T'Telir

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T'Telir
T'Telir by Geoff Shupe.jpg
Nation Hallandren
World Nalthis
Universe Cosmere

It was terribly overwhelming. Garish. A vibrant, enthusiastic garishness.

Siri's first impression of T'Telir[1]

T'Telir is the capital city of Hallandren on Nalthis.[2] It is set on the coast and is known for its blaze of color because of the dyes grown in the area. A person from T'Telir is called a T'Telirite.[3]

GeographyEdit

 
Map of T'Telir from a tapestry hanging in the palace of Lightsong the Bold, circa 327, not to scale

The city of T'Telir is located somewhere in Hallandren, close to Idris.[4][5] T'Telir lies in a tropical climate: the temperature is quite warm, colorful animals and flowers are common, and harsh weather is rare.[6][7] The growth of plants in this region is helped by Investiture, much like the Elendel Basin;[8] a combination of this Investiture and the local climate is the reason that the jungle around T'Telir is the only place in which the Tears of Edgli grow.[9]

T'Telir is located on the shores of the Bright Sea. The city is built in a crescent around a bay of the Bright Sea, abutting the water.[1] The city's placement in this bay, protecting it from storms, makes it a prime port.

The area in the direct vicinity of T'Telir is characterized by stands of palm trees and sandy soil. Beyond that stretch, the landscape gives way to a jungle.[1]

LandmarksEdit

The City WallsEdit

When entering T'Telir one is greeted by its walls. Siri describes them as Immense and daunting, while almost looking more artistic then functional. The wall's top is curved in massive half-circles, like rolling hills, and the rim is plated with a golden metal. The gates themselves are described as in the form of two twisting, lithe sea creatures who curve up in a massive archway. The position of the city on the sea means that the city wall only has to run around the landward half-circle of the city.[1]

Many of the painted buildings did clash, but none of it was sloppy. There was a sense of craftsmanship and art to everything from the storefronts, to the people, to the statues of mighty soldiers that frequently stood on corners.

—Siri describing T'Telir

The Court of GodsEdit

T'Telir contains the Court of Gods. The Court is built on a plateau in the south of the city, and is entirely walled off.[1] The Court consists of a number of palaces for the Returned, a large palace for the God King,[1] and an Arena used for entertainment.[10] The Court exists to protect the Returned, so that they may bless humanity, and to rule Hallandren.

T'Telir also contains the lifeless enclave,[11] the compound-like building containing the entire Halllandren army, forty thousand lifeless. This makes T'Telir the starting point of any invasion.

D'Denir CelabrinEdit

Another notable feature of T'Telir lies in the D'Denir Celabrin,[12] imposing statues of warriors supposedly left as a memorial to those who died in the Manywar and as a reminder to the Hallandren of the cost of war.[5] The people of T'Telir often put colorful clothing on the statues for fun.[12][5] Some statues, particularly those located in the Idrian slums, have been defaced or broken.[13] The first ones were left to the city by Peacegiver the Blessed right after the Manywar, though new ones are commissioned yearly by the Returned.[12]

Most of the original statues reside in the D'Denir Garden, an open grassy field with many statues; this garden is one of the only ones in the city which doesn't feature flowers and trees and isn't full of bustling people. The exact location is unknown, but it is somewhere in the north of the city. The garden is noticeably quiet and serene in comparison to the rest of T'Telir.[5] Despite this, it is a popular place for clandestine meetings after hours.[14]

DocksEdit

T'Telir lies on the shores of the Bright Sea,[1] and because of its location in a sheltered bay, T'Telir is a prime port. The T'Telirite docks are made up of the shipyards, a number of warehouses and the dock slums.[15] These slums are located between the shipyards and the warehouses. The dockslums are full of dockhands, who live and drink here.[15]

T'Telir has a number of Stormrunners.[16] Everyone who wants to fish in T'Telir waters needs to pay a fee. Some people avoid this by fishing at night however.[17]

There are people at the docks who sew nets.[16] The slumlords of T'Telir often dump bodies in the bay, hiring people to go out at night and sink the bodies.[17]

