Ex;R - Kingdom Civics, Security, and Defense

= SANUS =

OVERVIEW
The Kingdom of Vacuo only exists as a practical name for political reasons but is historically the oldest civilization of Remnant. In reality, Vacuo is more a kingdom of kingdoms, with the largest and most notable originating from the City of Vacuo due to the presence of the Hunter school, Shade Academy.

Its most notable geographic features are the Grand Desert of Vacuo, which separates the Kingdom of Vacuo from the Kingdom of Vale, as well as Remnants tallest mountain, Unity, which serves as the origin point of 4 key rivers that replenishes the oasis of the City of Vacuo and harbored the early agricultural civilizations.

GOVERNMENT
While Vacuians are the most accepting people amongst themselves, Vacuo’s government only exists in the form of The Council of Vacuo which is made up of notable leaders of large settlements within Vacuo. Even then, the council rarely convenes unless there is a Kingdom wide issue that requires the attention of all powers within Vacuo.

Otherwise, most of the governmental systems that exist within the settlements of Vacuo are classified as absolute monarchies with the exception of the City of Vacuo which is a constitutional monarchy. Thus, laws within Vacuo vary from territory to territory but most are based in traditions and cultures as old as Vacuo itself.

Shade Academy and it’s headmaster are a notable exception in Vacuo and is the only part of it that consistently interacts with the rest of Remnants Kingdoms. Its provides a pseudo-parliamentary system made up of guilds rather than parties. Shade Academy is arguably the only reliable method for Kingdoms to interact with the rest of the Kingdom of Vacuo.

 

SECURITY AND DEFENCE
Vacuo’s desert geography provides most of the defense for its people with its consistent heatwaves and piercing sandstorms which deter the Creatures of Grimm from penetrating Vacuo’s settlements. Grimm who retreat to more hospitable environments are usually greeted with readily prepared hostility and defences as Vacuo’s flatlands provides easy spotting of any threat advancing into their territory as well as a clean shot for any form of heavy bombardment.

Most of Vacuo’s settlements are located along the 4 rivers that originate from Unity Mountain southwest of the City of Vacuo. The four rivers, named Gnosi (Knowledge), Miourgia (Creation), Strofi (Destruction), and Epilogi (Choice), all run into the oasis located in the City of Vacuo before escaping as ground water to the sea.

Vacuo sees heavy use of Hunters as its law enforcers, Grimm deterrent, and other public services. As such, despite the individuality of Vacuo’s numerous settlements, many are more than happy to contribute much needed resources to the City of Vacuo for providing these services. However, settlements themselves also harbour militias of their own

OVERVIEW
Vale is a relatively young Kingdom born from the ashes of settlements originating from Vacuo. Vale features moderate climate for all types of agriculture, and natural barriers in the form of the Vale Mountain Range and the Shallow Gulf which protect its people from the Creatures of Grimm.

Vale boasts a 25% of Remnant’s population, with Vacuo and Atlas hosting 12.5% each and Mistral with 50%, but holds 40% of Remnants wealth followed by Atlas with 30%, Mistral with 25%, and Vacuo with 5%. Vale prides itself in its representative government structure, accommodating social policies, and freedom of speech.

GOVERNMENT
Vale’s government operates as an electocracy where citizens vote directly on representatives for the Council of Vale. However, once a representative is selected, citizens have no say over the decisions said representatives make.

Vale’s social policies reflects the will of its people. As such, services like universal healthcare, and criminal rehabilitation are distinct features of Vale.

 

SECURITY AND DEFENCE
While the Vale Mountain Range and the Shallow Gulf both provide natural barriers for the Kingdom of Vale, a sizable gap still remains South of the border; a gap which the Vale King wasted no time in filling during his reign just before the start of the Great War.

The Aegis of Vale is a massive defensive wall/citadel that connects the mountains to the seas with most of its materials originating from the Patch, an island in the gulf named so because it “patched” the Aegis numerous times over the century of its existence. Both a historical site and a practical defense base, the Aegis has been outfitted with and reinforced with...

Valian settlements outside the protection of the Aegis are usually located along the coast and built precisely to funnel Grimm consistently into defendable kill zones along with regularly stationed Hunters and Hunters-in-training. In addition, regularly maintained and updated anti-air and defensive artillery batteries assist further in the deterrence of Grimm.

 

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= ANIMA =

OVERVIEW
Despite Mistral’s reputation as a “wretched hive of scum and villainy.”, the richness of Mistral’s history as a Kingdom is only matched by Vacuo. Even then, Mistral’s extremely well preserved architecture far surpasses that of the turmoil Vacuo.

For the longest time, The Kingdom of Mistral has been a stable and united, absolute monarchy. Only after the Great War, when the Vale King abolished monarchies (a condition Vacuo was exempted from, being a victor of the war), did Mistral descend into its high crime it is today.

