Now, this is a [/i][/u] preliminary writeup of Valth, come about a decent bit from Brian pressuring me. Please do not try to nitpick yet...anyway.
Climate, terrain, flora, and fauna:
Valth itself experiences harsh weather conditions, year after year. Due to weather patterns, the temperature in Valth tends to be quite low in general. Like all other countries in Gaera, the climate is seasonal, though with Valth getting snow no matter what time of year. Many days seen in the country are cloudy, rather than sunny. And if not, then typically snowy rather than sunny. The accumulation tends to vary with the time of year, but it is not argued that it is least during the summer and greatest during the winter. Once in a blue moon is a day seen without snow, much less one that isn't typically cold. As a result, the days are often cold.
Obviously, this condition leads to the problem that is obviously present with land in this form--poor vegetable output. With the exception of a number of pine trees, which are spread out here or there, but never really enough to make any forests, the cold climate makes chances dire for vegetation. As a result, the country looks barren. Even under the snow, little can be found even in the way of grass. Most of the land is typically either flat, or somewhat hilly, but appears utterly barren of anything but snow, rock, and the occasional tree.
Of course, if it more than appeared to be barren, then it wouldn't be able to support people, either. As a result, it does mean there is both plant and animal life. Several small plants, not requiring too much of, well, anything, grow underneath the layers of snow. That note aside,
the Valthi wilderness is home to no small number of creatures and beings adapted to cold climates. Notable are several species of large cat, such as snow leopards and "Zakiurii", a cougar-like feline with the ability to manifest psionic powers. Also worth mentioning are the main Valthi food stock, "okame", a large cowlike creature that feeds on rodents, Wyverns, which typically live in the mountains to the north but travel south at times to hunt, and the occasional Aldrosian Frigid, which tend to stay away from any major city, for obvious reasons.
Government form
Valth runs under a centralized government comprised of a massive series of combination legislative/executive/judicial tiers, the highest of which is the High Council who ultimately decides every major action to take. There are thirteen members to the Council, and each one stays in the central building in Kalmiahtiden. Beneath the council, there is a number of "specialists" of various things, such as economy, safety, etc., giving advice to the High Council when needed and handling lesser issues as long as it does not directly violate a legislation. Effectively, the lower the rank goes, the more limited the authority. This, when executed properly, allows for a structure where the lesser authorities can handle micromanagement, leaving the higher authorities to make wide regional or national decisions where and when they are needed. In a sense, the higher ranks still exert an amount of control over the lower as the one to fill a gap in a position is chosen by, sometimes from an existing rank, the group higher than the original gap being filled. In the case of a death in the High Council, the replacement is chosen by the other council members.
As follows, ranked by number(Names yet to be determined), the ranks are as follows:
1--Authority over specific facets of city sectors.
2--Authority over general city sectors
3--Authority over specific facets of cities
4--Authority over specific cities
5--Authority over specific facets of provinces of Valth
6--Authority over specific provinces of Valth
7--Authority over specific facets of Valth
8--Supreme authority over Valth
In order to keep the people motivated and pacified by a "charismatic leader" figure and keep the higher echelons of the government concealed, any branch from Rank 6 on up has the power to choose a figurehead leader to speak in public. This figurehead effectively says what higher-ranking people want them to say, and though can be let in on military or government secrets and truths, is constantly watched by a member of the VSOC. If the figurehead slips up and lets a secret loose, an assassination is staged, the "leader" killed, the secret covered up, and a new figure chosen.
Additionally, there are courts in operation to deal with criminal cases. These courts are directly controlled by the second government rank for sectorial courts, fourth rank for city courts, and sixth for provincial courts. However, trials in these courts tend not to be too much more fair than the VMP reports, and thus the trials could be said to be a formality of sorts for numerous crimes. Additionally, to keep the top echelons of the government secret, there is no official supreme/national court run by the seventh rank or the High Council. However, for corruption in higher-ranking government ranks, the individuals accused, with valid cause, are tried before the High Council.