MarketsEdit

T'Telir has many markets. Like the rest of T'Telir, the markets are very colorful. Most of the markets in T'Telir are decorated with the D'Denir Celabrin. When entering the markets a person is instantly bombarded by the sight, sound, scent, and colors of T'Telir.[12]

The wealthier shopping districts do not contain merchants raising tents to shade themselves as they sell wares. Instead, there are many high quality, colorful shops with more expensive goods. While performers are present in these markets, there are fewer than in the average shopping district.[3]

The T'Telirite markets are full of merchants from distant kingdoms, such as Idris, Tedradel, and likely the kingdoms beyond the mountains.[12]

AppearanceEdit

 
Vivenna and Parlin's arrival in T'Telir

ColourEdit

T’Telir, like the rest of Hallandren, is extremely colourful.[1] Buildings are painted in a wide array of, often very bright, colours.[12] The same goes for the people, most of whom wear brightly coloured clothing[18] and even dye their hair.[10] Even furniture and other objects are painted.[9] Due to this there are very few dull things in the city, and most of them are located in the slums, which contain objects and buildings with faded colours.[9] The T'Telirites love greenery and as such the city is designed with many gardens and open spaces that show off its greenery and have palm trees and other flora growing along the streets.[1][3]

Wealthy AreasEdit

The wealthy areas of the city are very diverse, ranging from huge mansions to regular sized houses.[19] These residential areas tend to have less people walking around.[19] Since Hallandren has no nobility these houses are likely owned by merchants.[19][1] The flora in these districts is described as being incredibly diverse.[19] Dozens of different species of palms, ferns, grasses, and potted flowers, including the Tears of Edgli, can be found in the gardens of the houses and on the streets.[19][3] Like in most of the city there are many D'Denir statues located in these districts.[3]

Almost none of the roads in the city are made of anything other then dirt, although most roads have slate sidewalks for people to walk upon,[19] and the streets are lined with lanterns.[3] The people tend to stay on the sidewalks because carriages are common.[3] The wealthier shopping districts do not contain merchants raising tents to shade themselves as they sell wares. Instead, there are many high quality, colorful shops with more expensive goods.[3] While performers are present in these commercial areas, there are fewer than in the average shopping district.[3]

SlumsEdit

T'Telir is home to many slums.[20][21][22] While there are different varieties of slums, they generally have a couple characteristics. Like the rest of T'Telir most of the slums are colourful,[9] even though the colors are a little faded.[9] The slums also contain parks like the rest of the city,[20] although these are very dirty, like the slums themselves.[20] The D’Denir statues that decorate much of T'Telir are in various states of disrepair in the slums.[9] There are soup kitchens which provide very cheap meals, food being available for only two bits.[21]

The best known slum in T'Telir is the Highlands, the Idrian quarter.[20] The Highlands are located in the north of the city, and most Idrians live here. The Highlands are less colourful then the rest of T’Telir,[20] although there are still many colors.[20] This slum is ruled by three slumlords, Paxen,[20] Ashu[20] and Rira.[20] Furthermore there are many brothels,[20] most only a short distance away from the edge of the Highlands.[20] Vivenna describes the place as unwelcome.[20]

CultureEdit

PeopleEdit

There are many different peoples and cultures in T’Telir.[12] The most prevalent people are the Hallandren. Other known cultures in T’Telir include Pahn Kahl and Idrian.[12]

T’Telir has no nobility,[1] instead it has a small but very rich class which is almost completely compromised of the most successful merchants, a middle class, and a large peasant class. Hallandren is the only nation on Nalthis to have a middle class, instead of only a high and low class. Due to this large middle class T’Telir has many features that the rest of the world lacks.[23]

One of these features is restaurants.[23] Restaurants are only possible because of the middle class, which is large, and rich, enough to support businesses.[23] T’Telirites often eat lunch at restaurants,[9] as during midday it makes more sense to buy food rather then return all the way home.[9] It is a common practice to wipe your fingers on the tablecloth.[9] Lots of enterprising young street boys wander the neighborhoods proclaiming their services, willing to deliver food from restaurants right to people's homes for a fee.[19] The people in T'Telir like spicy food, and their food is often centered around seafood, and seasoned with exotic spices.[23][24]

People jostled their way through the streets, draped flagrantly in colors, yelling, and talking, and moving, and stinking, and coughing, and bumping.

