I just thought of something. Mantle still exists, despite the Great War being over. Atlas rises after Mantle falls some time after the end of the war. It's not a recent deal by the time of RWBY episode 1, otherwise an Academy* controlling the military and council in a military junta would be alot more prevalent in discussions, commentary and whatnot.
We're probably going to have something to do with that happening. Or not happening, just as likely.
*Yes, Atlas academy existed before Mantle fell, far as I can tell.
I think it's the other way around. The military controls the Academy. Ironwood doesn't rule Atlas (The country), he just runs the Academy and controls a large portion of the Army.
Atlas (the Academy) still trains hunters, it's just in an environment where they're run by the military students are pressured to join the military. I'm guessing Specialists are hunters that do so. The rest that don't join are free to go off and do whatever it is hunters do when they graduate an Academy.
No idea though why Mantle changed it's name to Atlas. Perhaps some sort of Huntsmen coup against the ruling council?
I think it's the other way around. The military controls the Academy. Ironwood doesn't rule Atlas (The country), he just runs the Academy and controls a large portion of the Army.
I never said anything to the contrary. I said military junta, which is a counsel of military leaders running the country. Of course there're probably other people running other parts of Atlas, but they're all members of the military.
Atlas (the Academy) still trains hunters, it's just in an environment where they're run by the military students are pressured to join the military. I'm guessing Specialists are hunters that do so.
And two things more: They put their loyalty not to themselves, but to the State, the Kingdom of Atlas. Hunters, through the bounty system, can apply their highly-lethal skills towards things other than Grimm slaying if they so choose, but Atlas having Hunters under their direct control means that... well, individuality arguments aside, let's just say counter-terrorism/guerrilla and repression operations become alot easier when you have super-powered basasses rather than just soldiers alone.
No, highly unlikely. It'd be more like Atlas Academy was the only remaining authority after Mantle disintegrated/went the way of Syria, and they took on ever-greater portions of running the kingdom, including the military and civil government, rather than build new ones. A coup would have alot more outrage directed at Atlas than just Academy-military-indoctrination and a standing military.
I would prefer to reduce the degradation of our Dragonquest first. If we had just one good success there we could spend some time as teacher without further lowering our chances to get along on our Dark Path.
I think I know why Mistral is just so lucky where the other factions are suffering, someone in a position of power in Mistral has a luck manipulating Semblance. For every boost Mistral uses it steals luck from their allies.
Mistral gets three crits on turn two where Vacuo gets 11 and 15 and Mantle gets a two.
Turn three Mistral gets three crits again and two rolls around 90. The other factions have Vacuo gets three rolls under 20 and we know what happened at the Festival.
So our new highest priority it find a way to not be targeted by this semblance long enough find out who is using it and kill the user.
Makeup (subtle differences can greatly change one's appearance), hair dye (still off-white, but a different shade), different hair and clothing styles, and distinctly different posture and speech patterns.
You were kind of reclusive even before all this - much more interested in ancient ruins and research than galas and public appearances. And yes, you haven't yet performed the ascension ritual Salem did in canon.
The idea of forming a seperate assembly of Vale's most senior Huntsmen and Huntresses, to debate on and pass decrees relating to security against the Grimm, has been tossed around in Vales council. With the right pressure applied to the right people, it should be easy enough to see that idea come to pass in reality - with you receiving one of the seats of honor, of course. Cost: 0 Upkeep: 0 Success on: 30/50/90 Reward: Huntsman Advisory Council Formed. Cherise Cheshire gains a seat. Influence Vale's Martial action each turn.
32 (Rolled) + 6 (Stewardship) = 38
Partial Success.
It seems that your plan has indeed come to pass. Vale will now consult with its Huntsmen and Huntresses directly when plotting a path into the future. All of its Huntsmen. It seems that, unable to decide on an impartial set of criteria to choose from when picking which Huntsmen are most worthy of steering Vale into the future, the council decided to simply rely on majority rule. As such, all major future decisions regarding the defense of Vale will go through a referendum process, with every single registered Huntsman of Vale registered to vote. While the swaying of public opinion is hardly something new to you, it is fairly aggravating that you will have to do so for every future decision you wish to influence.
