Lords of War

...Okay? Not really something that needs to brought up.
They literally state that the war is probably going to start soon.

Slavery is just one of the many reasons the Great War started. Though are you confusing it with the Faunus Right Revolution?

Since the second one happens after the great war.

On that note.
Er my point is that the canon reasons are unlikely to be those in the sim? As in once the students are sent in things will change from the script of history, and even a political wizard would find the goal of achieving freedom for the Faunus to be difficult in the current times.

Fair. But, I was thinking we could enact change in the inner area, instead of the outer area though.
Yes, but we've been told Penny has terrible charisma, and presumably diplomacy as well. So it does not play to Penny's strengths especially as cutthroat business seems espionage/guile heavy.
One thing to note, is the wording.
It doesn't say that everybody tolerates the SB side. It says they do that at best. Even counteracted by the point that their are clearly individuals and factions who do in fact want them gone.
They're likely a clan of none blood related individuals who've come together for the sake of self protection from all legal, or illegal retribution directed their way after a century of low level conflict they've been paid well to conduct.
Also, while I can get the idea...

When did Bandits become mercenaries? They raid, and destroy settlements. But paying them implies, that their are groups out there that are fine with paying a group which causes major negativity by their very presence, to do stuff.

And said group actually listens to them, despite going against all social norms.

SB has to change such a group to a better one. But its implied they kind of start out as a universal negative to everyone on Remnant.
When one side has a massive treasury to pay a premium for deniable assets, and the other considers them outlaws who evade the consequences of their actions. Also when people follow the money to jobs that pay well after a century of low level conflict, and aren't overly concerned about the legality of their actions.

Like they're almost certainly pay extremely well, and when the alternative is your settlement has fewer resources against the Grimm... selective pressure weeds out this with a particularly strong moral objection as they go find a different line of work someplace else. Well for those who can make the journey safely, not get caught by the law, and well anyone else who just pressumes who takes issue with the line of work they might've been born into, or even their leader who wants to keep an iron grip on his/her assets.

There is no requirement much less a guaranteed that SB changes them for the better, and I'd expect soldiers of fortune to have a rather abysmal reputation on the eve of a great war after a century of tensions building up to it due to them being viewed as part of the problem.
 
Also the world is a powder keg waiting to blow, and thus all trying to break away will do is light the fuse, which makes me think a bunch* of leaders are going to do so kicks off a war. Oh, and we've already done the sea queen thing, and thus I'm inclined to try something new.

*Look The Mistrali Empire legit practices slavery iirc.
My point was that Faunus slavery + Faunus in leadership + Vale citizens taking issue with slavery = early Great War when distant overlords move in to suppress any revolts leading to war if say the local military assets take issue. Alternatively run away slaves being given shelter might cause things to boil over, or a number of other reasons.
Er my point is that the canon reasons are unlikely to be those in the sim? As in once the students are sent in things will change from the script of history, and even a political wizard would find the goal of achieving freedom for the Faunus to be difficult in the current times.
...I feel like we are both talking over each other on this part.

It is my belief that the Great War is already starting soon, for the canon reasons which none of the options can change.

You believe, the players are going to be inserted in before that, long enough, that their presence may cause a change in what causes it.
Yes, but we've been told Penny has terrible charisma, and presumably diplomacy as well. So it does not play to Penny's strengths especially as cutthroat business seems espionage/guile heavy.
Kind of why I voted for it, in the first place.
They're likely a clan of none blood related individuals who've come together for the sake of self protection from all legal, or illegal retribution directed their way after a century of low level conflict they've been paid well to conduct.
When one side has a massive treasury to pay a premium for deniable assets, and the other considers them outlaws who evade the consequences of their actions. Also when people follow the money to jobs that pay well after a century of low level conflict, and aren't overly concerned about the legality of their actions.

Like they're almost certainly pay extremely well, and when the alternative is your settlement has fewer resources against the Grimm... selective pressure weeds out this with a particularly strong moral objection as they go find a different line of work someplace else. Well for those who can make the journey safely, not get caught by the law, and well anyone else who just pressumes who takes issue with the line of work they might've been born into, or even their leader who wants to keep an iron grip on his/her assets.

There is no requirement much less a guaranteed that SB changes them for the better, and I'd expect soldiers of fortune to have a rather abysmal reputation on the eve of a great war after a century of tensions building up to it due to them being viewed as part of the problem.
...Not really sure where you are getting the century figure on, and this is all based on the idea that your theory is correct.