Vivenna's first impression of T'Telir[12]

T’Telirites like to be together, tending to crowd the same streets.[19] Because of the warm climate, they are comfortable with wearing loose, revealing, and few clothes;[12] their clothes are of all kinds of designs, makes, and colors, all meant to make them stand out, though the overwhelming effect is then that no one stands out.[10]

The people in the slums are often dirty and beaten down.[20] Most slums are ruled by people called slumlords,[20] the crime lords of specific slums in the city. The poor in T'Telir take any jobs they can, including prostitution for women[20] and work in the dye fields for men.[20] A lot of people here also beg for money,[22] although this profession isn’t very rewarding in T'Telir.[22] There are also underground fighting matches where men can see people, often Idrians, box eachother to unconsciousness,[20] these matches are often funded by slumlords.[20]

The T’Telirites enjoy music, painting, dance, poetry, sculpture, puppetry, play performance, sandpainting and lots of other ‘lesser’ arts.[24] Weapons are uncommon enough in the city that a sword draws attention. [25] Timepieces are not common in T’Telir,[26] and punctuality is not a high priority in the city, especially among the Returned.[10] The T’Telirites are fond of carriages,[3] and use them a lot in the city,[3] although the Returned and their Queen prefer to use palanquins.[10]

The T’Telirites herd livestock such as sheep and cows.[27][4] they also enjoy many sorts of sealife, such as mussels, fish, and octopi,[9][12][28] and many foreign foods.[23] The T’Telirites keep their dead in charnel houses.[25]

ReligionEdit

While T’Telir is home to many different cultures,[12] and many different religions, the largest part of the population follows the Iridescent Tones. There are also a number of Idrians[12][20] who follow Austrism.[20] As there are many Pahn Kahl living in the city. the Pahn Kahl religion is likely practiced as well.

T’Telir contains the Court of Gods, a large walled off plateau.[1]This plateau is the home of the Returned,[29] including the God King.[1] Anyone in the empire who wishes to get a blessing has to send their offerings all the way to T’Telir.[29] If people want to petition to the gods they also need to travel all the way to T’Telir.[7] Both of these things make T’Telir very important to the religion.

T’Telir embodies everything that modern Austrism preaches against. For example, Austrism preaches that ostentation is forbidden while in T’Telir everyone and everything competes for attention.[10] Another example is that Austrism considers breath to be a part of the soul,[30] while the T’Telirites trade in breath.[22] This is likely on purpose as Austrism changed significantly after the Manywar, hating everything Hallandren.

During the first three hundred years of the city’s existence the majority of the population followed Austrism,[31] although back then it was very different from modern day Austrism. During this time the Cult of Returned likely settled in Hanald, although it wasn’t very large yet. After the Manywar however the Hallandren people felt that Austre had forsaken them, and left them to Kalad the Usurper. Partly because of this and partly because of Peacegiver stopping the war they started to worship the Returned. During this time the Cult of Returned grew and evolved into the Iridescent Tones. At the time of the Pahn Kahl rebellion, people are beginning to doubt their gods more and more, seeing them as less divine, weaker, and less wise.[4]

Politics and LawsEdit

This isn’t about money. It’s about fear. People in the court talk about what might happen if the Idrians cut off the passes or what may happen if the Idrians let enemies slip through and besiege T’Telir.

