Let me put it this way: what stops Grimm from exhausting individual settlements one at time by continuous attacks?
Even the meanest, poorest villagers in Remnant have some sort of means to defend themselves. That doesn't mean they're good at it, it just means that the grimm sustain more casualties than they used to. Instead of like in the Breach, when all the civilians panicked and fled, they will now panic, then get their 'weapons'. It's a minor difference, but it's the only reason small settlements are even viable, and not constantly on the state of collapse. However, this is not to say they are impervious... any remotely dedicated and sizable pack of grimm can wipe out a settlement with ease. People still live in fear such a pack will descend upon them.

How bad are winters across the nations ? I mean, a bad winter or two in northern counties could cause cannibalism spree IRL, how bad it is for Atleasians?
It's all dependent on your food stores. Atlesians actually suffer less from shortages than any other culture, since they're used to hardship and hunger. That doesn't mean they won't suffer, just that things will destabilize more slowly. A major food shortage will be devastating and appropriately grimdark no matter what culture you guys pick.

A bad winter is less deadly to the people of Remnant than a bad harvesting season.

For similar matter, are dangerous diseases a thing?
Yup! Most realms are pretty decentralized though, so plagues aren't quite as devastating as they would be in the Time Before. However, it's just as possible to contract lethal diseases. Medical knowledge is pretty decent at the moment. The people of Remnant know about germ theory, but only a few can tell a virus and bacteria apart.

What is your policy toward expys?
Really not a fan. To me, there's a lot more value in crafting a new character that everyone grows attached to rather than copy&pasting another's popularity into my Quest.
 
Last edited:
Alright, it's clear enough that the votes have slowed down. I'll be closing the vote tonight at 6:15PM EST (I'm away from a connection until then... :V) Make sure you get your votes in!

I'll be posting the first half of character creation shortly afterwards, which will be composed of the "gameplay-affecting" decisions such as Religion, Education, and beginning Traits. The second half will be things like Appearance, Gender, Name, Heraldry, etc.

See you then! :D
 
Closing the Vote a couple hours early, thanks to some lucky wi-fi and a lack of new votes. In short...

THE TECHNO-VIKINGS HAVE IT.

[X] Atlesian Kingdom: Begin as a Knight in the frigid realm of Mantle.
No. of Votes: 18
Sinsystems
Actan
Alectai
Arkhan
Astaroh-M
ebolasos
hcvquizibo
Iandude0
NegativeHorizon
Sereg
SharkGlue
SirLagginton
Slavania
SlugSLinger
The LD Man
Troglodyte
Whiteeyes
Yun

[x] Menagerai Kingdom: Begin as a Knight in the savanna of Menagerie.
No. of Votes: 13
permeakra
AbZHz101
anemone221
Faith
jwolfe_beta
kellanved
Nervos Belli
Nix's Warden
Raiu
Shador
Sightsear
Somebodynobody10
veekie

[X] Atlesian Tribe: Begin as a Champion in the frigid realm of Mantle.
No. of Votes: 2
Ando Owen
Kosmos

[X] Menagerai Tribe: Begin as a Champion in the savanna of Menagerie.
No. of Votes: 2
Jiven
DrachenEngel

[X] Valesian Kingdom: Begin as a Knight in the former glades of Vale.
No. of Votes: 1
Tylonius

[X] Atlesian kingdom: FOR SCIENCE!
No. of Votes: 1
néocorvinus

[X] Vacuan Caravan-Kingdom: Begin as an Outrider in one of the four Caravan-Kingdoms.
No. of Votes: 1
Imaflatsquid

Total No. of Voters: 38

Shout-out to the one person who voted for the Caravan-Kingdom. I expected them to totally sweep, but I couldn't have been more wrong. Ride on in Vacuo, @Imaflatsquid, shiny and chrome.

The first half of character creation will be posted shortly.
 
Character Creation Pt. 1
You are a Atlesian Knight, ruling over an Estate in the frigid realm of Mantle. Your people are a strong and unyielding lot, hardened by almost year-long winters and inhospitable tundra. Though martial ability is prized, your people also maintain a vested interest in technology, and the power of the rich Dust veins that flow beneath your feet....

But now, it's time to build you - the player character. Decide what Gods you follow, what you learned as a child, and what kind of person you are. Education and Traits have a direct affect on stats, while your religion does not. Remember: PLANNED VOTING ONLY.

Religion (Pick One)
Pick one religion that you wish you and your dynasty to worship.

