@Wildman13 Considering that i have reached 6-7 MS Word doc pages of information for this nation, i think i shall now go about to greatly simplify things for the sake of consistency. XD
Unless its ok i mean.
Its fine I would like to read about it and its not the only nation that reach that has gotten to 8 pages worth of words. XD
Its fine I would like to read about it and its not the only nation that reach that has gotten to 8 pages worth of words. XD
Ah! Then with the app in hand, i shall post it here! And then debate making a small modern nation because that could be a fun side thing to manage more easily than making this fantasy nation app. Oi. Lol.
Dark Elf Nation app is in the hider below! :D
Tel’nik
Full Name: Empire of Tel’nik (Tel’nik meaning “seven branches” in their main language)- The United Protectors of the Great Mountains and their Races
Flag/Symbol:
Wonder: The Great Spire of Tel'Amar- A secret, massive tower built underneath the capital city, its walls are magically tempered and crafted with the finest materials the Tel'nik could hope to gather for making it. Their nation's "superweapon" for all intents and purposes, its is stronger than even their best buildings in make and could survive earthquakes without a scratch due to the centuries of work put into its making, maintenance, and improvement since.
It is a great "magic boosting cannon", a project started since the nation first expanded from being a city-state to a proper nation of sorts. It accelerates energy within the earth over and over within it, before the energy is fired as a beam through a portal. This portal was built on the bottom of the "lid" that covers the top of the spire. This portal, which has to be calibrated first with magic to designate and form an "exit" portal for the attack, takes time to "aim" in this regard. However, the portals only opens/is-opened just as the magical energy beam is being fired.
This being said, the one time it was used the enemy tried to fire an attack back through the portal. This attack was vaporized by the concentrated energy. Similarly, trying to fire into the portal and into the spire itself would only vaporize potential intruders, magic, or physical objects.
The end result is an explosively powerful attack capable of blasting cities into ash and producing a devastating shockwave. However, the long charge time and notable aiming time make it only used when it needs to be. However, Tel'nik has been working on a manner in which to "supercharge" it faster and speed up the magical formula and processes it utilizes, which is still in the process of being developed.
However, the spire is vulnerable from sabotage on the outside of it. Hence it has a guard granted to it for protection where it is located.
Wonder Guard: An elite, 200 guard retinue composed of the best warriors among the Dark Elves and Dark Dwarves of Tel'nik, they are chosen among the most promising young warriors and trained to guard the nation's Wonder with their very lives and them some. Their armor is bulletproof to even a canon, inscribed with many runes and magical incantations/formulas to make this possible. They live on a strict diet and regiment of training, only answer to the Star Queen, and fight "like demons" in battle as it has been said. These are assisted by an array of 250 constrcts made specially for this task of protecting the nation's wonder.
They can fight to protect the capital city of Tel'Amar, and are sworn to protect the royal family at all costs secondary to the Wonder itself. They in reality act as both royal guard and wonder guards, however, with supporting troops in the city being used to assist them as needed if any of their numbers are sent off to protect members of the royal family as they visit other places.
Technology: Muskets, rune-or-arcane-formula-inscribed musket balls for firearms that have various effects, great cannons/constructs/artillery of various designs, and a mix of infantry troops types and specialists using varying formations or tactics, these sorts of things eventually by this current point in time have become incorporated into the Tel’nik nation and society. This is no more advanced than later medieval times with its muskets and cannons and such, though the influence of the nation’s industry and magic contributed to the ingenuity that brought it to this point in its history.
Military Might:
Due to possessing superior numbers to the modern nations arriving in their world, Tel’nik possesses a specialized military broken into various parts as it is able to do.
Being used to performing guerrilla tactics in the past, they normally operate more along the lines of Earth’s modern troops in ways when it comes to their more "modern" infantry. Sending in squads tactically for goals, deploying troops in pieces strategically for combat, sneak attacks, surrounding and separating enemies, performing ambushes, and all of these sorts of things were adopted by the Tel’nik as their battle style.
