A guided tour of my version of Tel Galen. If you would like to come and visit, look me up at PC EU.
The New Magister
Many changes have reportedly been made to the fabulous Telvanni tower of Tel Galen since Glorinand, the new magister took over. And today, having received an invitation to tea, you will get an exclusive tour.
The EntranceAs you know, the tower itself is located on an island close to Sadrith Mora. It is encircled by a high stone wall, which protects it from any undesirable guests. One can enter by one of two gates. Inside there is just enough space to leave your palanquin, cart, horse, dragon, or whatever your mode of conveyance might have been.
The initial impression that one gets after entering the gates is one of towering grandeur. The much-needed lighting is supplied by a bunch of Hlaalu lamps.
You will find that the entrance to the tower looks equally imposing at night.
In front of the tower steps lies a small courtyard.
This is naturally equipped with a fountain, because keeping running water around is vital. The courtyard is at all times protected by skeletal guards. It is a good thing that, even with Mannimarco wreaking havoc, the Telvanni have never cared to actually prohibit the arts and the practice of necromancy: otherwise the tower would be at the mercy of burglars after its new master has released all the Argonian slaves.
The gates of the tower itself are not left unguarded either. They are protected by a fierce Dwemer construct collected by the magister on one of his journeys into their underground cities. It is said that the two huge marble statues of Ra Gada mages that overlook the entrance will also animate in the event of an attack, but this particular rumour is yet to be proven.
The Assistant's Cave
The Fishing Village
Before venturing into the depths of the tower proper, one likes to take a stroll through the grounds. They are surprisingly expansive. Taking the path to the left, one can walk around the tower and into the backyard.
As we have already mentioned, Tel Galen is located on an island. It will therefore not surprise you that there is a beach behind the tower. There is also a small fishing village. Under the previous establishment this used to be the home of the many Argonian slaves that Tel Galen kept and which have since been freed. At the moment, the only inhabitant of the village (always apart from any skeletal guardsmen) is a weird clockwork contraption.
The Argonians may have left, but vestiges of their presence still remain.
In rainy weather the ashlander tent is a perfect place to hide and get warm.
Rumor has it that port Galen itself is being used by a band of smugglers led by the notorious Pirharri: the soft-pawed, long-fingered Khajiiti outlaw that has created such a stir a few years back. But since nothing of the kind has ever been actually proved, you would be wise to keep such slanderous remarks to yourself, lest you offend your host.
Whenever you go swimming, or just want to relax on the beach, the huge mushrooms provide you with shade. After all, the sun may be okay for the Altmer and the Dunmer, but when you invite your Breton friends over, you don't want them to get sunburned.
The Conservatory
Hidden in the confines of a natural cave is a conservatory with many different kinds of exotic – even outlandish – plants. Take care as some of these might even be dangerous.
When one takes a closer look at one of the crates, one starts to think that there might have been some truth to the stories about smugglers.
Floating Rocks
The Seaside Overlook
Near the water edge is an overhanging cliff, which commands a good view of the islands off the eastern coast.
You can reach it by following the metal platforms from the floating rocks.
If you have the guts, the overlook provides a good diving spot.
If you also intend to keep said guts inside you, you'd better be a fast swimmer. Those slaughterfish are very unforgiving.
The Way Up
If you fancy a view from the top of the tower, the new magister has fashioned a series of platforms, which will lead you there. The way starts under one of the huge mushrooms and continues up.
The views alongside are truly captivating.
True to his altmer heritage, the magister has even set up a small secluded spot with hedges and flowers on one of the platforms.
The Tower Top
Whether you want to make sure the celestial conjunctions are favourable to your projects, or you want to ascertain what your neighbours are having for lunch, you certainly cannot do without a cozy and comfortable observatory. Next to the telescope you will find a small-scale model of Vvardenfel so that you can tell what you are looking at.
One wonders, but dares not ask, what the purpose of the Glenmoril witch stone on the very top of the tower is...
... mostly because one is afraid one already knows the answer.
Needless to say, the view from the tower top is also fantastic.
The Grand Foyer
The tower gate opens onto a grand foyer.
Just to the left of the entrance you will find a cozy watering hole. Why not have a welcome drink? Wait, is that Pirharri over there tending the bar?
Naturally, if one wants to entertain guests, one needs more than wine and spirits. All dishes are served at the dining area.
To make sure that everybody is having fun, the magister has set up a gaming zone, furnished with one of the Hlaalu gaming tables.
The foyer also houses Tel Galen's kitchen area. Uncle Sheo would be proud if he saw the shining wheel of cheese over there. I wonder, is that Redguard a cook, or was she just about to pinch something from the icebox?
You will find that one simply can't supervise a property of this size and also go on with adventuring without the aid of a personal assistant.
There are many more nooks and crannies around the foyer. One of these houses a small enchanting laboratory.
Just a few steps on you will come upon an alchemy table with all the necessary alembics, crucibles and retorts. Just one tip though: do not use them to distil whisky just after you have made a batch of poisons using the same equipment. We have lost oathman Turik that way.
One of the most notable features of the great hall is the raised dais with the magister's chair.
There is nothing better after a long, hot day than to take a bath in the privacy of one's own home. Having people take screenshots of you and distribute them over the internet is less cool though.
The Library
No Telvanni's home is complete without a grand library. The entrance to the one at Tel Galen is marked with a Hlaalu bookcase.
The space of the library is structured by a fungal alcove in its middle. The walls are lit with Craglorn sconces made of real swords. The bookcases are packed with literature.
Some of the books are claustrophobic – you will find these levitating here and there around the room. The dwemer clock next to the door has run down. Luckily the Alinor ancestor clock is wound up just fine.
The magister will often be found sitting in the middle of the library, enjoying a good read.
The Workshop
The entrance to the workshop is heralded by the presence of a dwemer fountain – you simply can't do without water when smelting. Over the doorway you can see a rare work of a famous Telvanni painter.
The workshop is well lit and furnished with every convenience. To make the room more presentable, the magister has fashioned several clockwork saplings out of electrum.
The inspiration by Sotha Sil's creations is obvious. A clockwork vent is used to keep the air fresh while doing heavy work. The most vital handbooks and manuals have been transcribed into clockwork folios to preserve them from dampness and fire alike.
Even with less malleable materials, a dwemer furnace always does its job.
The Guest Lodge
The Tower Room
Finally, there is the tower room. Naturally, nothing us mundane as a staircase is used in a Telvanni home: you are instead expected to levitate up there.
Once inside, you will find the magister's bedroom / study.
There is a dining table there – very useful for having a late supper, shelves, various knick-knacks and more claustrophobic books.
A large Telvanni-style bed is where the magister sleeps. Next to it you will find a crooked wooden nightstand and two chests, presumably filled with riches. The magister is apparently not afraid of robbers breaking in – hence the piles of gold scattered about the floor.
Sweet dreams, magister.