Alright I've got a bit of time so I'll do an assessment of the options.
[LOCKED] [Nation] The Kingdom of Vale
+ Local Military forces
+ Natives to the Area
- Heavy Oversight
Start with a standing military, and knowledge of the local terrain/resources, but the King of Vale does not want to start* the war alongside being the more** moral of the factions.
*To be fair given how
badly things went south once it started this isn't the worst idea.
**Not hard when the other side engages in slavery, and populates most of their continent iirc.
[LOCKED] [Nation] The Mistrali Empire
+ Imperial Coffers
+ Ties to Mantle
- Distant Overlords
I'd translate this to money, easier time inventing things, but distant overlord who care not for the circumstances on the ground only that the demands of their spreadsheets are met.
[LOCKED] [Settlement] A Logging Town
+ Forester traditions
+ Cheap Materials
- Not Self Sufficient
- Isolated Community
This seems like a recipe for getting cutoff, and be unable to do anything as any cries for help either never reach, or they fall on deaf ears as central authorities are busy trying to gain ground.
[LOCKED] [Settlement] A Farming Community
+ Fully Self-Sufficient
+ Ranch tenders
- Grazing grounds needed
- One of Hundreds
Nothing particularly challenging here.
[LOCKED] [Settlement] A Fishing Village
+ Seafaring Capabilities
+ Walled Settlement
- Close to Conflict
- Two Fronts
Can easily build up a navy, and starts with a walled settlement for protection. This makes it an ideal staging point hence close to the conflict, and the two Fronts are either human/Grimm, or land/sea.
[LOCKED] [Settlement] A Military Outpost – VALE ONLY
+ Army Presence
+ Fortress Base
- Designated protectors
- Short Leash
The upside of this is it doubles down on the Vale benefit of military forces, but involves being a designated protector of other settlements, and needing to follow orders. Oh, and if/when Mystral/Mantle push into the area we'll need to push them out.
[LOCKED] [Settlement] A Mining Post – VALE ONLY
+ Dust access
+ Far from Conflict
- High Value target
- Production Quotas
There will almost certainly be sabotage attempts, and likely an ever increasing quota for the sake of "winning" the war.
[LOCKED] [Settlement] A Trading Port – MISTRAL ONLY
+ Far from conflict
+ Naval Power
- Cutthroat business
- Northern Oversight
The benefit of this is being a naval power far from the front lines, but the downside is Northern Oversight presumably comes with the whole suppression of artistic endeavors that Mantle has going on.
[] [Settlement] A Bandit Clan – MISTRAL ONLY
+ Paid Mercenaries
+ Hidden Lair
- Hunted by man and beast
- Tolerated at best
This is at best a band of mercenaries who follow their contracts, and at worst... well people can fill in the blanks.
Select your player
[] [PC] Jaune Arc
Strategic Aptitude
Lied his way into Beacon
The strategic aptitude would make him work well with anything that gives him a starting military force, and offsets his detriment of being... lacking in combat ability.
I'd say Vale + Military Outpost, or Mystal+Bandits are good starts.
Leads by example
Generally straightforward
The capacity to inspire other players, and those working alongside them is important given how morale plays into winning battle irl much less when negative emotions attract Grimm, but her intrigue is terrible.
As previously mentioned fishing village, or technically the the farming community would work given the detriment. Also seeing as the King of Vale was a previous incarnation of Ozpin not picking Vale would be a missed opportunity imo.
Combat Ready!
Trained for battle and nothing else.
On one hand being a murderhobo gives a
lot of room for self improvement, but on the other her combat ability will inevitably make her stand out in times where her particular set of skills are in historically high demand.
Actually... considering Ozpin was the King of Vale that probably isn't the worst outcome if we pick Vale beyond it involving killing loads of people due to the war. So if it wins I'd say perform heroic deed, become royal knight(look its a monarchy just roll with their customs), and help Ozpin as he struggles to keep human civilization afloat while being engaged in a total war. Also get some tips on how to into being human.
The obvious choice is fishing village, and I'll honestly be disappointed if we grab anything else.
Love-able Scoundrel
Unreliable Ruffian
High diplomacy, but has issues staying in one place, or at least organizations? If this wins I'd recommend Vale as diplomacy would likely help with the oversight.
[x] [PC] Ruby Rose
i have no idea whats going on.
This is a spiritual successor to a au quest where team leaders were given a chance to experience leadership by ruling a kingdom 200 years ago, and things happened such that instead of 2 weeks in simulation they spent 10 years.
The difference here is it takes place at the start of the Great War, and that
conveniently lasts around ten years. Also something to keep in mind when selecting characters, and later a starting area/backer is that there were no winners in the Great War with humanity overall being by far the greatest loser due to the loads of settlements lost most never to be reclaimed.
Also we're being put in charge of a settlement/village that were lost in the war due to Grimm, and/or the other faction raising the place to the ground.