LOCATIONCHARACTERName: While much of Mistral/Mistrali history is based on Greco-Roman cultures, naming conventions, architecture, and language, Mistral has since become a globalized kingdom, with names coming in from every nook and crevice on Remnant.
Age: Age is also not affected by the location, the minimal age to get into Haven Academy, like Beacon Academy, is 17. Entrance age for Breakwater Academy is 19 years old.
Species and Gender: There are both faunus and humans in Mistral and while there is not outright racism, there are raised tensions between them.
Symbol: N/A
Occupation: There are a few routes you can choose here so let’s go over them.
Hunter/Huntress-in-training: Pretty straightforward, same as in Vale except they attend Haven Academy and might have graduated from Sanctum Academy, the Mistral equivalent to Signal.
Hunter/Huntress: Same as they have in Vale, a fully graduated and certified Hunter/Huntress. They may have graduated from Haven, or they may have graduated from any of the other three academies.
Mercenary/Freelancer: Someone who works for the paycheck. Perhaps they were trained as a Hunter/Huntress but decided they didn’t want that life, perhaps they were trained on the streets. They all have one thing in common, it’s usually for their benefit.
Bounty Hunter/Assassin: Definitely an illegal job. These people make their living off of the murder of other people. Most of them focus on normal people, as it would take someone extremely capable to take down a Hunter/Huntress.
White Fang: The White Fang has a much stronger presence in Mistral than any of the other kingdoms, with it’s HQ allegedly being located in the mountains southwest of Mistral. While still being looked down upon as terrorists by the humans because “Dude, are you seriously trying to bomb the city, we've got way bigger problems outside those fucking walls what's wrong with you?” many faunus refuse to comment on it, even if they disagree with their methods. White Fang members keep their identity completely anonymous and in most cases, saying that they are in the white fang is not necessary in the profile in order to provide a sense of mystery and paranoia to the world. Instead, until a better system is invented, the history may be fabricated but you MUST PM a Mistral WB staff member (probably me) with the true history. White Fang members share ranks with the army, ranging from private (standard) to Marshal (Staff locked). Normal individuals are locked to only private through warrant officer while those currently in or already possess Hunter training are able to obtain ranks ranging officer candidate and up.
Keeper: Keepers are an interesting class of workers. While they do kill Grimm for a living, they do not hunt them. Instead, they guard trade ships going out from Mistral to other kingdoms and settlements. Nearly every trade ship sent out from Mistral comes under attack of underwater Grimm and while automated defenses help, nothing beats a good ol fashion hunter. To become a Keeper, one must graduate from their second year at Haven Academy, or any other secondary hunting academy, and then graduate from their classes at Breakwater Academy (Explained in msc.). Keepers are usually on contracts for the larger trading organizations and can be exclusively on boats for up to a year at a time, only to get a month or two of rest before heading back out away from their families and friends. Due to this, Keepers are paid especially well by contractors. It is possible to be a Keeper without being on a contract. Freelance Keepers are much more freespirits and drift from boat to boat and kingdom to settlement.
Pathfinder Apprentice: The Pathfinders are an order of highly trained individuals, normally selected from a group of volunteers that have been subjected to a number of exams. They are primarily focused on tracking, cartography, stealth, and setting up new boundaries for territory. All Pathfinders, Apprentices included, have tight control of their emotions which allow them to do their job in service of the Kingdom. Apprentices are the lesser trained individuals, are usually students at Haven, and are under training from a Pathfinder Adept. They generally have the beginnings of the skills required of a Pathfinder Adept, but would not be sent on a long scouting mission while considered an Apprentice. When making a Pathfinder Apprentice, keep in mind that they aren't frontline fighters or even involved in a straight up fight, are required to be emotionally stable, need an Adept assigned to them, and probably experienced some sort of personal strife as a result of The Longest Winter.
Appearance: There is no unifying hair or eye color, but skin color tends to be more olive colored than in other kingdoms (Think Greek skin tones). While Mistral is centered in a heavily wooded area, the continent of Tempest is extremely varied and as such many different forms of clothing is needed, ranging from heavy coats for the snowy peaks to light clothing for the desert.
History: Ten years ago, there was a massive break in the walls surrounding the kingdom. Though the true cause is unknown but heavily debated, one thing is certain. The kingdom faced near obliteration. The Grimm invaded in numbers never seen before, rampaging through the kingdom and wiping out over half of the kingdom’s space, costing the kingdom lives in the hundreds of thousands. Hunters, Huntresses, humans, faunus, men, women, children, no one was safe from the destruction of the Grimm.
It was, without a doubt, the largest death toll to strike any of the kingdoms in recent years. Eventually, through the help of every hunter or huntress in training and every professor at Haven academy, the Grimm were beaten back. In the aftermath, barely a sliver of the residential area, a little under half of the agricultural area, the industrial area, and the upper class were recovered. This eventually lead to the colonization of the two islands east of Mistral to make up for the residential and agricultural areas.
Among the destruction was the old council buildings and though the council members themselves were saved, the buildings were too far into the ruins to rebuild safely. It was at this time that the council decided to move any and all council and government buildings and activities to the larger island off the northern coast of the Kingdom. Soon after, the public, who were angered by their supposed leaders fleeing off the coast of the kingdom and hiding there alone, voted each and every council member of the council, replacing them with a completely new council. Despite this, the council and government buildings stayed on the island.
Haven, despite being on the western edge of the kingdom and deepest into the destruction of the Grimm, was left completely unscathed. After sending all staff and students into the kingdom to help beat back the Grimm, the headmaster stayed back and activated the emergency shield from within the CCT and protected the academy from damage. Soon after the invasion, the headmaster, like the council, was replaced by the previously assistant headmaster.
This massive event was later named “The Longest Winter” not due to the actual length of the winter, but rather to the overcrowding, cold temperatures, and loss of food caused by losing the residential area and most of the agricultural area.
Personality: N/A
Aura and Semblance: N/a
Combat Behavior: N/A
VEHICLESwamps: For the swamps of Tempest, armored airboats are a popular choice, ranging in size from single seaters to large multi-level boats.
MISCELLANEOUSThis section will be used to put any misc. info in that might be useful to know as the kingdom of Mistral is built.
Breakwater Academy - An academy in name alone, this school is located on the southern coast of the kingdom and only requires students be in session for one year before giving them their final exam. Breakwater is a small academy focused on the art of underwater combat, as such combat is common both in Mistral and on its maritime trade routes. The academy itself is located on the edge of an intentionally failed and sunken expansion so that the school could use the Grimm infested underwater ruins as a training grounds. Each student is given a Subaquatic Combat Suit, the suit provides the wearer with air for extended dive times, Dust containment, protective wear to block attacks, and a Dust powered propulsion system. On the suit’s joints, bottoms of the feet, and upper back there are rotatable propulsion jets that utilize propulsion dust to move the suit’s wearer and bypass water resistance and allow the wearer to move around as quickly and nimbly as they would on the ground.
Grimm on Tempest are more populous, more dangerous, and bigger than most grimm elsewhere on Remnant.