Kingdom of Atlasia
The Kingdom of Atlasia —colloquially known as Atlas among its populace — is without a doubt the most technologically advanced nation in all of Remnant. Beyond being considered equally prosperous to the Kingdom of Valerindr, it is by all accounts the youngest nation in the lands of man, rising from the ashes of its former collapsed kingdom as a mighty phoenix, stronger and more vigilant.
Among the Nations of the First, it arguably has the most physical presence, mainly due to its impressive military and technological assets. Many see it as a beacon of technological might against the Grimm, while at the same time it is feared for the shadow it casts.
Government
Similar to the Kingdom of Valerindr, Atlasia may be known as a Kingdom but the nation in its current manifestation has never been ruled by either royalty or nobility. Those historical links were snapped and burned as its forebearer — The Kingdom of Mantle — was consumed by the fiery dogs of war.
The Kingdom of Atlasia, which had been reborn from the ashes of its forebearer, is instead governed by a ruling council that represents and sees to its populace needs.
It is also considered to be a militaristic state, as some see it not as a state with a military, but a military with a state. This is due to the fact that every facet of society is intricately tied to its military. This is most obviously seen with the fact that Atlasia's government, military, and the Atlasia Academy function as a single cohesive entity.
Thus some see its Council with some skepticism due to the General of the Atlasia Army having such influence. Even more so when it is possible for the General to also be Headmaster of Atlasia Academy, thus having two functional Seats at the Council.
Geography
Biomes of Atlasia
Due to its northern location, most of Atlasia's biomes consist of either snow-covered taigas down south or and bare tundras up north. Cliffs, crevices, hills, and mountains are also quite commonplace, most of it covered in either snow or ice. It is only during the spring and summer months that the temperatures rise enough for vegetation to grow anew. Most of its farmlands can be found down south, where the temperatures are high enough to allow for consistent farming.
Food Production
While some of the Kingdom's food is produced in the protected farmlands down south, most of it all is produced within Environmental Domes that are located either within or below the walled cities of Atlasia. These produce both greenery, meat, and milk products, but are not seen as exclusive as the naturally farmed materials.
Natural Borders
The Kingdom of Atlasia is located at the farthest north of the continent of Sanus. Its western coastline borders the Jormagde Sea, and its eastern region is bordered by the low mountains of the Pale Peaks. Its northern coastline borders the Orkan Ocean, which is frozen all year-round. Its southern region is bordered by the Vale Mountains.
Settlements of Atlasia
The walled cities of Atlasia are few and relatively far between as if common for Remnant. Most are coastal cities that takes usage of both artificial walls and the waters of the Jormangde Sea or Orkan Ocean to best defend themselves. Other successful settlements are positioned along the Claws of Orthos — ice-covered crevices that goes along the southeastern edges of the Kingdom.
The most well-known settlements of Atlasia are without a doubt the Capital City of Atlas and Atlasia Academy, which are located in the same region known as the Atlas Crater.
Grimm Infestation
The Kingdom of Atlasia has arguably the least amount of Grimm Monsters within their borders. One major factor for this is its cold climate, which a majority of the Grimm are unable to withstand. This only changes during the spring, and summer months, at which the Grimm will increase in numbers and become a noticeable bigger threat to farms and settlements.
The greatest threats in regards to Grimm, are the ones who have reached an advanced growth stage and are more durable than the average Grimm Creature. Thus while the Atlasia Huntsmen have to deal with lesser numbers, they have a tougher time taking out single units than the ones down south.
Anti-Grimm-Measures
The Anti-Grimm Measures of Atlasia are highly respected, to say the least. Some would go so far as to say that they own the epitome of A.G.M:s in all of Remnant. The most well-known are without a doubt the Atlasia Huntsmen, who utilize both ancient training with high tech solutions aids.
Anti-Grimm-Turrent-Towers
One of the foremost counter-measures against the Grimm are the A.G.T.T:s. Anti-Grimm-Turrent-Towers, which are scattered about across Atlasia. They are positioned at precised intervalls, they turrets positioned southwards or westward in standard mode, allowing traversing military and huntsmen to make good assumptions of their position in comparison to nearest settlements. All functioning A.G.T.T:s have been automatised and work based on an advanced algorithmic program that identify threats. From that, they also work as surveillance towers that may give warning should high numbers of Grimm be nearby.
Anti-Grimm-Turrent-Tower-Outposts
Nearby settlements, especially the walled cities, A.G.T.T.O:s are positioned. And while they have automatic functions, they are also manned by both Huntsmen and military personnel. They have access to more powerful turrets and artillery. Some have also been connected with nearby cities with subways lined with explosives for worst-possible outcome.
Anti-Grimm Paladin Corps
The A.G.P.C — usually only refererad to as the Paladin Corps — are the name of the mechanized battlesuits that are positioned either near the A.G.T.T.O:s or settlements. These highly manoeuvrable mechs are outfitted with impressive armaments, such as laser-targeting high-caliber cannons, advances electro-field shields and missiles. While still relatively few in numbers, they are seen as the next step in taking down bigger and dangerous Grimm while offering greater protection to both Huntsmen and military personnel.
Anti-Grimm-Electro-Field Pillars
The Anti-Grimm-Electro-Field Pillars— A.G.E.F.P — are not designed to destroy Grimm, but instead keep them at bay. Unfortunately, they are less effective against Grimm that has reached a certain growth stage. Most of these are scattered about seemingly at random across the southern regions of Atlasia, though they are a bit more common around settlements, and military and Huntsman installations.
Powered by Electro Dust, these Pillars gives off a low-frequential electrical field that disorients the Grimm, which usually works with keeping them at bay long enough for Huntsmen to arrive.
The Faunus Rights Treaty of Vytal.
The Circle of Salem.
Schnee Dust Company.
Atlasia Huntsmen Academy.
Helio Combat School.
Eosa Combat School.
Spider.
White Fang.
- (1952 AD — 1957 AD).
- (1956 AD — 1958 AD).
- (1957 AD — 1960 AD).
- (1962 AD — 1965 AD).
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