Reward: Huntsman Advisory Procedure Formed. Cherise Cheshire, along with every other Huntsman of Vale, gains a vote. Diplomacy actions to sway the opinions of Vale's Huntsmen unlocked, will influence Vale's future Martial actions. Restructuring
Vale's intelligence apparatus is hopelessly inept. While the individuals might be competent enough, the agency as a whole is tied up in a nightmarish tangle of red tape and mutual distrust among the various factions in the council. So, why not outsource intelligence gathering and surveillance to the private sector? After all, "Cherise Cheshire" is a trusted and valued member of Vale's Huntsman community, right? Cost: 0 Upkeep: 10 Success on: 40/60/80 Reward: +20 Income. Gain Minions (Intrigue). Additional influence in Vale. Cheshire Crafts expands into the intelligence sector. Improvement to the Web of Intrigue.
5 (Rolled) + 6 (Stewardship) = 11
Failure!
Initially, the motion seems to be a success. The council is already debating outsourcing intelligence gathering to the private sector, and your support only adds more momentum to the movement. Voting takes place, the resolution is passed... and your business receives none of the contracts. You are, of course, enraged at your allies in politics failing to maintain their end of the bargain- until you notice which business has received the contract. Clancey Investigations, a well known P.I. group... and, secretly, one of the many business fronts of the Fey crime family.
Your suspicion is confirmed when a forgettable looking man bumps into you in front of Vale's Senate and 'discretely' presses a small slip of paper into your dress.
This is our city, bitch. If you make too much noise, there's a dead mans drop with some very interesting things in it, so stay out of our way.
You crush the paper in your fist as you think through the situation. This will require careful planning.
Reward: Fey Crime Ring gains increased control over Vale Intelligence apparatus. Fey Crime Ring apparently suspects something. Fey Crime Ring attempting to blackmail you. New quest begun: "Cleaning Up The Steets". Adult Supervision
The school administration is making noises about having the trainee Huntsmen go on a multi-day excursion into the depths of Forever Fall. While some professors will be using this as an opportunity to catch up on their personal research, and you're tempted to do the same, volunteering to supervise the trip would certainly help to ingratiate yourself to the staff - and you'd throw yourself to the Grimm the day keeping a pack of brats safe was beyond your abilities. Success on: 10/50/90. Rewards: Improved influence with Beacon staff. Improved influence with Beacon students.
8 (Rolled) + 13 (Martial) = 21
Partial Success.
And it started so well, too. A routine trip, with just you and Professor Ozpin as supervisors, into a section of woodland just barely outside Vale proper. What could possibly go wrong?
Well, as it turns out, the Grimm seem to have decided that now, when you are accompanied by dozens of squabbling children you must keep your Semblance hidden from, is the best time to throw you yet another challenge. You can feel the two Goliaths moving forward, along with their escort of lesser Grimm. This... is a problem, and one that needs to be resolved with utmost haste.
"Grimm, 2'o'clock. Lots of them, including at least two A classes."
To her credit, Clara doesn't waste any time asking how you know that, or if you're certain. "Shit. Group up and fall back." She launches a crystal of fire dust skywards and detonates it in the tell-tale stuttering pattern of a retreat order. "2 o'clock, that's, what, teams XCEL and SPDD? I'll mind the meeting point, you go retrieve the stragglers?"
You nod once in confirmation as you rush towards the Grimm. Informing her that one other team strayed into dangers way would just upset her for no gain.
PoV: Ozwald Ozpin
"... so, if the Grimm after us are to the north-west, then, uh, the strategic... the strategic thing to do would be... uhh... maybe ... no, wait-"
You interrupt Aslan's 'planning' before it gets on your nerves even more. "Glade should set up in one of the trees and provide ranged oversight while Alice screens her and provides backup at melee range."