Military
Valth itself also has a military with its own authority over itself. Nonetheless, it still falls under the control of the High Council, whose word reigns supreme in Valth. The military can never override any direct orders from the High Council, and can only override laws or indirect orders from them by appealing to the Council directly. Outside of that, the military and its branches work in tiers as well, though the branching makes it a tad more complicated. Scientific R&D typically is handled by this government branch. Assumed for standard troops:As follows, ranked by number(Names yet to be determined), the ranks are as follows:
1--Standard grunts and officer equivalents. Cannot advise or command.
2--Sargeant equivalents. Cannot advise any higher ranking people, but can directly command anyone of Rank 1.
3--Equal to captain. Can indirectly command Rank 1 or lower, directly command Rank 2 or lower, and advise rank 4 or 5 personnel
4--Equal to colonel. Can indirectly command Rank 2 or lower, directly command Rank 3 or lower, and advise Rank 5 personnel.
5--Equal to low-ranking general. Can advise Rank 6, directly issue commands to any lower-ranking personnel, and indirectly command Rank 3 or lower people.
6--Top of the chain of command. Can directly or indirectly issue commands to ANY ranked military personnel, and only answers to the High Council.
A standard soldier is typically equipped with the following: A standard Valthi combat rifle, standard Valthi military armor, standard combat knife, snow or urban camouflage clothing and helmet with concealing face mask, and typically anywhere from 1-3 explosive grenades. May occasionally have gas grenades. Some melee specialists will instead opt for a sword and pistol in place of a knife and rifle.
In addition to standard units, there is also the VMP, the police unit commonly seen throughout the city, ready to deal with any criminal actions that occur within the cities. Assume that standard VMP personnel equal to Rank 1, 2 for higher-ranking officers. They effectively provide a unique role in that they do not serve a role only in arrest and capture of criminals, but also in that of providing the reports that ultimately lead to the decision of one's sentence in the end. So effectively, the VMP, despite being a branch of the military, acts as a combination of police and jury. VMP troops are armed as per standard soldiers, but with only urban camouflage, and flash or smokebombs in place of explosive grenades. Some VMP members are equipped for riot control, with metal shields, heavier armor, and often more grenades.However, the VMP is only the standard police unit.
To help keep magic under wraps, the VMHC--Valthi Mage Hunter Corps--exists to deal with mages who feel the desire to flaunt their powers within or near the city. Additionally, they specifically are called on to deal with fugitives. These are recognized by the light gray hooded cloaks, black gloves and boots, and concealing blue masks with intricate art on them, often depicting an emotion such as malicious laughter. Though equipped with a pistol and a knife, standardly, VMHC troops are also trained in different types of magic, a bit depending on the individual, but always in illusion and antimagic spells, and also often in telepathy to better coordinate actions. The VMHC tends not to use its magic in front of people. When it is, it is typically explained away by the government as a new form of weapon, other technology, or just freak weather.
Additionally to note, the VMHC and its sister group, the VSOC, are consisted purely of magic-capable Valthi, and are under the guise of gangs. The public only knows of the "gangs'" existence, not informed of the official military groups' existence. Defections have not been known to happen from either. The VMHC enjoys a status not too dissimilar to the NSA.The VSOC, Valthi Special Operations Corps, also exists as a sister group to the VMHC. This is Valth's equivalent to the CIA, in a sense, a group that handles most of Valth's dirty work. They wear clothing typically similar to that of the VMHC, only with purple hooded cloaks, white masks, and a typically wider selection of weaponry. Magical training often includes but is not limited to:Illusion, temporal, mental(Telepathy), and benediction (Namely that to do with barriers; spacial may replace benediction) Induction into the VSOC and VMHC is typically not a voluntary affair; every child is "tested" for a fictional, "uncurable and terminal" disease at a young age, often of 4 to 5. In actuality, this is a cover for a mere aura examination. If the test is positive, then the child has this "disease", according to the cover. This is not common, due to the much lower-than-normal frequency of magic users among Valthi. If positive for an aura, and thus the "disease", the child is taken in, under the cover of researching a cure for the disease. Typically, a few weeks later, a letter of notification of the child's death is sent and a monetary compensation alongside, while the child in question is actually removed from all records possible. The child is then put through a rigorous physical, mental, and magical training regimen. If he or she survives the years of training and abuse, one will find oneself as part of either the VSOC or VMHC. As the child is raised to believe that they exist only to serve their respective group, defections are not common. The groups in question, however, are very small due to the rarity of magic-capable Valthi. Note that though this is typically true for most magic-using Valthi, some escape this abduction if they have a relative with enough internal pull in the military who is willing to step in and intervene. (Kamos' father was a high-ranking officer, thus his existence outside the VMHC/VSOC.)