This being said, in a direct battle fielding an array of constructs with built-in weapons is usually the way they go for their core infantry to compensate for them being distanced from their creators greatly, alongside dark dwarven heavy infantry/pikes and dark elven gunners/archers/spears in support as well. This alongside the normal applications of magic users in any given situation they go into militarily otherwise.
Sabotage and espionage form an entire wing of their military as well, with a contingent of elite squads and assassins and spies who are perhaps the most renowned and feared by others as compared to their contemporaries.
In terms of artillery, they possess a unique feature beyond the standard stationary bits: mobile artillery. As they field constructs in their armies already with disposeability in mind, they created variants combined with this artillery they have created, such as: Mounted cannons they can aim themselves with magic spells for tracking targets, rotating arrays of firearms magically feeding in from an internal chamber using arcane formulas and being fired via explosion-producing runes formerly used for just mining, and potent little catapults that fling exploding magic cannonballs. Further, self-destructing specially made constructs meant to fight to the back lines and shred enemy lines with a great deal of shrapnel are also employed.
Further, the nation boasts literally no cavalry, a weakness in regards to military might. They rely on the stout, strong dark dwarven infantry and dark dwarven pikes to hold up the sides. There are also dark elven contingents of spears used for lighter, faster moving anti-cavalry tactics on the flanks and rear of the army as well. However, even then this is merely their attempts to compensate against cavalry used by others.
Yet they do possess a strong navy, which is slow but consists metal-reinforced wood ships with some artillery and a set of dedicated marines aboard each vessel. Not as fast in the water as lighter shops, but compensating with long range, durability, and maneuverability, it is a force that has seen conflict to the past with devastating effect on unprepared foes.
Construct makers, however, are kept safe in the nation's holds or capital city due to issues with rampant constructs if the makers die.
Government:
-The Queen: Tel’nik is at the top ruled by the “Star Queen”, always having been a female member of the Dark Elf race due to the matriarchal sentiments that have existed in the nation since its beginnings. She wields supreme power over the military, and is capable of vetoing laws passed by the “Great Council” beneath her. However, she cannot come up with laws, but she and her family enjoy a life of great luxury, high status, and high education regardless.
-The Great Council: Underneath the Queen directly is the “Great Council”, also known as the “Council of the Twelve”. This council is formed of dark elves and dark dwarves that the nation is composed of, who are representative chosen from the various parts of Tel’nik to be a part. To become a member of the council, one must have possessed a mayor-ship in the past, served a term as a governor at least once, and pass an inspection and exam for council candidates. This is to ensure, as has been noted in the past the council itself: “an experienced, fair, and just council who have the varied and needed experience to serve the people well”.
Along with this The Council (its nickname as it were) also is the one that fiddles with the laws and legislation on a normal basis, the macro matters of state that would be unwieldy if only left to one individual. The Star Queen attends these meetings, in order to remain in the loop, but she has limited power to merely veto new legislation...but does have the power to enforce the laws once they are passed. Despite not being able to craft the laws, the Star Queen can suggest them to the Council for discussion.
The Great Council does have input on declaring war properly, however, and thus with the Star Queen they must come to a majority agreement to declare war properly. This being said, the Council does recognize the Star Queen’s authority to mobilize the military prior to such an event as is needed. After all, this is one reason for her very high education from a young age.
-Regional Governors: Regional governors are chosen among mayors and those who served as mayors in the past, who must pass a tough exam as well as an extensive examination of their character. This is meant to decrease corruption, by pushing only those with the mind and determination to achieve it...as well as the right character being required for that matter. Underneath them is a “State Council” that is composed of citizens from across their controlled region, members of which can replace them in emergencies until a new governor is put into power.