But if it is. I suppose it would explain how the opening exists, with a bandit history.
"The colonial board is worried war's on the horizon, and they want people in charge of the settlements in contested areas." He sighed. "Even if they're wrong, tensions are attracting the Grimm. The last few attacks left quite a few spots open for rising stars to take the reins and guide things back to normal. Mistral and Vale have been pretty keen on poaching talent for these ventures, and they're contracting me to find them. You just might have the skills required to keep one of these places afloat."

He punctuated that statement by pulling out a sheaf of papers, which he handed to you. He set the quill down into an inkwell near his fingers, and slid it towards you.

"Once you sign off, we'll get a transport set to carry you to the settlement. If you need some time to look the contract over, feel free. This is a pretty big commitment, after all."

Right, well, guess you should do that. It would be best to know who you would be interacting with.
This implies that the Bandits could be heavily connected, despite that going against what the name implies.

But even so, when I think of Bandits, I think of Raven, the only canonical example, we have. An example that very much goes against this idea. Could it not be that the Bandits are just very good at stealth? And making their way in the wild.

They have an entire continent to hide in. To strike, before they leave. This is before the CCT.
Prior to the invention of the CCTS, long range communication was extremely limited. The discovery and development of radio technology allowed for communication within the boundaries of most Kingdoms. But communication with other parts of the world was restricted to the physical delivery of messengers.
The kingdoms of Mistral and Vale, which exist on two different Continents. Animus and Sanus. The Bandits would have to travel to another continent altogether to enter conflict with Vale settlements, if paid. Before returning home. A two way, long journey.

Unless the tribe is strong enough, that they can send splinter groups, and have a hope of success.

But the fact they have a secret base implies, that they stick around one place long enough, to need it.
 
...I feel like we are both talking over each other on this part.

It is my belief that the Great War is already starting soon, for the canon reasons which none of the options can change.

You believe, the players are going to be inserted in before that, long enough, that their presence may cause a change in what causes it.
Pretty much.
Kind of why I voted for it, in the first place.
Fair enough, but it seems like it might make for a miserable quest if the dice hate Penny, or just give average results.
...Not really sure where you are getting the century figure on, and this is all based on the idea that your theory is correct.

But if it is. I suppose it would explain how the opening exists, with a bandit history.
That is actually from canon world of remnants on the topic, but it technically calls it a century of tension, and I'm just inferring that they have a history of working with Mistral on shady jobs otherwise they wouldn't have them as benefactors in the first place.
This implies that the Bandits could be heavily connected, despite that going against what the name implies.

But even so, when I think of Bandits, I think of Raven, the only canonical example, we have. An example that very much goes against this idea. Could it not be that the Bandits are just very good at stealth? And making their way in the wild.

They have an entire continent to hide in. To strike, before they leave. This is before the CCT.
These are different circumstances as humans have populated a large chink of the continent, and there are plenty of minor disagreements people want to end violently in a way that can't be tied back to the kingdoms.

The Raven comparison does not work very well as someone is not only aware of their existence, but has sufficient influence over their leadership to dictate succession.
The kingdoms of Mistral and Vale, which exist on two different Continents. Animus and Sanus. The Bandits would have to travel to another continent altogether to enter conflict with Vale settlements, if paid. Before returning home. A two way, long journey.

Unless the tribe is strong enough, that they can send splinter groups, and have a hope of success.

But the fact they have a secret base implies, that they stick around one place long enough, to need it.
The area in conflict is likely among settlements in eastern Saunus that the king of vale allowed Mistral to settle despite protests of his people. Although that might be just settlements like the fishing village, and the settlements are actually rather widespread.

More like it implies they're successful enough to support it, and need it to protect their none combatants from reprisal imo.
 
Okay! These are the three questions of SB. Maybe us, if our combined brain cells can't come up with three more.

SB, Three OOC Questions
1) Are paragon rituals still a thing?
2) Are the Titans/Mad Gods from last quest around?
3) Do Ruby/Jaune/Cinder still have their blood of X traits?

From what I saw, in previous pages.

SV, Potential OOC Questions
1) Is this quest going to be closer to Lords Among the Ashes or to Canon?
2) What traits can Penny gain over the course of the quest?
3) What are the routes for acquiring aforementioned traits?

All three seem a bit too general, so any suggestions?
 
