On Worldbuilding: Vale: The Emerald Bastion
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AndrewJTalon
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Vale: The Emerald Bastion
Geography and Environment
Vale occupies eastern Sanus, a mountainous realm of jagged peaks, deep valleys, and emerald forests, its rugged spine rising between Vacuo's western deserts and the turbulent seas to the east. Vale City, the capital mega city, nestles in a high alpine basin, its modern spires and canals framed by sheer cliffs and the winding Emerald River, which spills into a narrow coastal plain. The Forever Fall forest glows crimson to the north, while southern fjords and islands—like Patch—dot the sea, granting Vale its maritime edge despite its isolation. Beacon, the ancient fortress now premiere Huntsman Academy, stands like a lighthouse warding off the sea of Grimm that surrounds the tiny islands of mankind and Faunus alike.
The climate varies—crisp alpine winters cloak the peaks in snow, summers bring mild breezes to the valleys, and coastal mists shroud the ports. The mountains, rich with Dust veins, isolate Vale from overland foes, their passes guarded by ancient forts. The sea offers trade but also peril, its currents clashing with those of Vytal and Gallia. This blend of seclusion and access shapes Vale's dual nature: a fortress and a gateway.
Culture and Society
Vale's culture fuses Dutch pragmatism, Swiss resilience, and Austrian elegance, a tapestry of trade, neutrality, and alpine pride. Resourcefulness, diplomacy, and unity define its people, who see themselves as stewards of the Emerald Emperor's vision—a beacon against chaos. Vale City's streets hum with financiers bartering and selling, diplomats and politicians arguing, and the latest techno music. The mountain air is thick with cocoa, cheese, and spiced ale. The Emerald Festival honors the Concert of Vale and the end of the Siege of 309, with canal boat races, trade fairs, and lantern-lit dances under the peaks. Cuisine from all around the world is available, like in any modern city, and Vale is among the biggest on Remnant.
Tradition holds firm in outlying communities: children still farm, fish, and play in the mountains, every village boasting windmills and Table Breaker chapels, often with a shrine in honor of the ancient Emerald Emperor. Yet, modernity thrives—skyscrapers tower over Vale City, airships hum through the passes, and Dust-tech lights the federation's sprawl. The tension between mountain roots and global reach fuels a stoic identity, with the weight of the larger responsibility of managing the Concert of Vale.
History and Politics
Vale began as a Quitalan province, its alpine valleys a mining outpost for metals and later Dust. When Quitala crumbled—torn by Grimm and revolt—the region splintered into petty kingdoms, warring over passes and ports. Vytal's naval raids, Gallia's Paladins, Arminus's knights, and Quitala Nova's legions vied for control, their battles scarring the peaks. Ozma, in an early host, emerged four centuries before the present, uniting these realms over decades into "Vale." As the Emerald Emperor, he forged a trade empire, its ships and spies spanning Remnant, feeding his secret war against Salem with lien and lore.
Vale's maritime might—Dutch-inspired cogs and frigates—rivaled Vytal's, while its mountain forts, Swiss-style, repelled invaders. It fought Vytal, Gallia and Quitala Nova over sea lanes but struck treaties, playing second fiddle as a trader to mask Ozma's grander aims. The Concert of Vale, established 300 years ago, turned Vale into a neutral hub—its chalet-diplomacy uniting eastern Sanus (excluding Vacuo) in a fragile and sometimes uncertain peace. Two centuries later, during the Great War, the Warrior King (Ozma's host) leveraged these alliances, leading Vale, Vytal, and the rest of Sanus against Mantle and Mistral. Victory cemented Vale's role, and post-war, it federated eastern Sanus into a kingdom akin to the European Union, Vale City its political core.
Today, Vale's Council—a federation of sub-kingdoms—rules from Vale City, balancing autonomy with unity. It mediates between Gallia's pride and Vytal's swagger, trades with Atlas, Vacuo and Mistral, and guards against chaos, its neutrality a shield for Ozpin's ongoing fight.
Factions and Power Players
Unique Grimm and Threats
Vale's mountains and seas spawn distinct Grimm alongside the typical Beowulves, Ursa, Boarbatsusks, etc:
Technology and Aesthetics
Vale blends Dutch efficiency with Swiss precision. Vale City's railroad system is second to none, its skyscrapers massive and cutting-edge. Traditional Civilian life favors woolen tunics and boots, homes adorned with wood carvings and old maps. Mountain forts use modern Dust-cannons, and the Vale Defense Force and local Hunters Guild provide first rate security.
Geography and Environment
Vale occupies eastern Sanus, a mountainous realm of jagged peaks, deep valleys, and emerald forests, its rugged spine rising between Vacuo's western deserts and the turbulent seas to the east. Vale City, the capital mega city, nestles in a high alpine basin, its modern spires and canals framed by sheer cliffs and the winding Emerald River, which spills into a narrow coastal plain. The Forever Fall forest glows crimson to the north, while southern fjords and islands—like Patch—dot the sea, granting Vale its maritime edge despite its isolation. Beacon, the ancient fortress now premiere Huntsman Academy, stands like a lighthouse warding off the sea of Grimm that surrounds the tiny islands of mankind and Faunus alike.