He glares at you for interrupting his 'speech', but it's with the kind of sullen acceptance that means he knows that your plan is better than whatever he's come up with. "And what about the two of us, huh?"
You look back at him. "You stay here and keep out of their way until the adults arrive. I'll go delay the Grimm. Draw them off and buy you time."
"Wait, Ozwald-!" The rest of what he has to say is cut off as you blur into a streak of green.
PoV: Wrachïod Krom
The first team you encounter is being chased by shrieking pack of Nevermores. You launch yourself above the forest canopy in a burst of speed, carefully controlling the atmospheric infusion of Lightning Dust just so, until - in a singular moment, a dozen lighting bolts fall from the sky, slam straight through the Nevermores, and carve a set of deep furrows in the crimson hued forest.
When you land, the team you rescued lies face down on the ground, hands clamped over their ears. You scoff - if their Aura wasn't up to the task of preventing hearing damage, then they're obviously not fit to be Huntsmen. You nudge the team leader with your foot. "Get up, and head towards the designated meeting point."
He woozilly looks up at you. "WHAT!? I CAN'T HEAR YOU!"
Oh for heaven's sake.
PoV: Ozwald Ozpin
You parry the Ursa's strike, then dart between two Beowolves as they attempt to lunge at you, leaving them in a tangle of limbs behind you as you bounce off a tree and head further north. You don't need to actually dispatch the Grimm, just get them to follow you instead of heading towards your team. You know you weren't the team furthest to the north, and none of the adults are going to be able to get to Team XCEL fast enough if your team was already being pushed back. You'll need to meet up with them and help... and then what? How do you get them out of this alive?
You push yourself to the very limits of your speed, kicking up a trail of leaves behind you as you sprint forward. Examine the situation from every angle. Think like it's a word problem. You have one junior Huntsman and four trainees. You need to remain alive for... call it four minutes, in the middle of a B class Grimm incursion, unknown terrain. What do you do? You curse under your breath as you realize you don't even remember Team XCEL's semblances. Were they just boring, or do they not have theirs unlocked yet? Damn, damn, damn...
PoV: Wrachïod Krom
You frown as you look to the northwest. That's where one of the Goliaths is... but also where four of the remaining students are. Your Dust reserve is at... two-thirds capacity. You should have taken more. You weren't prepared for this level of resistance. Well. Nothing for it. You move, clearing a path through judicious use of Wind Dust.
PoV: Ozwald Ozpin
You miscalculated. You gravely, gravely miscalculated. This isn't just a standard Grimm incursion - that's a Goliath up ahead. A twenty story tall monstrosity, and your best shot wouldn't do more damage to it than a pinprick. And it's between you and where the other team was. You realize, with a sinking feeling, that team XCEL is already dead.
You stop for a moment to consider your options - and its hateful gaze locks directly onto you. You don't even feel scared - you feel numb. Oh, you think. This is how I die, isn't it.
A single sweep of its trunk sends entire trees flying towards you like toothpicks, and you just stand there, caught in it's petrifying gaze... until someone bowls you over, knocking you down just in time for a tree wider across than you can reach to go flying just overhead.
"You fucking moron, Ozpin!"
It's Aslan.
"If you want to go play hero, just say so! Don't do it by yourself! We'd back you up, you know that! It's Team HERO, you know."
You take a shuddering breath, then roll over to see the rest of your team behind you. "Heh. I suppose I owe you all a favor now. You can cash it in if we live through this."
And just like that, the moment's over, and the order of the day is to not all die against a Goliath.
PoV: Wrachïod Krom
Dust conservation is a key principle in practical Dustcasting. The intensity of an effect can be reduced in exchange for increasing its duration, or vice-versa. More importantly, the activation threshold for Dust that is already ignited has already been met, meaning that beginning with a slow burn and then increasing the intensity is far more efficient in terms of both Dust and Aura reserves than the reverse.