-Mayors: Official that are, oddly enough, chosen among the people for their positions. Elections in the towns take place every 3 years, with candidates having to convince the people to elect them. Upon a “final 3” arising from this, they must pass an examination of character and skills by the “Town Council” (a large council composed of citizens from their area) who helps mitigate the power of the mayor in effect but also helps choose which of the final 3 candidates rises into the position of Mayor proper. The election process is overseen by assistants to the Regional Governor, to avoid issues and keep things recorded properly.
-Emergency Governmental Measures: Should lower-tier leaders be lost, members of their respective councils replace them. Should the mayor die, a member of the town council is selected for the position until a new mayor can be put in. Same for the Regional Governors, as if one dies in office a member of the State Council will be put into place in an emergency
History:
-Origins-
Tel’nik as a nation was founded a very long time ago, said to be thousands of years ago, when a group of elves that had been cast out of their homeland journeyed to look for a new area to call home. Their leader at the time was the priestess Amana Tel’nik, who was granted visions by the gods of where to go. Over the course of time their odyssey led them to eventually arrive at the center of what would be the lake Vol’Filla-Amar. Here they discovered the entrance to a ruined dwarven city. In this case, the dwarves were an off-shoot of the normal, with skin as dark as the shadows they lived in and eyes whose colors were like burning embers. However, the state of these dwarves had declined in recent decades, with only very few stragglers remaining behind after far too many had died of a great plague in the past.
It was here that, despite both sides feeling like there would be a conflict, an elderly shaman among the dwarves named Durin-Tor spoke aloud. “Here ye my people, for these were sent to us by the gods and elements to preserve us, us who had shunned the world and fell to our folly of locking ourselves off from it.” It was this that left the more numerous elves assimilating into the city alongside the remaining “Dark Dwarves” as they were called. However, these elves were the ones to take charge after the following negotiations, their new queen (Amana herself) being at the head. Yet to preserve the right of the dwarves, a secondary council was formed to incorporate dwarves into the legislation and governmental process justly in the eyes of both parties who formed a nation they named after the elf prefix for “seven” and the dark dwarven word for “stars”.
-The Rise of Tel’nik-
Changed by the new environment in which they lived by the magic it contained, this group of elves became what is called the “Dark Elves”. Their skin was now naturally as pale as the whitest of the northern ice, and their eyes became silver, stormy grey, even fiery red at times, and most rare of all a gold-fiery red mix also differs from their elven relatives. They retained their slender, elegant bodies, yet their muscles became far denser and their skeletons far hardier/denser as well, all to better adapt to survive the pressures underground. They became an industrious people, though safer in mining practice than the Dark Dwarves had been, combining the methods of their peoples to dredge up the earth’s secrets.
As elven magic and dark dwarven weaponcraft came together, the production of magical materials and weapons tempered combination of runes with elven magic came into light. However, most important was a tree that grew above the city in the ground the “Seven-Star Tree” that the city originally called itself after. This elven object of nature, brought by the original elves a long time ago, grew upon the magical power seated in the earth underground and became a pale, beautiful sight to behold and infused with great magical power. It became the symbol of the Tel’nik themselves, the symbol of their nation even that was borne upon their flag. It is thought of as being the “wonder” of the nation with rumors of it having weaponized powers, though in truth this isn’t the case at all.
Eventually the city decided to expand its operations, and the combination of dwarven ingenuity and elven grace made the Dark Elves a hard party to fight against. They expanded out in all directions towards the surrounding ring of mountains, making contact with the dwarves that lived there and becoming allies with them, as well as beginning to set up towns above and below ground for various operations like growing crops and mining for additional materials. The latter was especially notable for them, as the area they lived in within the protection of the Delegar Mountains (the mountain range surrounding them) was like the mountains an area rich in minerals and various metals and precious gems. In other words, the type of area that had drawn the original inhabitants of the original dark dwarf city there an even longer time ago.
