Chronicles of Omniluxia
Countries

Teldranin

939 words·4 min read

Flag of Teldranin
Teldranin flag
Game Tag
IP7
Capital
D'-Shullurrui
Government
Feudal Monarchy
Primary Culture
Tellonian
Faith
Aentora Religion
Territory
6 controlled provinces at start.
Levy Composition
Light Infantry 55%, Heavy Infantry 30%, Light Cavalry 15%
Map silhouette of Teldranin
Starting realm atlas with province borders, capital, cities, holy sites, neighbors, locator inset, and mileage scale.

Campaign Profile

Teldranin begins in D'-Shullurrui as a Feudal Monarchy state led by a Tellonian political core and professing Aentora Religion. Its opening position is best understood through the people, ruler, land, and institutions recorded in the game files.

Starting Ruler

No set_as_ruler character is present for this tag in the authored setup files. Accordingly, no ruler is named here: the campaign supplies the officeholder through game setup rather than fixed lore.

Peoples and Cultural World

Tellonian belongs to the Illorian culture group, alongside Lidyan, Yllonian, Urretolian, Yeuboean, Arcanian, Mazonian, Tunnorian, Pollian, and Kunnstri. The culture definition uses the Intermarenican ethnicity set for character appearance. Across the realm's starting provinces, population-weighted provincial culture is recorded as Tellonian (84%), Arcanian (11%), Mazonian (5%). Provincial culture is a broad administrative label rather than a census of every household, but it provides firmer evidence than assuming the entire country matches its court.

Religion in the Realm

The state faith is Aentora Religion. Starting provinces are recorded as Kka-Shatothui (55%), Helluvian (45%). Game localization describes it this way: “The traditional faith of the Illorians consists of a pantheon of various different gods and deified heroes, including the Everything-King and his Twin Sons. However, the most important gods to these 'Old Believers' are Aentora and Muerthos, the dualistic gods of life and death. Followers value intelligence and skill over brute force and strength, values and traditions that still remain amongst Illorian communities that have abandoned the old rites. With the founding of the popular Helluvianism, the traditional faith of the 'Twin Gods' has been relegated…”

Land, Settlements, and Livelihood

At the 1000 LC start it controls 6 provinces, making it a small and exposed polity. From D'-Shullurrui, its government must survive through concentration, timing, and selective expansion. Province count measures the opening political footprint, not the number or worth of its people. The starting provinces contain 1 city or metropolis. Their population-weighted terrain is farmland (85%), and plains (15%); their leading trade goods are hemp (50%), cheese (12%), fish (12%), earthenware (11%), wood (10%), and woad (5%). These records give the country's culture a material setting without inventing unsupported customs.

Government and Army

Its Feudal Monarchy locates formal power in a crown and dynasty. The title is therefore more than flavor: succession and the standing of the ruling house are central to the realm's continuity.

The levy is built chiefly around light infantry (55%), supported by heavy infantry (30%), light cavalry (15%). This is a statement about the forces available at the campaign opening, not a claim that every inhabitant shares a single martial way of life.

The army profile should be read together with the terrain and economy above: it shows what the state can raise in 1000 LC, while the province records show the communities and resources supporting that force.

See also: Countries, Cultures, Races, Religions, and Timeline.

Realm at a Glance

Teldranin enters the 1000 LC world from D'-Shullurrui, with a Tellonian political core and Aentora Religion as its recorded faith. Those labels connect the state to the wider cultural record history and to Aentoran tradition; they describe the court and starting state, not a claim that every subject has the same ancestry, language, or belief.

Rule and Scale

Its Feudal Monarchy locates formal power in a crown and dynasty. The title is therefore more than flavor: succession and the standing of the ruling house are central to the realm's continuity.

At the 1000 LC start it controls 6 provinces, making it a small and exposed polity. From D'-Shullurrui, its government must survive through concentration, timing, and selective expansion. Province count measures the opening political footprint, not the number or worth of its people.

People and Belief

Primary culture and state faith show which traditions possess official standing at the campaign opening. They also provide the safest canon-grounded starting point for understanding daily identity: Tellonian institutions shape the realm's public face, while Aentora Religion supplies its formal religious vocabulary. Border communities, minorities, and local practice may be more varied than those state labels can show; see Cultures and Races for the distinction between culture and ancestry.

Ways of War

The levy is built chiefly around light infantry (55%), supported by heavy infantry (30%), light cavalry (15%). This is a statement about the forces available at the campaign opening, not a claim that every inhabitant shares a single martial way of life.

Together, the capital, territorial footprint, political form, and levy make Teldranin more than a colored patch on the atlas: they define the problems its rulers face and the resources with which its people meet them.

See also: Countries, Timeline, the wider cultural record, and Aentoran tradition.