This was all already taken into account when you first used Wind dust to clear your path forward and streamline your movements. An amateur might claim that direct Wind dust infusion would provide comparable or superior results for far less mental strain - but would that amateur would be able to suddenly use all the remaining Dust in the effect to increase their acceleration by multiple orders of magnitude? You think not.
Being flung through the sky through a massive detonation of Wind Dust is something few Hunters experience, and fewer still enjoy, but it is a very fast way to travel. You can see the remaining team running from a Goliath as you soar towards them. The coordination between them really has improved quite a bit over the course of this excursion. It would almost be impressive if they weren't all about to die. Simple illusions won't fool a Grimm as experienced as a Goliath, and for all their speed, a twenty story tall Grimm can move very fast indeed.
You slam into the Goliath's faceplate like the fist of a god, opening deep cracks across the beast's face as the shockwave of your impact reverberates across the forest. You ricochet back towards the student team, then detonate your parting gift - your entire reserve of Fire Dust, left jammed into the fissure you opened. It annoys the Grimm. Only annoys it.
You can see its massive foot lift up, ready to stomp all of you into paste -
Semblance Activated: Glyphs: Barriers!
-and slam directly into the Glyph you summoned directly overhead. You grimace as a piercing headache makes itself known, a clash of might against might as you pit the strength of your soul directly against one of the mightiest known types of Grimm.
PoV: Ozwald Ozpin
The barrier, a glowing white rune hanging in midair, shudders violently under the pressure of dozens - hundreds! - of tons of weight, anger, and rage. The barrier twists, somehow, and suddenly the Goliath is howling in pain. A glowing white rune Semblance... why does that sound familiar?
The Professor turns to look at your teammate. "Miss Réal, please be assured that I will reimburse you for any losses of your stock."
Without waiting for a reply, she gestures imperiously, and a massive quantity of Water Dust suddenly suffuses the symbol in midair. Judging by the sudden exclamation, it seems the Professor appropriated the entirety of Glade's remaining Dust stock in the process.
A tiny crystal of Wind Dust rests in the Professor's hand. She speaks with a lecturing tone, even as her brow is drenched with sweat from the effort of maintaining the barrier. "Under the correct circumstances, Water Dust can -"
She jerks one of her hands upwards, cancelling out a partial collapse of her rune, as the barrier is forced lower still. "Water Dust can undergo a transformation into Ice Dust, as catalyzed by-"
The foot passes through the barrier as if provided no resistance at all, just as a blinding flash of blue light erupts overhead. The massive foot descends on you all - and freezes in place. Literally.
"- Wind Dust." The tiny Dust crystal in her hand, no larger than a coin, has vanished.
Overhead, the entire Goliath has been entirely overtaken with ice, frozen solid and remaining completely motionless. The Professor turns to you and smiles. "Would you mind keeping my Semblance a secret? It's old fashioned, I know, but I really would appreciate it." The smile doesn't reach her eyes.
Reward: One Huntsman team killed. Team HERO saw your semblance. No part of the debacle was blamed on you, and indeed your quick actions were seen as instrumental to keeping casualties so low. Major reputation increase with Clara Ozpin.
Aslan Hathorne: Blond Cat Faunus. Least experienced member of the team, but placed as the team's leader. Feels somewhat insecure, defensive of his position as leader, especially against accusations that he's unsuitable because he's a Faunus. Has not yet unlocked his semblance, but still a competent combatant. Partners with Ozwald Ozpin.
Alice Everglass: Human orphan, raised in Vale's foster care system from a very young age. Brown hair in a bob cut. Many Faunus friends and "family". Unusually high Aura reserves for her age. Vicious, unorthodox combatant. Spiegellabyrinth: Semi-tangible glass based illusion semblance. Partners with Glade Réal.