[] Children of Remnant
[] Rites of the Progenitors
[] Scions of the Maidens

Education (Pick One)

Pick an Education pursued during your youth. (The degree will be rolled for)

[] Diplomacy: You've spent your youth learning matters of state, politics, and how to use your words to great effect. (Diplomacy+)
[] Martial: You spent your childhood and adolescence with warriors, making you a better combatant or tactician than most. (Martial+)
[] Stewardship: You have been educated on ruling your realm and securing its finances. (Stewardship +)
[] Intrigue: You have been educated in the arts of subterfuge, sabotage, and misdirection. (Intrigue+)
[] Learning: You have spent your youth learning the ins and outs of your religion. (Learning+)

Trait Selection (Pick Three)

Traits have a set of stat bonuses and penalties that will be displayed only after they are chosen. Pick three that define you.

[] Duelist: A touchy ego and a quick trigger-sword finger make for a lethal combination.
[] Greedy: You love to hoard resources! Why? Who cares! You have shinies!
[] Giant: By the Gods, you're enormous (even by the standards of Remnant)! Genetics has (blessed? cursed?) you with a towering size, to use as you see fit. Many find you intimidating, but you have no hope of hiding in a crowd.
[] Spartan: You shun decoration and frivolities. Instead, you require simplicity, practicality, and a humbling faith.
[] Touched By Destiny: Despite the cruel world you inhabit, you've always felt a sense of… purpose.
[] Laconic: You are not prone to long-winded speeches, but when you do speak, each word bears weight beyond its brevity.
[] Coward - You didn't survive this long by sticking your head out as far as possible. Gain a trait selection.
[] Brave: You fear nothing… even if you should.
[] Gregarious: You are outgoing and boisterous, much to the delight of your company.
[] Recluse: You shun the company of others, and have dedicated your time to other pursuits.
[] Randy: You have a one track mind, one that leads straight to bed. This has led to years of expertise in dealing with the opposite (or same) sex.
[] Chaste: You've never been one to indulge in sex.
[] Augmented (Insert Body part here) : Though either circumstances or chance, you've gotten a bionic limb. That part's now tougher than the rest of your squishy meat body.
[] Fashionable: You know that keeping yourself immersed in the latest fashions is important when holding court. Plus, you look fine as hell.
[] Trusting: You like people, and they appreciate that.
[] Likeable: You're easy to get along with, and people trust you more easily. You didn't become that way by hiding away and reading a book, however.
[] Subtle: Large, ostentatious meetings or displays of power have never been your style. Manipulating from the shadows, however…
[] Paranoid: You didn't get this far in life without watching your back...constantly. Unfortunately it also has led you to assuming the worst of everyone.
[] Cruel: You are by most accounts, a vicious Lord.
[] Kind: You are known as a caring, soft-hearted Lord.
[] Wroth: You have a quick temper, and it is a dangerous, unstable thing when roused.
[] Calm: You have a neutral temperament, one that has colored your personality a great deal.
[] Attractive: You are beautiful/handsome... even by Remnant standards!
[] Ugly: By the Gods… hideous people do exist on Remnant, and you're one of them! Gain one trait selection.
[] Administrator: You've mastered the day-to-day running of a realm at the expense of other pursuits.
[] Hunter: Though you don't belong to the actual Huntsmen, you're good at tracking down prey and fending off grimm.
[] Reader: You spent lots of time poring over ancient tomes and wisdom, at the expense of other, more physical educations.
[] Architect: You spent some of your youth learning the art of construction, and its importance in the Age of Grimm.
[] Raider: Even though you are young, you have spent time as a northern raider, plundering storehouses and more respectable folk. Atlesian only.
[] Cold: You rule your realm with a frigid, practical demeanour.
[] Cutthroat: Even at a young age, you were always knew you would do whatever shady shit had to get done to get what you wanted.
[] Smuggler: Years of engaging in clandestine criminal enterprises have given you a wealth of experience in concealment.
[] Bruiser: Never has a problem presented itself that cannot be solved with violence.
[] Flair for the Dramatic: You missed your calling as an actor, as you are able to easily emotionally invest those you work with. However, you are less inclined to take subtle, less glory-winning approaches.
[] Pious: You love learning about your religion, and all its facets.
[] Strange Customs: No one will question your devotion to your religion… but they might raise an eyebrow at how you profess it.
[] Genius: You excel at all that you try. Counts as two traits.
[] Quick-Witted: You are a fast learner. Cannot be taken with 'Genius'.
[] Booming Voice: Your vocal cords go all the way to eleven, a useful trait to wield on the battlefield… but not anywhere else.
[] Persuasive: You always find the right words, be it small talk with nobles or a speech for the troops. However, you are now more inclined to find the less confrontational path.
[] Silver-Tongued: You always know exactly what to say at all times.
[] Hedonist: Life has to be lived to the fullest, and you can use that experience well.
[] Interrogator: You have received good instruction on how to extract information from prisoners. This has made you very adept at the practice, but your mindset is off-putting in polite company.
[] Strong: You are blessed with a powerful physique.
[] Weak: You have been cursed with a weak frame in world of death. unable to even wield your family weapon. You've filled your time with other pursuits. Gain one trait.
[] Wroth: Your anger strikes frequently and without mercy.
[] Agile: You are flexible and quick.
[] Scholar: You love learning whatever you can.
[] Leader: You are a natural born leader, able to inspire and draw others to your cause. Counts as two traits.
[] Good Sense of Humor: You have a standout sense of humor. Naturally, this requires not taking everything as seriously as one should.
[] Whisperer: You keep your speech quiet, and know how to pick up on other's muted mumblings.
[] Zealous: You take your faith very seriously.
[] Cynical: Religion may be popular now, but it's never really been your thing in the first place.
[] Ostentatious: You're a Carrion Lord dammit! Make your vassals bow and scrape before your radiant glory! Cannot select if Vacuan.
[] Arrogant: You sneer at those below you. How could you not? You are their Lord!
[] Small Frame: You aren't as large as many of your peers, but you are certainly more agile.
[] Just: You always do your best to wield the scales of justice with care, and hold yourself to a higher standard than most.
[] Arbitrary: Your rule is capricious and fickle. Gain one trait.
[] Huntsman Training: Your parents thought it prudent to apprentice you to a Huntsman for a time. Since Huntsmen are subservient to Lords, this move is seen as somewhat demeaning and unorthodox. May take trait twice to double the effects.
[] Grimm Expert: The creatures of Grimm rule Remnant, and you decided early on to acquire as much knowledge about them as you could.
[] Dust Aficionado: Dust is by most accounts, endless, but you have taken it upon yourself to learn about its uses and refinements.
[] Semblance: You have discovered your semblance, a powerful expression of your soul. It was not easy, and it was learned at the expense of other pursuits. Can only be taken with Huntsman Training. (Write in what it is and keep it within reason!)

