Site rules, progression system information, and important setting specific information are all here.
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Any suggestions or member discussions about how to make this site better or setting up any member-based initiatives like forming teams or setting up cool things to do on site is done here!
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This is the spot to post your character's application, and all the information you need to make them is in here!
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The City of Mistral is an architectural marvel that spans two entire mountains and connects them with each other. The elevation provides protection from both bandits and Grimm, so naturally the higher one goes the safer it is and more expensive it is to stay there. The tops of the mountains are called the Cloud District due to the view of the area from the bottom of the mountain being obscured by clouds, and hold society's most successful and influential within its area.
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Located in the Cloud District, Haven Academy is one of the Big Four combat schools in the entire world of Remnant. Established after the Great War to train the first Huntsmen and Huntresses, if you are a student this is the place where you will be spending most of your day.
The Wind District is in the middle of the two mountains that make up the City of Mistral. It is home to many of the craftsmen and traders who inhabit the city, and home to the world famous Grand Bazaar. Unfortunately, all of this trade brings with it a long line of criminals and black market dealers wanting a cut of the profits. While this area is heavily patrolled by the police of the city, it is only really effective during the daytime hours.
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Argus is a port city in the northern region of the Kingdom of Mistral, and it acts as the major trading center between the continents of Anima and Solitas. It is one of the largest non-capital cities in all of Remnant and the home to the premiere primary combat school of Mistral: Sanctum Academy.
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Posted Jan 13, 2022 1:57:25 GMT -5
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The smaller towns outside of the huge and well defended capital cities, for people who decided to forgo relative safety in exchange for not having to deal with the Kingdoms. Villages tend to pop up quickly due to ambitious founders with ideas, but poorly planned ventures won't last a year before being overrun with bandits or Grimm. A lasting village will have natural barriers, strong defenses, and stubborn citizens, and serve as beacons of civilization between the Kingdoms.
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The wilderness between kingdoms is a harsh and extremely dangerous place. Filled with bandits, Grimm, and all sorts of unpleasant and dangerous creatures that would love nothing more than to rip the average citizen limb from limb. Those that strike out alone into these areas are either exceptionally skilled or exceptionally crazy, but bigger caravans with proper security can usually make it to one kingdom to another in one piece. Usually.
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