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Sep 26th, 2015
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  1.  
  2. Population: 5 (+.7/turn)
  3. Food: Stable, but diminishing.
  4. Raw Currency: 5 (+5/turn)
  5. Legitimacy: Stable, but nervous.
  6. Culture: 7
  7. Industry: 8
  8. Unique Buildings: Sealed City Enclosures; Massive.
  9. Defenses: Armored Habs and Gates.
  10. Military Units: 3 Valxian Outright Squads (Medium)
  11. Resources: The-Life-Gas, Savior Metal (exhausted).
  12. Magic/Spells: [None]. (none).
  13. Technology: Arceotech, improvised, frail.
  14. Territory: 1.
  15.  
  16. Bonuses:
  17. 1. Fortress-Cities: The Valxians are adept architects and engineers even with limited resources. Even with a shortfall of resources, the Valxians may attempt to construct a desired building, object, or unit with a penalty of -35 on a given roll. This allows for feasible constructions only; disaster may result otherwise.
  18. 2. War-Collectivism: The Valxian economic and industrial economy is massively efficienct, centralized, and motivated. In the event of mobilization, you may count your cultural value as in addition to industry. This may also provide bonuses that are unseen with peacetime eyes.
  19.  
  20. ---
  21.  
  22. Name of the Nation: The Valxian Cities
  23. Race: Valxians (More commonly known as Death-Elves or Ghost Elves.)
  24. Color: Purple
  25. Fluff: For whatever reason, the Valxians are unwanted by this world. While they would seem to be close cousins to the Half-Elves of Roma Foris, they are somehow different - somehow tainted. The sun burns their flesh and the air chokes their lungs. They know at some point that they lived as others, but something changed. But their race did not die - for the first city, Valquar, was constructed - it was built underground and then overground with no way for the outside air to get in, the atmosphere the Valxians breathed trapped inside. Overtime they built new Sealed Cities, connected with tunnels, and some learned to build magical, mechanical suits, with which they could fight in the strange outside world, where they normally require their own gas supply and shrouded clothes to go.
  26. The Valxian Citizens resemble Elves (or, more closely, half elves) with some notable differences - they tend to be paler in countenance and with large, dark eyes accustomed to only artificial light. Their internal biology is different as well, cursed and twisted by whatever terrible event damned this race, meaning that only the precious Life-Gas, created by their mages, can sustain them.
  27. Another devastating side affect of the curse is a skewed population - many male Valxians suffer from wasting diseases or, in more severe cases, mutation, becoming the "Untuned". Sometimes the Untuned are allowed to live and become part of their own undercaste. Other times the result is too hideous, and left to suffocate and burn outside the city.
  28. For all Valxians, the city is life - all they know, all they need. These cities rise up in the rugged north, tall, dark and ominous - while they may appear normal at a distance, a traveller approaching one will soon see that there are no windows - only grim black monoliths, strangely shaped, with, perhaps, a suited figure crawling on the outside or top. Most cities have an extensive underground portion as well, in order to access valuable minerals, underground water sources, and forests of nutritious fungi.
  29. The city is life also in the concept of culture and how the citizens live. Privacy is considered a resource more valuable than gold, and it is a sign of sophistication and wealth to be able to retreat from the world for some periods. For the poorer and less influential citizens, life is highly regimented. Citizens are investigated from youth for skills and aptitudes (and checked for mutations) and these are all recorded and the citizen assigned to the task they are best suited for. Adult citizens can go before the Council of Suitability to request a chance of vocation - this is allowed, but the citizen must prove their skills in rigourous exams and tests.
  30. While the private lives of citizens are not directly intruded upon (in order to prevent hits to moral), the much feared Council of Contentment takes an interest in anomalous behaviors. The Council of Contentment is best known for pestering men and women past a certain age to wed and raise families.
  31. Despite the collective aspect of the Cities, families are very close, and considered a vital part of how the city runs. Due to the Untuned, family units usually include one husband and two or more wives - however, it is usually one of the wives who is considered the "head" of the household. This is seen as the efficient solution - it is encouraged for only one wife at a time to be pregnant or rearing the children, a duty which can switch. Due to the tight quarters of the city, and the Valxians having some of the longer lifespan of elves, Valxian mothers must apply to the Council of Management in order to be allowed to bear children.
  32.  
  33. Government Type: Urban Dictatorship - Everyone answers to their City's Chancellor, and all Chancellors answer to the grand Chancellor of Valquar. Chancellors are selected by their City Council - the High Chancellor is selected by a combination of the city Council of Valquar, and by the Chancellors of the lesser cities. Such positions are technically for life, but most Chancellors choose to retire and pass on the responsibility when they feel they can no longer serve. The Government controls most aspects of the lives of the citizens - this is seen as a simple necessity, due to limited resources and space and the good of the City. Laws are enforced by Watchers, a highly organized system of policemen - compared to other races, their crime detection system is remarkably advanced, the Valxians understanding things like basic forensics. Their legal system is, however, simply what the Legal Members of the council believe is just.
  34. Various councils, most modeled on those of Valquar, control nearly everything. Citizens past a certain age are allowed to attempt to take exams to apply for a Council position, and these are naturally heavily competitive.
  35.  
  36. Economy Type: Due to limited resources, the economy is centralized and heavily controlled. The Council of Management collects and allocates resources as necessary, carefully enumerating everything, and advising the Council of Production on what must be squired, and the suggested surplus of safety. The only free market allowed is for non-strategic or essential goods traded with outsiders - the Valxians only have one word to describe both Diplomats and Merchants - their sheltered upbringing tends to make them wary of foreign races and cultures, and only interested in what they can give to the city.
  37.  
  38. Religion: Belief in the Wheel, a cycle of Reincarnation, and the Goddess of the Wheel, who dwells in a city at its center and is the only one who can understand what it all means. The belief in Reincarnation encourages the Valxians to live virtuous lives. It is said that those who lead virtuous lives for the city, will reborn as one with more talents and skills in the future. At least a few sects suggest that those who rise high enough will be reborn as something other than Valxian, who can enjoy the real air, and not be damned by the sun.
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