners way before the time Teqilda started to focus on seafaring and trade on the Levarian sea. Rafice was the first seafarers to visit the kingdom and thus the first to set up a harbor trading post. Over the years traders from Rafice have proved instrumental for Teqildas success, introducing them to new innovations in sea traveling and the crossbow. They also hold a monopoly on the famous mystery log that can be used for a variety of woodwork. Rafice has accepted Teqildan missionaries of Caiuism and is on very good terms with the church. Both the church and the nobles consider Rafice Teqilda's closest foreign ally.  

Ic-Brasán

The Brasánic people are Teqilda's largest trade partners. Merchants from Ic-Brasán bring sunmetal, gold, glasswork, lamps, and spices to the kingdom in exchange for teqildan goods and slaves. The kingdom is required to keep a good relationship with the merchants to secure their return. Kingdom merchants and nobles love the exotic brasánic people and the wares they bring, this can not be said by the church. The church is in hard opposition to Ic-Brasán due to their refusal to accept missionaries or bow to the God of Caius. The church has tried to ban brasánic ships from entering kingdom ports with idols of their God Najam but the nobles have managed to keep the trade going so far by keeping the church in check.  

Hubaria

Hubaria is the only country bordering Teqilda by land. It is located to the north and relations with the hubarians are tense and northern cities and villages suffer from recent hubarian raids. The kingdom doesn't really know what the hubarians want, they refuse to sign a peace agreement reasonable to the kingdom and they don't seem to be very interested in conquering the northern kingdom because if they wanted to, they probably could have done that by now. Some hubarians have been converted to Caiuism but the majority remain heretics and therefore targets for the church. The hubarians block Teqilda from trading with the Miring people of the north and they know it. Because of this they force Teqilda to either buy Miring products from them or risk their caravans to the north captured. Many dwarven settlements can also be found within the Hubarian territory. The kingdom doesn't know how hubaria extracts dwarven steel from these settlements, only that hubaria posses dwarven steel and is willing to sell it for a high price that the kingdom is forced to accept if they wish to have it.  

Mirling

Mirling is a mysterious northern country. Few actually know where it is located and maps are deathly expressive. The Mirling are neutral to Teqilda but they possess many resources the rich in the kingdom crave, mainly snilk and rare teas grown from hot springs. The Miring hot spring tea has even been accepted by the church of Caius as a blessed drink. Hubaria knows that the kingdom craves these resources and has therefore taken control over the trade of these wares for themselves.  

Ra-colt

The largest enemy of the church is Ra-colt, the country neighboring Ic-Brasán. The kingdom is in a long-distance war with Ra-colt and regularly sends troops to continue the battles there. The hostilities between Teqilda and Ra-colt stem from their different religious beliefs and the fact that the church of Caius deems the holy land of the prophet to be located in Ra-colt territory. Ra-colt is worshiping the Najam as their God and defend their homeland valiantly. The war rages on without any major wins or losses and is continued to be funded partly by the excessive raids conducted in Ra-colt.  

Ethribia

The Kingdom doesn't have much contact with Ethribia, though it desires its resources. Few trading ships dare enter the waters of Ethriba in fear of pirates and sea monsters and thus the kingdom prefers to acquire Ethribian goods through Brasánic merchants. Ethribian goods include, but are not limited to; Exotic animals and their products, gold, sugar, spices, and gemstones. The church has tried to send missionaries many times to convert the people but it has proved difficult due to the unforgiving environment.  

The Wildlands

Located west of the kingdom and stretching out as far as anyone knows is the area of untamed wilderness called The Wildlands. This stretch of land is populated by various mystical races such as elves, orcs, and goblins. The church sometimes launches conquests into the wildlands to hunt down and kill the many nature spirits who thrive on the land. Adventure guilds send out self-employed adventurers to explore the land and hopefully encounter hidden treasures, forgotten by time. Many ruins of old can be found within The Wildlands and many speculate that these ruins once belonged to a thriving elven civilization even if some have doubts that elves could build something so grand.

Agriculture & Industry

Plants

Before the righteous expansion, the agriculture of the kingdom was limited. With not enough fertile land to grow good crops on, the populous had to result to other sources of food. Even so, some crops were grown, mainly grain and teqiplants. The grain was used to bake bread and feed the domesticated goats and the teqiplants were used to produce the classic teqibibe, an intoxicating drink popular in the entire kingdom. There were also many attempts to tame the dangerous to acquire reaper sweats, a very sweet fruit that grows on the side of mountain cliffs. These attempts were somewhat successful in that new harvesting technics were invented but the fruit never left the difficult-to-reach cliffsides. After the righteous expansion, many new crops were introduced along with a massive expansion on farmland and new and improved farming technics. The teqildans brought the teqiplant north by the coast where it was able to grow. Most of the new agricultural lands are used for grain for the ever-growing population and animals but some lands are reserved for lignum wood, fruit trees, and olive plantations. The righteous expansion also introduced new flavors to Teqilda. The tomato was a much-needed addition to the favors available, a few new spices were also acquired.  

