TRP is a post-Great War AU RWBY RP set in Mistral City and Haven Academy with no canons, no rank claims, no maidens, and no god interference. We offer a progression system and site-wide events that change the setting based on player actions.
Welcome to the world of Remnant. Not the best place to live, but depending on where you're staying, it can get a little easier.
You've got towns and villages that pop up as fast as they fall. The Faunus have Menagerie. But the sweet spots are Vale, Mistral, Atlas, and Vacuo. The four kingdoms of the modern era, and each one's special in its own little way.
The world of Remnant is a dangerous place, particularly for man. In the countless years that humanity has roamed the planet, civilizations have grown and fallen. But four have withstood the test of time: Atlas (light on northern continent), Mistral (east), Vacuo (west), Vale (center). These four kingdoms, with the help of natural barriers and human tenacity, have proven that they have the will to survive.
Each kingdom has a governing council to represent the people and their needs. Next, comes the military. While most kingdoms only call on its citizens to serve when needed, others find it important to be... prepared.
There are still those who choose to venture outside the walls of the kingdoms. Roaming nomads and small villages are not uncommon. Yet neither is their tendency to... disappear, overnight. Lastly, the Huntsmen academies. These institutions' sole purpose is to train the next generation of Huntsmen. The next generation of defenders that will live and die to protect the lifestyle that they've become so accustomed to.
Yes, the world of Remnant is indeed a dangerous place. But the four kingdoms stand as beacons of hope. As safe havens from the darkness that surrounds them. They are the key to mankind's survival, as long as they stand united…
So, now you know more about the Kingdoms. But, what's between the big cities?
Alright, the easy answer is: Grimm. There's no reason to beat around the bush; they're out there, and it probably won't go well if you run into one. That's OK, because you're a Huntsman—or, Huntress. And you've trained at one of the major academies, so you're probably fine. Just don't get yourself overrun by a pack of them.
Now, after a long day of killing Grimm and saving the world, you're going to probably want to stop at a small town inn. Small villages dot the land between the major cities.
You might ask: With the wilderness being so dangerous, why not just live in the big cities? Well, that life isn't meant for everyone. These small towns are founded by people that have a problem with the Kingdoms. Or don't want to deal with the Kingdom's problems. Or maybe just enjoy the simpler life and would rather take their chances in the wild than in a Kingdom.
It goes about as well as you'd think. If the founders are smart, then there's a good chance these towns can survive for the same reasons the Kingdoms continue to: natural barriers, strong defenses and stubborn citizens. If you don't have at least a few of those, then the chances of a town lasting more than a year isn't great.
Unfortunately, it's not just the Grimm running around ruining towns. Wandering bandits are another threat. These groups of usually fairly-skilled fighters travel the lands, never settling in one place. They often prey on convoys sending goods between Kingdoms.
That's not all. These raiders will often wait for a town to be at its weakest—maybe after a Grimm attack or while its fighters are out hunting before finally moving in at night and striking. Bunch of jerks.
Worst part is, if the Grimm haven't attacked before, you'd better be damn sure they will now. And you can't exactly have bandits raid your town without at least a few negative emotions. This is also why bandits never stay in the towns they conquer. With attitudes like the ones they have, Grimm tend to be pretty interested in them as well. As long as they keep moving, they've got a better chance of survival.
Besides these small towns, the areas between Kingdoms really depend on the continent. Harsh deserts, icy tundra, lush forests, you name it. At this point, pretty much every inch of Remnant has been mapped out. Although there are some areas that no one's gone into and come out alive.
Credit to World of Remnant series by Rooster Teeth.