Remember people… PLANNED VOTING ONLY!
 
[X] Plan Most Definitely Not a Schnee Descendant

[X] Rites of the Progenitors

[X] Martial: You spent your childhood and adolescence with warriors, making you a better combatant or tactician than most. (Martial+)

[X] Leader:
[X] Dust Aficionado:

Balanced-spec here that may or may not eventually evolve into being a gosh darned wizard
 
[X] Plan Soul Magic SCIENCE!

[X] Rites of the Progenitors

[X] Stewardship: You have been educated on ruling your realm and securing its finances. (Stewardship +)

[X] Administrator: You've mastered the day-to-day running of a realm at the expense of other pursuits.
[X] Reader: You spent lots of time poring over ancient tomes and wisdom, at the expense of other, more physical educations.
[X] Scholar: You love learning whatever you can.

@RedrumSprinkles what stat here is closest to traditional learning ie knowledge and intellect. The existing one sounds more like Piety.
 
Last edited:
[X] Plan Perfectly Legitimate Businessman/Totally not Roman Torchwick

[X] Children of Remnant
[X] Intrigue: You have been educated in the arts of subterfuge, sabotage, and misdirection. (Intrigue+)

[X] Smuggler
[X] Good Sense of Humor
[X] Flair for the Dramatic
 
Joking aside, Genius is nice, but Leader is better for the early game, when making the most use of your resources is critical, and making allies important.

And Dust Aficionado is good because it's an introduction to "Enchanting" and potentially Dust Sorcery.

Martial education is good because we're a Knight in a feudal setting. We will be required to fight at some point.

My build gives us a very powerful trait for the early game, and hopefully a well-rounded set of skills to compensate for our lack of good advisors (Because we're a knight. They don't even register on the CKII scale!)
 
Last edited:
[X] Plan Most Definitely Not a Schnee Descendant

I like that one. Going for a strong character without taking the often broken genius trait. Dust use is also the local magic, which will be interesting.
 
'Knight' is just the Remnanti name for 'Count'! Felt like I should clarify that...

Oh! That's a big difference then. We actually have holdings and vassals!

Of course, Count level is still small fry. It's the smallest level of influence you have without being completely insignificant.

It takes literal years to save up enough money to do anything as a Count after all!
 
Last edited:
[X] Plan Hunter Lord

[X] Children of Remnant

[X]Learning: You have spent your youth learning the ins and outs of your religion. (Learning+)

[X] Duelist: A touchy ego and a quick trigger-sword finger make for a lethal combination.
[X]Huntsman Training: Your parents thought it prudent to apprentice you to a Huntsman for a time. Since Huntsmen are subservient to Lords, this move is seen as somewhat demeaning and unorthodox. May take trait twice to double the effects.
[X] Semblance: You have discovered your semblance, a powerful expression of your soul. It was not easy, and it was learned at the expense of other pursuits. Can only be taken with Huntsman Training. You can animate and comand snow and ice as animalistic puppets, reinforced by aura, for combat. They can also be used to perform other tasks, but being puppets you have to actively command their actions, not just give a general command. You can control them vocally and/or with hand gestures as desired.