T'Telir is the capital of Hallandren and contains the Court of Gods, the home to the Returned.[1] Hallandren, which includes T’Telir, is ruled by the God King,[29] although in reality he has very little political power and is more of a figurehead for his priesthood,[32] who actually rule the empire. The God King has the right to undo any decision made by the Court of Gods.[33]

The Returned have duties and votes on specific matters in the city and the empire.[4] The task of the priesthood is generally to inform the gods of the people’s opinions.[4] The Returned can then make informed decisions, which the priests enforce. In reality the priests handle most of the minor decisions, so that the Returned only vote on the major decisions.[33] This method of government, waiting on debates that must be brought to the gods (who cannot leave the court to be among the people of the city) by the priests, operates much more slowly than Idris' monarchy.[27]

There are specific laws about where begging is allowed and where it isn’t,[22] these rules aren’t taught to beggars though.[22] Getting into a brawl in the city will get you locked up for a night,[2] although hitting a priest means the death sentence.[2] Anyone who wants to fish in the waters of T’Telir has to pay a fee.[17]

City GuardEdit

T’Telir has a human garrison, although it isn’t terribly large. The city guard also contains many lifeless, usually directed by living humans. It is likely that the city guard also contains many of the support staff that goes along with lifeless soldiers. The city guard has a number of cavalrymen.[1] T’Telir’s living city guard is dressed in bright yellow and blue,[2] while the lifeless guards are dressed in purple and gold,[20]

T’Telir is also the location of the entire Hallandren lifeless army.[1] This army numbers forty thousand lifeless, fully equipped[11] and ready to respond to any potential invasion. While this army is completely separate of the city guard, it can be called upon to defend the walls. The lifeless soldiers are described as wearing gold and blue,[1] this might be the same as the living human guards, who’s uniforms are described as bright yellow and blue.[2]

HistoryEdit

Settling and ExpansionEdit

The Pahn Kahl were the original inhabitants of the Hallandren lowlands,[34] and of the bay where T'Telir was later built.[34] They lived in scattered fishing villages in the valley's jungles.[34] At some point, the people of Chedesh discovered the lowlands[34] and multiple ships were sent to investigate.[34] On one of these ships, in the bay of T’Telir, a man named Vo died,[34] and later Returned.[34] After Vo died again his crewmates decided to found a kingdom,[34] crowning his wife as Queen of Hanald.[34] The place where they set foot on land would later become T’Telir.[34]

The God King's palace was the first building constructed in the city of T'Telir.[35] It served as an outpost overlooking the bay and was built by the crew mates of Vo, the first Returned, three hundred years before the events of the Manywar.[34] It would later become the residence of the Royal family of Hanald,[35] making T’Telir the capital.

As Hanald expanded and its economy grew T’Telir grew as well, both in population and in wealth. The increase in wealth happened because of a number of reasons. T’Telir is located in a bay, protecting it from storms and making it a prime port. Another reason for T’Telir’s wealth was, and still is, the farming of many products native to the Hallandren lowlands, this includes the Tears of Edgli which only grow in Hallandren due to the present investiture from Endowments perpendicularity. This monopoly on the dye trade was a major factor for the Manywar, as other kingdoms wished to take control.

The ManywarEdit

T’Telir was home to the Royal family of Hanald, the descendants of Vo. After a Returned had a vision of war Kalad raised up a large army, and together with the Royal family’s own lifeless and awakeners he seized control of Hanald, ending three hundred years of reign. At least some of the Royal family were kept alive though, and they were stuck in T’Telir. Near the climax of the Manywar the remaining members of the Royal family fled T’Telir and headed north, establishing the kingdom of Idris.

After the end of the Manywar Kalad, then known as Peacegiver commanded his Phantoms to enter T’Telir, and stay put like statues, calling it a gift for the city.[36] Eventually the people of T’Telir forgot that they were lifeless. Modern day Hallandren lore holds that Peacegiver "commissioned" a large number of these statues known as the D'Denir Celabrin,[12] ostensibly as memorials[5] and reminders not to go to war.[37] The Returned continue to build more statues each year throughout the city to honor Peacegiver's tradition, although these are not Phantoms.[12]

The PlagueEdit

You mean to tell me that our God King—the most holy and divine personage in our pantheon—died to cure a few tummy aches?