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Okay! These are the three questions of SB. Maybe us, if our combined brain cells can't come up with three more.

SB, Three OOC Questions
1) Are paragon rituals still a thing?
2) Are the Titans/Mad Gods from last quest around?
3) Do Ruby/Jaune/Cinder still have their blood of X traits?

From what I saw, in previous pages.

SV, Potential OOC Questions
1) Is this quest going to be closer to Lords Among the Ashes or to Canon?
2) What traits can Penny gain over the course of the quest?
3) What are the routes for acquiring aforementioned traits?

The first and third one seems a bit too general, but #2 could work?
Busy right now, but for the third one was meant to learn the conditions for unlocking them. So if you think it is too general something along the lines of "What are the conditions for unlocking aforementioned traits?".

For the first one I'd say something along the lines of "What are the routes for Penny meeting the current incarnation of Ozpin" seems a bit more interesting imo.
 
Busy right now, but for the third one was meant to learn the conditions for unlocking them. So if you think it is too general something along the lines of "What are the conditions for unlocking aforementioned traits?".

For the first one I'd say something along the lines of "What are the routes for Penny meeting the current incarnation of Ozpin" seems a bit more interesting imo.
It's general, due to the system being based on modified CK2. In other words, most characters can gain most traits given enough time, and events.

1. Perhaps a more focused question, that could work, would be...what is Penny's Semblance? And how to unlock/upgrade it? Assuming it functions as a trait, like in the previous quests. Canon Penny has not unlocked it yet.

2. Following implied canon, Ozpin's current incarnation is the King of Vale. So that should be simple enough.

3. We could also maybe ask, if any players were also summoned nearby, for possible alliances?
 
It's general, due to the system being based on modified CK2. In other words, most characters can gain most traits given enough time, and events.

1. Perhaps a more focused question, that could work, would be...what is Penny's Semblance? And how to unlock/upgrade it? Assuming it functions as a trait, like in the previous quests. Canon Penny has not unlocked it yet.

2. Following implied canon, Ozpin's current incarnation is the King of Vale. So that should be simple enough.

3. We could also maybe ask, if any players were also summoned nearby, for possible alliances?
Yes, but based upon the fact that nobody starts with any traits my read is that traits are the goodies scattered around to encourage players to take risks, and knowledge on what is on the table is rather useful for planning things out.

1. This is basically wasting a question as barring the formatting massively changing the option format we'll either have options to train, and/or work toward unlocking it.

2. Yes, but the issue is he is like multiple tiers of management above Penny, and thus some direction on how to gain his attention in a positive manner would be helpful. Also it would give direction to the goals of players beyond a vague desire to have Penny grow stronger.

3. This is information that should be relatively easy to attain IC for at least those on the Vale side if that benefactor wins.
 
Yes, but based upon the fact that nobody starts with any traits my read is that traits are the goodies scattered around to encourage players to take risks, and knowledge on what is on the table is rather useful for planning things out.

1. This is basically wasting a question as barring the formatting massively changing the option format we'll either have options to train, and/or work toward unlocking it.

2. Yes, but the issue is he is like multiple tiers of management above Penny, and thus some direction on how to gain his attention in a positive manner would be helpful. Also it would give direction to the goals of players beyond a vague desire to have Penny grow stronger.

3. This is information that should be relatively easy to attain IC for at least those on the Vale side if that benefactor wins.
And you don't think asking about all the traits, Penny could gain, is too general? Much less asking the requirements for all of them?

Even if it was answered, which I highly doubt, that takes away a lot of the fun of things.

1. Fair enough.

2. I don't think asking a question about how to meet the King would be useful either. Other than in general, just getting more important, until you get high enough to make an impression on him. Which is kind of redundant, since we'd be working to improve our settlement, regardless.

And from what it looks like, have the attention of the government already, if they are setting us up here.

SB is currently coming up with backup questions.

SB or SV Three OOC Questions
1) Are paragon rituals still a thing?
2) Are the Titans/Mad Gods from last quest around?
3) Do Ruby/Jaune/Cinder still have their blood of X traits?

Current SB, Three Backup Questions
1. Is the Salem from this quest closer to the one from the last quest or canon?
2. Where are the most talented individuals near our base such as players located?
3. Is it possible to reform our bandits and to potentially start our own kingdom?
 
If you want trait questions then just limit it to the early or immediately available traits Penny could gain. Since most of the greater traits would either be Upgrades or would require much greater perquisites to get.
 
