Kingdom of Valerindr Organization in RWBY Electrum | World Anvil

Kingdom of Valerindr

General

The Kingdom of Valerindr — colloquially known simply as Vale among its populace — is considered to be one of the most prosperous and oldest living civilizations in Remnant at current times. It is the foremost member of the Nations of the First and has strived to act as a mediator between both Nations of the First as well as Nations of the Second.
While not as technologically advanced or militaristic as the Kingdom of Atlas, nor as spiritually carefree and traditional as the Kingdom of Mistral, or as strict and hardened as the Kingdom of Vakuo, Valerindr is considered to be more practical and adaptable.  
— Kingdoms of Remnant.
First Nations.
 

Government

Valerindr — despite being called a Kingdom — hasn't been ruled by either nobility or royalty since the Revolution of the Freelands in 1960 AD, which subsequently ended the Age of the Warbreaker. Nowadays, similar to the other Nations of the First, Valerindr is governed by a ruling Council that represent its populace. Among those who have a Seat is the Headmaster of Beacon Academy.  
— Kingdoms of Remnant.
First Nations.
 

Geography

Biomes of Valerindr

Most of its biomes consist of thick forests, windy meadows, and farmlands. Cliffs and shadowy mountains exist as well, though not as outspread; most of them are located at the northern border.  
— Kingdoms of Remnant.
First Nations.
 

Natural Borders

Valerindr itself is located at the northeastern end of Remnant's largest continent, Sanus. It's borders the Jormangde Sea at its southwestern end and the Grendel Marshes at its northwestern end. Its northen region is bordered by the steep Vale Mountains, and its southmost border goes along the Cliffs of Tiamande. The entirety of its eastern side borders the Orkan Ocean. These natural borders are what makes Valerindr a nation of relative safety.  
— Kingdoms of Remnant.
First Nations.
 

Notable regions

"Merlot's Island was privately owned by a Dr. Merlot, who used it to further his Grimm experiments after the destruction of Mountain Glenn. It is a place best left alone now...  
— Unknown.
Some geographical regions of note include the Forever Fall Forest and the Emerald Shines Forest. The Vytal Island and the Merlot Island are both located along the Vale Eastern Coastline, with the former being located at the northeastern end and the latter is found down south.  
— Kingdoms of Remnant.
First Nations.
 

Settlements of Valerindr

The walled cities of Valerindr 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 succesful settlements use the difficultly traversable terrain of the Vale Mountains or Tiamande Cliffs to keep themselves safe from Grimm.
The most well-known settlements of Valerindr is without a doubt the Capital City of Vale and Beacon Academy, which are located in the same region known as Vale Valley.
Smaller settlements in-between these cities exist as well, everything from towns to farm villages, each with at least some moderate form of protection. Though it is not all too uncommon to hear of smaller settlements further from the cities that have fallen, either to wandering bandit tribes or Grimm.  
— Kingdoms of Remnant.
First Nations.
 

Mountain Glenn

One notable example of a lost settlement is known as Mountain Glenn, which was planned to become an extension of the Capital of Vale. Its name was meant to compare its strength and longlivety with the mountains themselves but instead it turned into a weak flame that merely a few years thereafter was snuffed out completely by the Grimm.  
— Kingdoms of Remnant.
First Nations.
 

Grimm Infestation

Valerindr's Grimm Infestation is moderate at worse but is kept at low numbers around the cities and the more successful settlements.
Grimm pools are rare, with most appearing in the Great Vale Forests of Forever Fall and Emerald Shines. Reports of Grimm pools are also said to have been found around the Vale Mountains.
Most common Grimm Monsters found in Valerindr are the Beowolfs, Nevermors and Vipers.  
— Kingdoms of Remnant.
First Nations.
 

Anti-Grimm Measures

Valerindr's Anti-Grimm Measurs are respectable to say the least. The most obvious are the Kingdom's respected and highly trained Huntsmen who regularly go out on Grimm Extermination Missions to keep their numbers low.  
— Kingdoms of Remnant.
First Nations.
 

Anti-Grimm-Turrent-Towers

Other, more automated measure include the Anti-Grimm-Turrent-Towers; scattered throughout Valerindr these are mostly found near and around settlements. A majority has long-since been automated, but some are still manned by a crew from Valerindr's Military Grimm Division; these latter ones usually pack a marginally greater firepower.
Older, defunct A.G.T.T:s can be found aplenty in the deep wilderness of Valerindr, though some efforts has been made in the latest decades to find and dissassemble these and possibly build new ones.  
— Kingdoms of Remnant.
First Nations.
 

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. Unfortunatly, they are less affective against Grimm that has reached a certain growth stage. Most of these are scattered about seemingly at random across of Valerindr, 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.  
— Kingdoms of Remnant.
First Nations.
Continent
Sanus.
Population
12 million.
Huntsmen
Around 10 Thousand.
Type, Nation
First Nation.
Governed by
The Council of Valerindr.
Grimm Infestation
Moderete to Low.
Connected Treaties
The Peace Treaty of Vytal.
The Faunus Rights Treaty of Vytal.
Connected Organizations
The Circle of Ozma.
The Circle of Salem.
Beacon Academy Huntsmen.
Signal Combat School.
Lamplight Combat School.
Spider.
White Fang.
Xiong Crime Syndicate.
Involved Conflicts, Formerly
The Great Conflict.
  • (1952 AD — 1957 AD).
The Freelands Revolution.
  • (1957 AD — 1960 AD).
The Faunus War.
  • (1962 AD — 1965 AD).


Comments

Please Login in order to comment!