Glade Réal: Stunningly beautiful and graceful blonde, haughty and arrogant because of it. Comes from a long-time Huntsman family, eager to surpass the family reputation, and well on the way to doing so. Mainly uses dust casting in combat. Nenya: Water manipulation semblance. Partners with Alice Everglass.
Ozwald Ozpin: ...you know who this is. Most experienced team member, Vale celebrity, and holder of the Vytal Cup. Has nothing against Aslan personally, but feels someone with more experience should have been team leader. Sensitive to accusations of favoritism from the staff. Chronometer: Time manipulation semblance. Partners with Aslan Hawthorne.
Family Resemblance
To disguise a semblance, the very expression of one's soul, is no easy task. Indeed, conventional wisdom holds that it is impossible - but you're far from conventional in your wisdom. For now, you've gotten by with simply using your Aura and Dust Casting, but in the long run, not being able to openly use your semblance will be crippling. Where there's a will, there's a way. Success on: 30/50/80. Rewards: Potential for Piety gains, decreased suspicion, ability to openly use your Semblance.
59 (Rolled) + 19 (Piety) + 10 (Omake) = 88
Major Success!
Spurred on by recent events, you redouble your focus on masking your Semblance. You cannot allow your capabilities to remain crippled as events unfold. The key, as it so often is in matters of the soul, is Dust. It is, of course, well known that Dust infusion into a Semblance changes its properties, but this phenomenon has not been studied in depth - or, at least, not to the depths you've taken it.
Semblance is the direct impact of the soul upon the world. Dust infusion merely tints that expression, like a filter that changes the color of light that passes through it. What you have discovered is something else - when the correct admixture of Dust is diffused into ones Aura, and then Aura is channeled through the Dust held in suspension in one's soul at the correct wavelength, a prism can be formed. A prism, which spreads Aura out into it's constitutive components. This is a critical breakthrough in the science of the soul, and it itches at you that you cannot publish it.
For now, the effects you can produce - resistance to various elements, auditory illusions, and improved speed and strength - are nothing groundbreaking. In terms of effectiveness, many of your students Semblances far surpass the effects you create within their own specialization. But this is not a semblance - this is you directing your soul to create the effects you wish upon the world. This is the first step of something else.
Reward: "Fine Control" Trait unlocked. Dust Caster Trait advances to "Unmatched". False Semblance, "Renaissance Woman", created. Can use "Barriers" and "Enchantment" without suspicion gains. ???. Teaching
You've never taught in a classroom setting before, but how hard could it possibly - put that away, young man! Hmm. Maybe this is trickier than you thought it would be... Success on 20/50/80. Rewards: Teach Vales future Huntsmen and Huntresses. +10 to roll if taken with "Setting the Standard". +10 to roll if taken with "Adult Supervision".
32 (Rolled) + 10 (Adult Supervision) = 42
Partial Success.
The mood at Beacon is somber, following the excursion to Forever Fall. While you are not blamed for the events that occurred, a pall is still cast over those who knew the deceased team. Nonetheless, there are no withdrawals - those at Beacon seek to become Huntsmen, and Huntsmen, to a one, sacrifice their lives to the Grimm that others may live.
The first year of teaching is eye-opening for you, as you learn, through trial and error, which teaching methods work upon teenage students and which do not. For instance, your students are quickly bored when asked to use microscopes to analyze the differences between slightly different Dust mixtures, and rapidly become far more motivated when incorrect assessments are punished with those same mixtures detonated in their faces.
Ultimately, though fewer students than you had hoped for choose to pursue the Dust Arts, all of them exit your care with a degree of knowledge in the subject uncommon to Huntsmen - and those students that initially did not apply themselves leave with some lasting scars that showcase the utility of the subject, as well.
