From Argus to Kuchinashi, the Mistrali look to the sun and the moon for guidance.
Sometimes, that guidance hasn’t helped. Lives lost and destroyed by the decisions of the ruling council, resources consumed and mistreated by the corporations that influence everything from what you drink to the stockpile of dust throughout the kingdom that Huntsmen use to combat the Grimm. A century ago the Mistrali were forced into a war that would cause a domino effect throughout the four kingdoms of Remnant and create a long-seeded resentment toward Mistral. To some, Mistral became little more than another Mantle.
Since the ending of the Great War, Mistral has become more chaotic and dangerous. Criminal syndicates and seedy corporations have designs on the Kingdom and revolutionary groups like the White Fang have created instability throughout the kingdom to the point even their own allies in the former kingdom of Mantle have begun to blame them for their own problems. The Schnee fight the Cerise over dust disputes. All while insidious forces hope to manipulate the chaos for their own ends. A lone woman in the darkness may become the most dangerous of them all. But for you, these are not concerns you are even remotely aware about.
With an initiation exam in front of you, an excitement swells in your gut. You have no idea about your destiny and how it will be you and the friends you make who’ll be the first line of defense against Grimm and non-Grimm alike. But the World of Remnant never does care about the plans you make, does it?
Much like 99.9% of other RWBY role-plays, Grimm Noir is a RP that tries to recapture the spirit of the first season of RWBY while diverting from certain fixtures in lieu of original concepts.
Characters will start pretty much where Team RWBY started in the beginning of Season 1. Newly minted huntsmen ready for evaluation, study, and occasionally encounters that will turn out a bit more than they can handle at times. While we will battle Grimm in creative ways, the insidious natures of Faunus and Humans alike will come up eventually. I’ll also periodically ask people what they want to see and what changes I can make going forward if things aren’t turning out to everyone’s taste.
Naturally, we will start with an initiation arc.
That is, assuming we get enough capable interested parties.
Sometimes, that guidance hasn’t helped. Lives lost and destroyed by the decisions of the ruling council, resources consumed and mistreated by the corporations that influence everything from what you drink to the stockpile of dust throughout the kingdom that Huntsmen use to combat the Grimm. A century ago the Mistrali were forced into a war that would cause a domino effect throughout the four kingdoms of Remnant and create a long-seeded resentment toward Mistral. To some, Mistral became little more than another Mantle.
Since the ending of the Great War, Mistral has become more chaotic and dangerous. Criminal syndicates and seedy corporations have designs on the Kingdom and revolutionary groups like the White Fang have created instability throughout the kingdom to the point even their own allies in the former kingdom of Mantle have begun to blame them for their own problems. The Schnee fight the Cerise over dust disputes. All while insidious forces hope to manipulate the chaos for their own ends. A lone woman in the darkness may become the most dangerous of them all. But for you, these are not concerns you are even remotely aware about.
With an initiation exam in front of you, an excitement swells in your gut. You have no idea about your destiny and how it will be you and the friends you make who’ll be the first line of defense against Grimm and non-Grimm alike. But the World of Remnant never does care about the plans you make, does it?
_________________________________________
Much like 99.9% of other RWBY role-plays, Grimm Noir is a RP that tries to recapture the spirit of the first season of RWBY while diverting from certain fixtures in lieu of original concepts.
Characters will start pretty much where Team RWBY started in the beginning of Season 1. Newly minted huntsmen ready for evaluation, study, and occasionally encounters that will turn out a bit more than they can handle at times. While we will battle Grimm in creative ways, the insidious natures of Faunus and Humans alike will come up eventually. I’ll also periodically ask people what they want to see and what changes I can make going forward if things aren’t turning out to everyone’s taste.
Naturally, we will start with an initiation arc.
That is, assuming we get enough capable interested parties.