-Expansion Issues-
However, during this expansion the Tel’nik ran into an issue. Goblins, several warring tribes of them that lived on areas around the main lake surrounding the nation’s capital city itself. Pushed into the Tel’nik-Ganar War (“ganar” meaning “goblin” in the overall Tel’nik language that developed over time), the war was hard between numbers on the goblin side and the advanced but fewer Tel’nik. After ten years of conflict, and the superior weapons and armor of the Tel’nik coming out on top, the goblins were subdued and exterminated in their area.
Thus Tel’nik as it is known now came into being, and was thrown into its first proper “golden age” after this war left the nation free of enemies for a time. Industry and a certain respect of nature seemed to mingle, mining operations expanded, and the dark elven population in particular boomed the most from it all in terms of numbers. The big cities of the Tel’nik formed during this period.
-Rising Up To Current Times-
However, as war became a real thing, the nation fought its first conflict to assert its existence and make possible its survival in the greater world. Yet as trade also began to influence them, and interactions with the larger world became a true struggle at times after the initial golden age, Tel’nik was forced to undergo another change as the current times of their world began to emerge and take root. Muskets, rune-and-arcane-formula-inscribed ammunition for their firearms/artillery, great cannons/constructs/artillery of varying designs, a mix of troops types and specialists using varying formations or tactics, these sorts of things eventually by this current point in time have become incorporated into the Tel’nik nation and society. Due to their industrial abilities and ability to mine what was needed, Tel’nik was perhaps among the first nations to advance to the level of technology that currently exists in the world.
Further, they share a healthy relationship with the dwarves of the mountains, the reason they were able to build fortresses in the mountains even in the past.
Capital City: Tel’Amar (meaning “seven stars”)- the great capital city of the Tel’nik which lies in the middle of the lake Vol’Filla-Amar (meaning “great mirror of the universe”). Despite having a large above-ground presence, underground the city is equally as large if not larger than what is above ground. From colorful markets above where traders can find an array of exotic and other necessary goods, to the deep mines lying at the bottom of the city’s underground part, it is a place that seems to ring with the history of its people to the furthest degree of any other in Tel’nik.
Within the very center of the city is located the palace itself, a great palace that stretches even underground due to it originally being there. However, directly in its front coutyard, the true "center of the city" above ground, is the Seven-Star Tree itself as well.
Notable Cities (other minor ones exist in their land beyond these, including villages and towns):
-Filla-Garon (“mirror’s base”):
-Fin’Darag (“melting pot“):
-Gram’Tor (“grand dwarven residence“):
-Tol’Ganar (“great mighty home“):
Bases/Fortresses:
***The fortresses of Tel’nik are called the “Tel’Pleida” (meaning “the seven sisters”). They are the seven primary fortified bases of the nation which lie within the mountain range that forms the borders of their land and along the entrance into their inlet from the sea). The names of the places are as follows.***
-Gil’Avari: Meaning “god’s gold”, it was originally a booming mining town, due to the rich mineral veins that exist there, before being converted into a fortress during a war at some point. Currently it works as a military base and factory, procuring raw materials and sending them to the cities via a set of underground highways built going from it to many local cities. Though it has only one wall, the thickness of the building and its great size and metal-reinforced overall structure are not to be underestimated.
It also bears the designation as one of the two largest fortresses of the Tel’Pleida, with several minor above-ground military outposts surrounding it that can be supplied and communicated with rapidly.
Further, the lake within the inlet provides water to the fortress itself through pipes, though it also has access to an underground spring and magical purification system in case of sabotage during war.
-Tol’Magni: Meaning “great king”, this fortress was the first created by the nation within the mountains on the orders of their first queen. The struggle to make this fortress worked led to notable advancement in architecture and the infrastructure of the nation itself due to the efforts needed to make it. Built with a set of 3 walls surrounding it that are mounted with stationary artillery for anti-air and anti-ground purposes, as well as a labyrinth of tunnel underneath the fortress and walls themselves leading up to several miles (called “falons” in the elven tongue) away.