Reward: Initial kinks in curriculum worked out. +10 to "Teaching" roll next turn. Supply Chain
Cheshire Crafts is currently a small, bespoke outlet, but that won't stay the case forever if your plans come to fruition. Securing a large, uninterrupted supply of Dust of various kinds will be very important if you are to continue expanding. A few words with Vale's council would let you access one of the Dust distributors in Vale, but perhaps seeking Dust from abroad would serve your plans better? Negotiations with ... "Mantle" will be aggravating, but any excuse for Cherise to visit your ancestral homeland is something to value. Success on: 20/40/60. Rewards: +10 Cheshire Crafts Income, Additional Dust Supplies Secured. Possible influence increase in Mantle. ???.
Weyland Schnee enters the room with an arrogant swagger, swings the door shut, and then looks at "Cherise Cheshire". When this meeting was scheduled, he maintained a tone of condescension throughout his communications. He examines you intently, a hint of a sneer on his lips...
... and then suddenly goes deathly pale, as he falls to his knees before you. "Y-your Highness. I... Forgive this humble servant! I was not aware that you still lived!" He knows!
You've released Dust into the air before even an eyeblink has passed, ready to kill the man before you in an instant, should the need arise. Weyland looks up at the Ice Dust in the air, plainly terrified. A long moment passes, and with each passing instant, you can see his resolve strengthen, until a threshold is reached, and he speaks once more. "I have ever been a loyal servant of the crown. I request your permission to expand on events in Mantle, my Queen."
Queen? You suppose, with your father dead, that is your rightful rank, though you have not been properly coronated. Still. You look down on him, prepared to end him in a gesture. "Then speak."
The amount of information Weyland has presented you with is staggering. You will, of course, need to examine it in detail before you are satisfied he is not deceiving you, but...
The council of Mantle is in disarray. Nearly all of those with the knowlege and skill to run a country were members of the aristocracy which they have deposed. In such a climate of uncertainty, it was simple for the Schnees to assume large amounts of control over Mantle though proxy councilors. While the Schnee family do not run the country, per se, there existing several competing factions attempting to secure dominion, they are most certainly highly influential.
At the moment, Weyland seeks to establish a major controlling influence in Atlas and the military, before withdrawing support from the council, leading to a collapse of Mantle's government. At that point, Atlas would assume control over the region, and the Schnee's control over the region would greatly solidify.
An intricate dance of words - he seeks the lands of Mantle, which are rightfully yours. Yet, he has judged - correctly, as it happens - that so long as he pays tribute to you, you will allow his family autonomy. You will need to keep an eye on him, of course, but the things he can offer you... No, you will not kill him. Not yet, at least.
The man did not stop the fall of Mantle - but neither did you. He seeks to exploit the situation for his own ends - and you are doing much the same. Accusations of betrayal and treason hang over the meeting, but... you cannot accuse him of anything you yourself have not done.
In the end, he presents you with an abbreviated dossier on his activities in Mantle, and reaffirms his support for your rule. A man like him is difficult to trust at the best of times, but his ties to Mantles Dust reserves are deep indeed, and his offer of cooperation is something you cannot afford to refuse.
Reward: "Schnee" Faction ties established. Increased action impact in Mantle. Massive Influence Increase in Mantle. New actions unlocked. +25 Cheshire Crafts Income. Near-direct access to Mantle's Dust Reserves. Airships
Airship technology is progressing rapidly. It's only a matter of time before such vehicles can quickly and safely cross the expanse between the kingdoms - and as one of Vale's forefront centers of research, Cheshire Crafts can almost certainly contribute to this effort. In particular, it should be possible to greatly refine Dust based engine technology, creating far stronger thrust in a far lighter package - critical considerations in powered flight. Cost: 10 Upkeep: 10 Success on: 20/50/80. Rewards: +20 Income. Technical Diagrams, Patents. Improved cross-continental transport. Increased presence in transportation industry.
65 (Rolled) + 15 (Learning) = 80
Major Success!