Two hundred and fifty years later, a plague of distrentia struck T'Telir. The disease was especially deadly among the elderly and the young, and the nature of it meant that it spread other diseases as well. This caused the city's commerce to slow drastically, meaning that outlying villages went months without necessary supplies. In the end, Susebron the Fourth gave his Breath to cure the plague and Susebron the Fifth began his rule.[38]

The Pahn Kahl RebellionEdit

Thirty years into Susebron the Fifth's reign, he signed a treaty with King Dedelin of Idris that promised peace in exchange for his marriage to Dedelin's daughter.[27] At the time when the treaty was fulfilled twenty years later, T'Telir was the site of the Pahn Kahl rebellion. First, a Pahn Kahl named Vahr, a worker in the dye fields, made an attempt at stirring up his people.[25] He worked to that end for over a decade but was ultimately captured and imprisoned due to Bluefingers' information leaks and killed by Vasher.[39] Bluefingers himself planned an extensive subversive campaign centered around starting a war between Hallandren and Idris: he brought mercenaries and Pahn Kahl Awakeners into the tunnel system below the court,[40] manipulated Siri into distrusting the Hallandren priests,[41] and hired Denth's crew to increase tensions in the city.[42] When his plans were nearing completion, he tortured Blushweaver and Lightsong in order to get the Command phrases for Hallandren's Lifeless army, changed the Command phrase, and sent the army towards Idris.[43] The attempted rebellion was defeated when Susebron, with his newly healed tongue, used Peacegiver's Treasure to storm his palace with an army of Awakened cloths. Vasher decided to give him the Command phrase to Kalad's Phantoms, which he then sent after the Lifeless army.[44]

Notable ResidentsEdit

TriviaEdit

  • Brandon wanted to use double consonants as a naming structure in Warbreaker, though he also wanted variety in the way in which names were written. Thus, we have apostrophes as in T'Telir, doubled up letters without an apostrophe as in Llarimar, and letters with a vowel in between as in Vivenna.[45]

NotesEdit

  1. a b c d e f g h i j k l m n o p q Warbreaker chapter 4#
  2. a b c d e Warbreaker prologue#
  3. a b c d e f g h i j k Warbreaker chapter 25#
  4. a b c d e Warbreaker chapter 16#
  5. a b c d e Warbreaker chapter 28#
  6. Warbreaker chapter 2#
  7. a b Warbreaker chapter 12#
  8. SpoCon 2013
    Arcanum - 2013-07-10#
  9. a b c d e f g h i j Warbreaker chapter 22#
  10. a b c d e f Warbreaker chapter 14#
  11. a b Warbreaker chapter 47#
  12. a b c d e f g h i j k l m n o Warbreaker chapter 9#
  13. Warbreaker chapter 49#
  14. Warbreaker Annotations
    Arcanum - 2010-06-24#
  15. a b Warbreaker chapter 54#
  16. a b Warbreaker chapter 42#
  17. a b c Warbreaker chapter 53#
  18. Warbreaker chapter 13#
  19. a b c d e f g h Warbreaker chapter 17#
  20. a b c d e f g h i j k l m n o p q r s t u Warbreaker chapter 31#
  21. a b Warbreaker chapter 41#
  22. a b c d e f Warbreaker chapter 39#
  23. a b c d e f Warbreaker chapter 5#
  24. a b Warbreaker chapter 8#
  25. a b c Warbreaker chapter 19#
  26. Warbreaker chapter 11#
  27. a b c Warbreaker chapter 1#
  28. Warbreaker chapter 40#
  29. a b c Warbreaker chapter 3#
  30. Warbreaker chapter 10#
  31. Warbreaker chapter 15#
  32. Warbreaker chapter 20#
  33. a b Warbreaker chapter 50#
  34. a b c d e f g h i j k Warbreaker chapter 32#
  35. a b Warbreaker chapter 51#
  36. Warbreaker chapter 58#
  37. Warbreaker epilogue#
  38. a b Warbreaker chapter 27#
  39. Warbreaker Annotations
    Arcanum - 2010-07-13#
  40. Warbreaker Annotations
    Arcanum - 2011-01-18#
  41. Warbreaker Annotations
    Arcanum - 2010-12-14#
  42. Warbreaker Annotations
    Arcanum - 2010-09-07#
  43. Warbreaker chapter 55#
  44. Warbreaker chapter ep#
  45. Warbreaker Annotations
    Arcanum - 2010-08-05#
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