And you don't think asking about all the traits, Penny could gain, is too general? Much less asking the requirements for all of them?

Even if it was answered, which I highly doubt, that takes away a lot of the fun of things.

1. Fair enough.

2. I don't think asking a question about how to meet the King would be useful either. Other than in general, just getting more important, until you get high enough to make an impression on him. Which is kind of redundant, since we'd be working to improve our settlement, regardless.

And from what it looks like, have the attention of the government already, if they are setting us up here.

SB is currently coming up with backup questions.

SB or SV Three OOC Questions
1) Are paragon rituals still a thing?
2) Are the Titans/Mad Gods from last quest around?
3) Do Ruby/Jaune/Cinder still have their blood of X traits?

Current SB, Three Backup Questions
1. Is the Salem from this quest closer to the one from the last quest or canon?
2. Where are the most talented individuals near our base such as players located?
3. Is it possible to reform our bandits and to potentially start our own kingdom?
Nope as the entire point is to acquire ooc information we wouldn't otherwise be able know about period. Like I suppose one might add a none exhaustive close to it, but that isn't something that really needs to be made explicit.

Sigh. What is the point of giving the questions if they're refused to answer? Like as noted above I'd expect the scope of the answer to be within reason, but I disagree about it taking the fun out as it is hard to have fun with something you aren't even aware is exists. Also awareness of the existence of such a reward is rather useful if it says requires character in a consistent manner.

3) I'd like to point pit the blood trait question was already answered on discord when I asked about traits.

Anyways I suppose I'll go formally write up my three proposes ooc questions for SV.
 
Er we were told they "sort of exist, but nobody starts with any" though? Like in order for a bloodline trait to exist we'd need to start with it unless retroactively earning a trait equivalent is a thing we're doing again.
Jaune didn't start with his blood of war trait last quest either I made sure to double back and check the original quest on that.
 
I'm back, sorry for the wait on answers and stuff but I was slightly busier than expected before going to work. So, just to confirm, please tell me the questions you want to ask so I can answer them.
 
@Iandude0 We uh haven't actually voted on any yet. So you might want to give people time to talk about it grumbles.

Anyways my proposes questions.

SV OOC Questions Proposals

1) Filtered by relevance to Penny what traits, or the spiritual successor's equivalent to them are we able to acquire in this quest?(Not looking for an exhaustive list to be clear)
2) What are the conditions for earning aforementioned traits?
3) How will training stats Penny does not start proficient in work in this quest?

Alright so the first two are about seeing what options might be rewarded for pursuing in the lead up, and/or during the Great War IC.

The third question is rather boring, but seems like it'll generate useful information.
Jaune didn't start with his blood of war trait last quest either I made sure to double back and check the original quest on that.
Er as I mentioned
Er we were told they "sort of exist, but nobody starts with any" though? Like in order for a bloodline trait to exist we'd need to start with it unless retroactively earning a trait equivalent is a thing we're doing again.
Yet the question asks if we're starting with it per.
3) Do Ruby/Jaune/Cinder still have their blood of X traits?
 
Alright so from discord I bring answers.
SB questions
1) Are paragon rituals still a thing? Yes, but not the same.
2) Are the Titans/Mad Gods from last quest around? No, for all intents and purposes.
3) Do Ruby/Jaune/Cinder still have or be able to develop their blood of X traits? Nope. Having matured as a writer, bloodlines are dumb yo. :p

SV Questions

1) Filtered by relevance to Penny what traits, or the spiritual successor's equivalent to them are we able to acquire in this quest?(Not looking for an exhaustive list to be clear) Many. Some specific ones won't be available, though.
2) What are the conditions for earning aforementioned traits? Survive adversity, grow from it.
3) How will training stats Penny does not start proficient in work in this quest? Generally, stats are split into two categories- personal and leadership. The personal skills can be trained in their own time at the expense of losing your ability to act for a time. Leadership skills, however, do grow somewhat naturally over time. This is meant to be something of a training sim, after all.
 
Okay, so the totals so far are...
  • 8: Plan Sea Queen Penny is a go.
  • 8: A Shield for the Innocent
  • 7: Plan Imperial Merchant Lord
Things are still far from decided, it seems. Anyone want to throw there pitches? (Updated to Post #122)
Adhoc vote count started by Hikari on Nov 12, 2020 at 4:49 AM, finished with 69 posts and 23 votes.
 
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