Animals

The goat is the most notable domesticated animal of the kingdom and its use is very wide. Different breeds of goat serve as beasts of burden, mounts, and producers of meat, wool, and milk. The goat has thus made its way into the teqildan culture and cemented its place as the common comparison to currency. Other than goats, the kingdom also has access to domesticated chickens and ducks, kept for their eggs, meat, and feathers. Horses have been imported by the northern people before the righteous expansion and now serve as the more expensive, but faster mode of transport. Domesticated pigs and rabbits are kept for their meat. Dogs and cats are common pets and a few better of families keep and train birds as pets and messengers. A few legendary bird trainers are known to train giant eagles and use them as mounts. The most prized and sought after pet in Teqilda is the Amtric, a lightning fast large solitary yellow scavenger and predator that can produce lightning from its mouth. It is rarely seen and even more rarely tamed.  

Fishing

Fishing has always been a major industry in Teqilda. The larger fishing industry mainly persists in the south but is practiced all over the coast. The biggest opponent to the fishing industry is the shuntars, large sea serpents with small arms and legs sometimes called deep-demons. They are difficult to best and most fishermen have learned to drop their entire catch if they are faced with one as to prevent angering it.  

Mining

The great iron and silver mines of the mirror mountains are what have provided Teqilda with the resources necessary to expand their borders. The great mining industry has always been, and will always be, a big part of the south. The rare, fey repellent substance called colds steel can be found in underground caverns beneath the mountains and is highly prized by both the adventuring guilds and the church. The various mining guilds used to be the main workforce in the mountains but in more recent years many nobles have opened up mining businesses running on slave labor of beastfolk captured from the north. This has caused a rift between the nobles and the mining guilds of the south who see this as trespassing.  

Brewing

The production of teqibie has always been an important industry with many traditions. Only the best teqibibe is allowed to enter the market and most everyone enjoys the industry. Besides teqibibe, wine is also produced and aged, both from grapes and the more traditional reaper sweats. The traditional brewing industry has become a highly esteemed profession and the richest brewers rival the nobles in wealth. Smalltime breweries make beer, ale, and rum. This type of being is not viewed as highly and neither nobles nor church clerks consume the fruits of its work. These drinks are reserved for the commonfolk who consume with glee.  

Metalworking

Smithing guilds have long worked the iron from the mirror mountains into powerful weapons and shields of war. These weapons go out, not only to the kingdom's army but also to the various adventuring guilds. Fine weapons are also a sizable export to far of lands in exchange for spices and gold. In addition to their weapons of war, smiths also produce tools for agriculture and sturdy nails. The most skilled metalworkers forge mirrors of steel and silver that are sold for large money to noble both within Teqilda and abroad.

Trade & Transport

Currency

The most commonly used currency used in Teqilda is minted in the royal palace at Antrum. They mint five different coins that can be used all over the kingdom and even at some places abroad. These coins are all rounded pieces adorned with the king's image and emblem on the front.
  • Carps - Small, bronze, with a fish on the backside (1cp)
  • Shipsums - Small, bronze, with spear and shield on the backside (1sp)
  • Everygoats - Large, silver, with a proud goat on the backside (1gp)
  • Guildgems - Medium, silver and gold, with a golden wheel design on the back (10gp)
  • Princes - Medium, gold, with crown and teqi plant on the back (100gp)
  There are also a few other coins minted in Antrum that are not used outside the capital. These coins are round with holes in the middle so they can be put on a string.
  • Blacks - Medium, black, with a silver cat on the backside and a golden cat on the front (5gp)
  • Halfgolds - Medium, silver on the backside and gold on the front with small sword imprints (25gp)
  The city of Basopal used to mint the coins of the kingdom but doesn't anymore. The city still occasionally mints its own coins but not on the scale it used to. The old coins that came from Basopal are still used within the city and the surrounding area. You might find merchants accepting these coins elsewhere in the kingdom but most merchants in the north and around the capital will see it as a hassle to handle the coins and either refuse to take them or take them at a reduced value. These coins are all square with the exception of the golden arrow which is triangular.
  • Tenths - Small, iron, with a print of a skull on one side and the hooked staff of Caius on the other (1cp)
  • Cups - Large, copper, with a chalice on one side and a teqi plant on the other (1sp)
  • Goats - Large, silver, with a goat on one side and a teqi plant on the other (1gp)
  • Sootsqares - Small, black, with a skull on one side and a soldier with spear and shield on the other (5gp)
  • Golden Arrow - Large, gold, with a teqi plant on each side (50gp)
 

Land travel

The ease of land travel wasn't always obvious for the people of Teqilda. The southern homelands are filled with mountains and cliffs that make it a hassle to move from place to place and an exceptionally bigger task to transport goods. To ease land travel between major settlements in the south, the old kingdom built large elevated water roads that can fit small boats loaded with cargo.   Elsewhere in the kingdom land travel is much easier and can be done on foot or horseback. Wagons rarely have problems traveling on the excellent roads between cities.  