There is a religion that reviews hunters, and we can rule as a hunter. Practically a theocracy with "authority equals ass kicking" thrown in. I don't want to be too martial thoguh, so I added Learning.
 
[X] Plan Hunter Lord

[X] Children of Remnant

[X]Learning: You have spent your youth learning the ins and outs of your religion. (Learning+)

[X] Duelist: A touchy ego and a quick trigger-sword finger make for a lethal combination.
[X]Huntsman Training: Your parents thought it prudent to apprentice you to a Huntsman for a time. Since Huntsmen are subservient to Lords, this move is seen as somewhat demeaning and unorthodox. May take trait twice to double the effects.
[X] Semblance: You have discovered your semblance, a powerful expression of your soul. It was not easy, and it was learned at the expense of other pursuits. Can only be taken with Huntsman Training. You can animate and comand snow and ice as animalistic puppets, reinforced by aura, for combat. They can also be used to perform other tasks, but being puppets you have to actively command their actions, not just give a general command. You can control them vocally and/or with hand gestures as desired.

There is a religion that reviews hunters, and we can rule as a hunter. Practically a theocracy with "authority equals ass kicking" thrown in. I don't want to be too martial thoguh, so I added Learning.

We don't need to be a Hunter right out the gate to be fair, and I'm not sure we want to spec for personal asskicking either and build our stuff around it. Theocracies also can backfire badly, even when your subjects of worship are the RWBY cast (Which makes me wonder what the fuck happened that made them of all people be worshipped at large! Must have had quite a bit of care and feeding to evolve from callow youths fucking around to legendary figures worthy of reverence!)
 
[X] Plan Perfectly Legitimate Businessman/Totally not Roman Torchwick

[X] Children of Remnant
[X] Intrigue: You have been educated in the arts of subterfuge, sabotage, and misdirection. (Intrigue+)

[X] Smuggler
[X] Good Sense of Humor
[X] Flair for the Dramatic
 
[X] Plan Alexander The Great.

[X] Scions of the Maidens
[X] Martial: You spent your childhood and adolescence with warriors, making you a better combatant or tactician than most. (Martial+)
[X] Gregarious: You are outgoing and boisterous, much to the delight of your company.
[X] Leader: You are a natural born leader, able to inspire and draw others to your cause. Counts as two traits.

Because it doesn't matter how well we can use dust, how well we rule our realm, if the Grimm overcome us. We need to have people join us willingly and I want to see just how great a leader we can become. I want us to conquer the world, exterminate the Grimm, and I think this gives us the best chance.
 
Last edited:
[X] Plan Ozpin's spiritual descendant
[X] Rites of the Progenitors
[X] Intrigue: You have been educated in the arts of subterfuge, sabotage, and misdirection. (Intrigue+)
[X] Subtle: Large, ostentatious meetings or displays of power have never been your style. Manipulating from the shadows, however…
[X] Just: You always do your best to wield the scales of justice with care, and hold yourself to a higher standard than most.
[X] Calm: You have a neutral temperament, one that has colored your personality a great deal.
 
[X] Plan: The Hunter's Line

[X] Rites of the Progenitors
[X] Martial: You spent your childhood and adolescence with warriors, making you a better combatant or tactician than most. (Martial+)
[X] Huntsman Training: Your parents thought it prudent to apprentice you to a Huntsman for a time. Since Huntsmen are subservient to Lords, this move is seen as somewhat demeaning and unorthodox. May take trait twice to double the effects.
[X] Grimm Expert: The creatures of Grimm rule Remnant, and you decided early on to acquire as much knowledge about them as you could.
[X] Dust Aficionado: Dust is by most accounts, endless, but you have taken it upon yourself to learn about its uses and refinements.

Knowing your biggest enemy and your greatest asset (Because doesn't the North just have a huge number of Dust Mines? Knowing what they all can do is really important.) And Grimm are going to be a constant problem, so grab knowledge now, write it down for later generations and reap the benefits.
 
[X] Plan screw the world / it almost worked last time / Totally not Cinder Fall

[X] Rites of the Progenitors (for now)

[X] intrigue

[X] Huntsman training
[X] Semblance
[X] Grimm expert

This time, There wont be any bunch of super powered children to stop it.
 
[X] Plan City-Builder
[X] Rites of the Progenitors

[X] Stewardship: You have been educated on ruling your realm and securing its finances. (Stewardship +)

[X] Administrator: You've mastered the day-to-day running of a realm at the expense of other pursuits.
[X] Architect: You spent some of your youth learning the art of construction, and its importance in the Age of Grimm.
[X] Touched By Destiny: Despite the cruel world you inhabit, you've always felt a sense of… purpose.
 
Back
Top