Said labyrinth of tunnels have many entrance points, all to be used away to use for guerrilla attacks or escape, with hidden chambers for living that are filled with food and supplies. Entrances into these hidden chambers come from the side, and have charms placed on the inside of them to keep gases and fires out in case enemies seek to purge the tunnels through various means. On top of this, the tunnels bear a large variety of traps and tricks meant to kill, delay, and otherwise impede foes who try to enter them. The thick, rocky terrain above these tunnels and the rock these tunnel were when in below is of a very sturdy sort, meaning it isn’t so easy to destroy unless one utilizes very heavy ordinance to blast away at them.
Fun fact, these tunnels were crafted as a defensive system for the fortress and its surrounding area shortly after completion. Since then, maintenance of them and expansion of said tunnels have been undergone in the many years following.
However, as compared to the other fortresses the size of the main fortress complex itself in this case is on the bottom 3 in terms of size. Indeed, it is one of the smallest, albeit it was built unusually sturdy with layers of magically-treated concrete for all of its walls. Yet it application its name is a moniker of how effective it’s been in application during times of war.
-Tol’nik: Meaning “great branch”, is the largest fortress of the Tel’nik nation. All of the unique attributes of other places were added, including metal reinforcements and magically-treated concrete. It boasts a stunning 6 layers of walls with mounted artillery for foes approaching in the air or on ground, and contains a city-sized set of buildings and housing and such underneath it.
Indeed, it is in reality both a fortress and a city combined, the city being underground and the fortress above-ground. The city was built first, and what at first was a mere military outpost above for protection evolved into a massive construction project over time. The third fortress to be built, it was designed by the best engineers Tel’nik could produce...and is their pride and joy of defensive structures.
It has a direct and well-maintained/protected underground highway to the capital city of Tel’Amar, itself a large construction project that took many years to finish. To assault this fortress could be considered “suicide” in some manner or another, and if the capital needed to be evacuated or such this is the place the people and troops and governmental leader would all naturally retreat to.
-Rael’Fura (meaning “light winds”), Nil’Ganar (“home of the mighty”), Hel’Virin-Tor (“burning home of dwarves”), and Dir’Magnus (“lesser lord”) are the latest four fortresses built by the Tel’nik. They are considered to be of “average” build and make. They are a standardized design for fortresses that was developed in recent years, due to the expenses in constructing entirely unique fortresses in the past.
These were built as the people of Titania advanced to the point where the mountains were not as “impassable” as they used to be, or perhaps the fear of war and past experiences has made the Tel’nik think such, though even now these mountains they still remain like an “impassable wall” for armies. Thus the need to add defenses at a manageable cost was required, just in case.
Each of these fortresses have two layers of walls and a moderately sized main fortress complex behind those walls, with basic artillery for anti-air and anti-ground, as well as a set of simpler but well-reinforced evacuation tunnels for escape towards the inside of the Tel’nik lands, or even get to other minor outposts dotting along the mountain range if need be during an evacuation.
Additional Notes:
-Male Dark Elves are known to look feminine, naturally being mistaken for flat-chested females by other races
@Wildman13 Hopefully the nation isn't OP, or the opposite end of the spectrum by this world's designs.
Meant to be a "dark elf ruled, dark elf majority nation with two other races in it that normally aren't working together". Something that became a technological and magical melting pot of generally outcast races or groups from other potentially more common races. They don't have magitech, mind, just simple applications like magic applied to cannons to fire them better. Or runes inscribed on the musket balls to add effects. XD
@Wildman13 Hopefully the nation isn't OP, or the opposite end of the spectrum by this world's designs.
Meant to be a "dark elf ruled, dark elf majority nation with two other races in it that normally aren't working together". Something that became a technological and magical melting pot of generally outcast races or groups from other potentially more common races. They don't have magitech, mind, just simple applications like magic applied to cannons to fire them better. Or runes inscribed on the musket balls to add effects. XD