GOVERNMENT
While Mistral does have a Council, it is considered a unitary state governed as a single power in which the central government is ultimately supreme and any administrative divisions (sub-national units) exercise only the powers that the central government chooses to delegate. “Elections” do occur in Mistral but all candidates all originate from the same party and the exchange of power is more of a show of democracy than it is a real one. However, that isn’t to say those in charge of said administrative divisions cannot be bribed for the right price.

The arts are particularly protected by the Mistralian government, at least, those that the council does not find denoucing to their reputation. While one cannot be arrested and punished for criticizing the government, one cannot say the system may find one guilty of some other obscure crime one may not have committed.

If the Mistralian government can be considering the white side of the coin, then the black side of Mistral would be its expansive criminal network and the black market born from the strict Mistrals strict and uncompromising regulations. A common saying in Mistral from veteran business owners states, “You must learn how to deal with both the white and the black if you want to do business in Mistral.”

SECURITY AND DEFENCE
Mistral’s defence, in addition to its geography as a country of mountains and cliffs, depends on a more lenient system of forced conscription. Citizens between the age of 18-35 are subject to medical check-ups yearly and given a health grade. Depending on force strength, citizens may be called upon to serve in either active or non-active duty, based on said grading, for a minimum of 3 years; after which they are free to return to society.

However, conscriptions is only half of Mistral’s successful defense against raiders and more importantly, the Creatures of Grimm. Due to Mistral’s long history as one of the oldest civilizations on Remnant, each surviving city within the Kingdom of Mistral is designed as a unique fort to house a ruling emperor during Mistral’s time being split into multiple states.

While the more impressive looking cities were built into the vertical walls and cliffs of mountains. Most surviving settlements owe their existence to well planned settlements on tops of hills with added defences such as moats and watchtowers, all of which have been improved upon with Atlesian technology.

 

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= SOLITUS =

OVERVIEW
Arguably the most technologically advanced kingdom of Remnant, Atlas was a product of perseverance and desperation of both Human and Faunus-kind. In terms of geographical defense, Atlas is most notably protected by its harsh climate and unforgiving terrain. In addition to these elements is the technological superiority of the Altesian Self-Defense Force (ASDF).

While Atlas and its founding city of Mantle have constructed fortified walls. The real effective deterrent to the Grimm threat is the practice of active Grimm hunting by the ASDF. Routine patrols in and around the borders of the Kingdom of Atlas.

GOVERNMENT
The Kingdom of Mantle was founded under strict militaristic values which promoted citizen service and distinguished admiralty; thus it resembled a military dictatorship. Mandatory military service of its citizens boosted its technological progress and the distinguishing and empowering  of key military minds within the ranks of its citizens allowed an extremely effective defense against all threats, the Creatures of Grimm and the like.

The transition from Mantle to Atlas also meant a transition of government power. The Kingdom of Atlas with its educated and highly specialized citizens demanded a more representative system which resulted in a citizen republic. This government is a militaristic form of democracy, where full citizenship can only be gained through military service. The voting franchise is limited to full citizens, and they are the only ones allowed to hold public offices. However, a low level of press freedom and restrictions on civil liberties and political rights, has led to Atlas being classified by some as a semi-authoritarian regime.

SECURITY AND DEFENCE
The Kingdom of Atlas is undeniably the epitome of military prowess, boasting the largest government-run, active military in the world along with state of the art technology and refined statecraft. It’s effectiveness in the protection of its citizens are the result of its massive military spending and donations from society's’ richest in military endeavors be it research, equipment upkeep, or

 

= MENAGERIE =

OVERVIEW
Menagerie makes up of less than 1% of Remnant’s population and produces little in the ways of wealth. It is technically not a Kingdom. However, the Faunus are self-sufficient in their own right and thus, does pretty well for themselves despite inheriting a continent with only 70% of its surface being habitable.

GOVERNMENT
Much like Vacuo, Menagerie houses a group of civilizations similar to one another but distinct in their identity. Representatives from each tribe or clan is chosen not through voting, but seniority, as those that are aged are viewed as more experienced and capable of making suggestions at the council.

The White Fang are also a notable governing group that hold relevance on the island. Originally a peaceful revolutionary group, the White Fang represent a liberal approach in integration of the Human and Faunus ideal. While mostly comprised of Faunus, some humans enlist in it and the group has branches that exist all throughout Remnant. Recently, the change in leadership has caused turmoil within the ranks with the credibility of the White Fang deteriorating each day, even in the eyes of the Faunus of Menagerie. Due to the ambitious mentality of current leaders, the White Fang have devolved into nothing more than a privatized military company willing to loan out its services for financial gain which the group uses to further their own agenda.

SECURITY AND DEFENCE
Menagerie, being an isolated continent surrounded by water, rarely have interactions with the Grimm. However, Menagerie has no formal military with most of its defense provided by the communities themselves. Faunus tribes rarely ask for assistance from Hunters. The presence of the White Fang in a community also provides protection from the Grimm.