Some rumors exist of an elite squad known only as the "66th", containing members each with extremely powerful, unique abilities, and authority rivaling that of top military personnel. There has been no confirmation at all to the existence of any of the such, however. Additionally, there is a newly-created wyvern-riding squad, but due to its small size and currently unreliable method of taming wyverns, it is not too notable as of this moment.
Cities, culture, and accessibility
Valth itself wouldn't be known for what it is if it weren't for its
unusual cities. Typically, they are all the same general layout with five sectors per city, four residential/industrial and one executive/military sector. The residential sectors are each designated or a certain group, referred to for now by letters; Rank D sectors are for unmarked outsiders. Rank C sectors for registered foriegners, in a sense. Rank B are for "Questionables", outsiders whose families have existed in Valth for so long that actual bloodlines are unknown, as well as people with Valthi blood but are not "pureblooded". The Rank A sectors are for pureblooded Valthi, and the central sector for the appropriate personnel. Typically, the Rank D sectors tend to be a bit run down due to neglect in general. So how is identification for each rank obtained? People who become citizens receive rank tattoos to their left arm (If the left arm is missing or unsuitable, the right arm or a leg may be used as a substitute). The tattoo is an indicator of status, and typically is intricate in nature, as well as of a silverish color. Walls and gates separate the cities' sectors from each other, to prevent unauthorized entry of a rank higher than one is; a crime punishable by law.
Typically, life in the lower sectors is generally poor in quality.
Those who typically can't leave for any given reason (Usually the inability to survive in the harsh wilderness or get a train pass) typically live there. Some people resort to hard labor to get money to live, others to thievery, and others yet to other, more unspeakable acts, merely to preserve oneself, or possibly one's family. Typically, the mood is at least a tad unfriendly. Higher-ranking people, especially the purebloods, tend to be somewhat xenophobic, and it isn't unheard of some staying cooped up in their sector for their life. Men and women in Valth have no specific gender roles, "a person is a person, and thus a person can do any work suited for a person" is the policy here, and thus women aren't kept indoors or trained to be submissive.
Education-wise, for at least those above Rank D, Valth is well-off. Having a public school system that is definitely above-par compared to the rest of the Igalan continent will, however, do that. People are taught in sciences, mathematics, Valthi history, and other such things, but however, Common is not (excuse the pun) commonly taught around Valth. An interesting thing, though, within the national curriculum, potentially to encourage further technological developments and advances, is the teaching from early on in life that magic does not exist. As the public is given these lessons from early education, they tend to believe it unless receiving much proof to the contrary. This also allows Valth's military to monopolize its magical potential in the form of the VSOC and VMHC.
Typically, Valth is very protective of its technologies used. As a result, it typically isn't too accessable in terms of that outsiders have a tough time getting in, and a thrice-as-hard time getting out without going through the mountains, which is even less safe. After all, one is only questioned and may have things confiscated from them. Additionally, outsiders have a hard time getting many places within the cities, being limited to D-rank areas unless having become a citizen of Valth. Before entering and leaving the country, one is examined for technology that may be belonging to Valth; if one has stolen tech, typically that tech is confiscated and the person arrested. Generally, all of that, plus a harsh wilderness and the fact that most people do NOT know Common, Valth itself is not that friendly to outsiders.
--As I said before, this is FAR from complete. And I would've gotten it up last night, but I was utterly exhausted. Anyway, will be updated on a need-to-know basis. <p>ChibiUrusai: *chomps* I am underage. ^-^
Arch mage144: This means nothing to me. =P
T3chn0Namagomi: *motherly voice* Brian! What would Kate think if she heard you say that?!
---Dirtiness in a chat. Blame my mind for being in the gutter.
-Namagomi, who lives up to his name in this case.</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=namagomimk0>NamagomiMk0</A] at: 2/4/05 6:35