The climate varies—crisp alpine winters cloak the peaks in snow, summers bring mild breezes to the valleys, and coastal mists shroud the ports. The mountains, rich with Dust veins, isolate Vale from overland foes, their passes guarded by ancient forts. The sea offers trade but also peril, its currents clashing with those of Vytal and Gallia. This blend of seclusion and access shapes Vale's dual nature: a fortress and a gateway.
Culture and Society
Vale's culture fuses Dutch pragmatism, Swiss resilience, and Austrian elegance, a tapestry of trade, neutrality, and alpine pride. Resourcefulness, diplomacy, and unity define its people, who see themselves as stewards of the Emerald Emperor's vision—a beacon against chaos. Vale City's streets hum with financiers bartering and selling, diplomats and politicians arguing, and the latest techno music. The mountain air is thick with cocoa, cheese, and spiced ale. The Emerald Festival honors the Concert of Vale and the end of the Siege of 309, with canal boat races, trade fairs, and lantern-lit dances under the peaks. Cuisine from all around the world is available, like in any modern city, and Vale is among the biggest on Remnant.
Tradition holds firm in outlying communities: children still farm, fish, and play in the mountains, every village boasting windmills and Table Breaker chapels, often with a shrine in honor of the ancient Emerald Emperor. Yet, modernity thrives—skyscrapers tower over Vale City, airships hum through the passes, and Dust-tech lights the federation's sprawl. The tension between mountain roots and global reach fuels a stoic identity, with the weight of the larger responsibility of managing the Concert of Vale.
History and Politics
Vale began as a Quitalan province, its alpine valleys a mining outpost for metals and later Dust. When Quitala crumbled—torn by Grimm and revolt—the region splintered into petty kingdoms, warring over passes and ports. Vytal's naval raids, Gallia's Paladins, Arminus's knights, and Quitala Nova's legions vied for control, their battles scarring the peaks. Ozma, in an early host, emerged four centuries before the present, uniting these realms over decades into "Vale." As the Emerald Emperor, he forged a trade empire, its ships and spies spanning Remnant, feeding his secret war against Salem with lien and lore.
Vale's maritime might—Dutch-inspired cogs and frigates—rivaled Vytal's, while its mountain forts, Swiss-style, repelled invaders. It fought Vytal, Gallia and Quitala Nova over sea lanes but struck treaties, playing second fiddle as a trader to mask Ozma's grander aims. The Concert of Vale, established 300 years ago, turned Vale into a neutral hub—its chalet-diplomacy uniting eastern Sanus (excluding Vacuo) in a fragile and sometimes uncertain peace. Two centuries later, during the Great War, the Warrior King (Ozma's host) leveraged these alliances, leading Vale, Vytal, and the rest of Sanus against Mantle and Mistral. Victory cemented Vale's role, and post-war, it federated eastern Sanus into a kingdom akin to the European Union, Vale City its political core.
Today, Vale's Council—a federation of sub-kingdoms—rules from Vale City, balancing autonomy with unity. It mediates between Gallia's pride and Vytal's swagger, trades with Atlas, Vacuo and Mistral, and guards against chaos, its neutrality a shield for Ozpin's ongoing fight.
Factions and Power Players
- Beacon: Beacon is the premiere Huntsman Academy of all of Vale. Huntsman from all across Remnant flock here to be trained, and it is Ozpin's citadel and home base.
- The Vale Council: Akin to the ancient Quitalan Senate, this governing body is democratically elected and manages the governance of the entirety of Vale.
- The Trade Hansa: A trade consortium controlling Vale's airships, trains and trucks, pushing global reach. They fund airships and overland trade, clashing with maritime concerns.
- The Alpine Clans: Valley folk guarding the peaks. They resist urban sway, loyal to the old ways.
- The Order of the Emerald Flame: Broken Table Priests and scholars preserving The Emerald Line's legacy, blending religious lore with anti-Grimm rites. They wield soft power in diplomacy. Ozpin uses them on occasion for his goals.
- The Dock Syndics: Coastal traders and shipping magnates dominating the fjords, building freighters and frigates. They rival the Hansa for economic clout.
- Roman Torchwick's Crime Syndicate: The Gentleman Thief runs an extensive criminal empire, maintaining an uneasy truce with the Spider syndicates from Mistral and the Nova Quitalan mafias. He runs Dust, weapons, and maintains a dramatic flair that earns him ire and admiration.
Unique Grimm and Threats
Vale's mountains and seas spawn distinct Grimm alongside the typical Beowulves, Ursa, Boarbatsusks, etc:
- Wendigo: A very rare Wraith-like Grimm from Forever Fall, their howls freezing resolve. They stalk the crimson woods, born of isolation. They only seem to appear in winter.
- Dust Wurm: Rare, serpentine Grimm from mountain mines, their scales sparking with stolen Dust. They burrow through passes, disrupting trade.
Technology and Aesthetics
Vale blends Dutch efficiency with Swiss precision. Vale City's railroad system is second to none, its skyscrapers massive and cutting-edge. Traditional Civilian life favors woolen tunics and boots, homes adorned with wood carvings and old maps. Mountain forts use modern Dust-cannons, and the Vale Defense Force and local Hunters Guild provide first rate security.