Not long ago, it was considered impossible. Too slow, too fragile, too heavy - with their reliance on envelopes of gas, the airships of the past would have been easy pickings for the Grimm. Defensive designs were bandied about, floating fortresses - but every ounce of added weight means less cargo, and longer travel times. It remained simply more economical to rely on sea transport.
But now, within a 24 hour span, the Skyseeker has completed the round trip between Mantle and Vale. Designed and built from the ground up as a proof of concept by your company, and using the very latest in electronics, propulsion, aeronautics and materials science, it's a design hailed as revolutionary. Not a slow moving, lumbering behemoth, but sleek, agile, and maneuverable - a true, heavier-than-air aircraft.
Inspired by the success, orders begin pouring in from around the world, seeking either completed components, or liscencing agreements to produce their own. Within the year, three more round trips take place - the third, using an altered design, carrying four passengers.
Reward: +20 Income, +10 Income from trade. Technical Diagrams, Patents. Skyseeker Aircraft Built. Cherise Crafts has major presence in the emerging market. Transmission Services
So far, the CCT network is being utilized to far less than its full potential - only broadcasting mere audio transmissions, really? It nearly causes you physical pain to see your idea go on so unappreciated. With clever use of mathematical equations imbedded in electric-dust circuits, it should be easy enough to use the existing towers to transmit images, text, and more. And if you are allowed to modify the actual hardware, well. The sky really is the limit. Cost: 20 Upkeep: 10 Success on: 30/50/70. Rewards: +20 Income. Patents. Improved cross-continental communications. Increased presence in Vale telecommunications.
39 (Rolled) + 15 (Learning) = 54
Moderate Success.
Decoder Ring
Although the encrypted transmissions between Vale and Mistral have all but ceased, Mistral has shifted to covertly communicating with Mantle instead. The sophistication of the encryption is increasing, and with Mantle involved, the security vulnerabilities you exploit may well be patched sooner rather than later. Find out what is going on and stop it. Success on 30/60/90. Rewards: ???.
17 (Rolled) + 5 (Intrigue) = 22
Failure!
In the end, the changes you introduce are minor. With the towers being so new, actual hardware upgrades are seen as unnecessary by most ruling councils - and given the international effort necessary to maintain the network, Vale's council feels that standardization between the Kingdoms is critical.
Still, even relying on existing hardware, you can still introduce advances in transmission technology. You work out the details of transmission of images, and compression techniques to allow far greater amounts of text to be sent simultaneously. Once patented, rights to them are then purchased from Cheshire Crafts by the Government of Mantle, and are due to be implemented after international agreement to the new standards.
At the same time, Mistral's secretive transmissions go completely silent. In a fit of pique, you acquire records for Mistral's CCT Tower's energy usage, and find that they perfectly match up with the public transmissions you are able to see them perform. Either Mistral is no longer secretly communicating internationally... or they aren't using the Tower to do it.
Reward: +20 Income. Patents. Improved cross-continental communications. ???
AN: Web of Intrigue and Organizational Status updates coming later.
At the same time, Mistral's secretive transmissions go completely silent. In a fit of pique, you acquire records for Mistral's CCT Tower's energy usage, and find that they perfectly match up with the public transmissions you are able to see them perform. Either Mistral is no longer secretly communicating internationally... or they aren't using the Tower to do it.
You crush the paper in your fist as you think through the situation. This will require careful planning.
Reward: Fey Crime Ring gains increased control over Vale Intelligence apparatus. Fey Crime Ring apparently suspects something. Fey Crime Ring attempting to blackmail you. New quest begun: "Cleaning Up The Steets".
So we failed to gain more influence at Beacon and failed to take over Vale's information network. Or to do anything that gets an in with Mistral. But then we got good piety and learning rolls and practically walked into a plot to take over all of Mantle.
The barrier, a glowing white rune hanging in midair, shudders violently under the pressure of dozens - hundreds! - of tons of weight, anger, and rage. The barrier twists, somehow, and suddenly the Goliath is howling in pain. A glowing white rune Semblance... why does that sound familiar?