Sea travel

Sea travel has always been of importance to the kingdom because of the problems caused by the mountainous lands. In the early days of the kingdom, smaller transport ships would regularly travel between coastal cities. These ships were good at performing their purpose but proved too small and defenseless when Teqilda expanded its trade network over the Levarian sea. Larger, sturdier, more defensible ships had to be constructed. Many ships are also imported from Rafice for very high prices.   The smaller ships are still being used for transport between coastal cities and demand for fast transport between north and south has increased since the capital moved. It is commonly accepted that it costs one shipsum to travel one mile on a ship as a passenger.  

Trade

Teqildas economy is dependent on trade with other power over the Levarian sea. Antrum has become the largest trade hub in the kingdom, pulling in wares to be exported from all over the land. Merchants have become richer and richer as the years have passed thanks to the sprawling trade. Trade within the kingdom is supported by its excellent roads and waterways. Lately, however, banditry has been on the rise and so forced traders to hire mercenaries to guard their goods on the roads. The larger threat to the trade is the conflict with the northern lands of Hubaria, blocking most trade routes going north without major protection from mercenaries or the army.   While the goods are being handled mostly by the merchants, the trade of services is largely done by the various guilds. Mage guilds are sought after for their enchantments and many hire mercenaries to protect them. Adventuring guilds provide a crucial role in carrying out the jobs that involve major unknown risks such as exploring the western wildlands, dealing with a wizard uprising, or defeating a large monster.

Education

Nobles

The noble families of Teqilda most often hire one or multiple esteemed teachers to tutor their children in language, trade, combat, religion, history, philosophy, and tradition. Some noble families have one or more specified teachers that serve their family, others hire a teacher for the time their children will need it. The families that resort to hiring for a period often end up with highly esteemed priests or bishops. Noblemen are expected to be well studied in many fields and an uneducated noble is looked upon with contempt by other nobles. The education of noblewomen varies between families but the general consensus is that the women don't need as much education. Women are generally taught singing, playing instruments, and tradition but some families also teach their girls in language, religion, and home management.  

Commoners

The majority of Teqilda's population is not well educated. To get an education as a commoner you have to pay a sum of money to a temple that accepts students. These temple schools mostly exist in larger cities so many times going to school means moving from home for a longer time. The amount of money needed for education varies from temple to temple but is normally about two everygoats per month. This proves too much for simple farmers but a reasonable price for artisans and merchants to pay. The temple education includes language, basic math, history, and religion, usually along with something else the temple specializes in. Women are exceptionally rarely educated. Most temples don't accept women and even if they did, families prioritize sending their sons to school.  

Clergy

Clergymen and women get their education at special gender-segregated temples. Their education involves a lot of traveling and missionary work so they can often be seen wandering the land. Once they reach a high enough level they can take up service under one of the bishops and work as their underling until they get promoted.

Infrastructure

Teqilda has a much more advanced land infrastructure when compared with other countries. In the past, the teqildan people had to be crafty to survive and thrive in the mountainous environment of the south. In the south, there are complex raised waterways with streams flowing in two directions. The means of constructing these waterways have been lost to time and the church calls it divine intervention. The south also has terrace farms on mountainsides connected by stairs, tunnels, and bridges between the mountains with different crops covering different altitudes for an optimal environment for the crop.   In the central kingdom, stone roads with moats for rainwater connect most major cities and ease the transport of wares. These roads are always being maintained and constructed to connect more northern cities with the vast network. Major trade cities have learned to build massive harbors to accommodate trade vessels. These harbors float far out to sea and hold many inns, shops, brothels, and bars for sailors to visit. All southern cities have large stone walls, sometimes multiple pairs. More central cities have smaller walls and northern cities have strong walls to protect them from Hubarian raids. Cities on the east coast also have big forts with siege weaponry to protect against pirates.
Type
Geopolitical, Kingdom
Capital
Head of State
Head of Government
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Market economy
Currency
Carps, Shipsums, Everygoats, Guildgems, Princes
Major Exports
Marble, iron, slaves, cold steel, teqibibe, architects, coins, lignum wood, catgirls, weapons, shields, dried reaper sweets, olive oil, mirrors.
Major Imports
Gold, ships, snilk, exotic animals, slave girls, saddles, spices, paper, sugar, glassblowers, dwarven steel, sun metal, lamps, hellwood, tea.
Official State Religion
Official Languages
Neighboring Nations

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!