Difference between revisions of "Warmongers"

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The Warmongers seek to plunge Tokyo into an endless war so they can battle the [[Protagonist|Trophy]] for eternity,<ref name="ch9">[[Release Campaign:Main Quest Chapter 9|Chapter 9: Crafters - Karmic Engine]]</ref><sup>2</sup> politicizing war to their benefit.<ref name="ch9"></ref><sup>15</sup> As one of the Three True Guilds, the Warmongers' membership includes seven [[Representative|World Representatives]] and one of the [[Game Masters#The Three Geniuses|Three Geniuses]] assigned as their Guild Master. Two of the [[Eight Dog Warriors]] are also within their ranks as well. Snow speculates that the Warmongers hold over ten thousand soldiers.<ref name="ch11">[[Release Campaign:Main Quest Chapter 11|Chapter 11: Warmongers - The Moonlit War]]</ref><sup>1</sup>
The Warmongers seek to plunge Tokyo into an endless war so they can battle the [[Protagonist|Trophy]] for eternity,<ref name="ch9">[[Release Campaign:Main Quest Chapter 9|Chapter 9: Crafters - Karmic Engine]]</ref><sup>2</sup> politicizing war to their benefit.<ref name="ch9"></ref><sup>15</sup> As one of the Three True Guilds, the Warmongers' membership includes seven [[Representative|World Representatives]] and one of the [[Game Masters#The Three Geniuses|Three Geniuses]] assigned as their Guild Master. Two of the [[Eight Dog Warriors]] are also within their ranks as well. Snow speculates that the Warmongers hold over ten thousand soldiers.<ref name="ch11">[[Release Campaign:Main Quest Chapter 11|Chapter 11: Warmongers - The Moonlit War]]</ref><sup>1</sup>


They hold immense power and control due to the knowledge they possess about the events of prior [[loops]]. All three branches of Tokyo's government are under their control, with the previous leaders easily replaced. In addition, the military, police force, and Tokyo's undeerground terrorist factions have all fallen under their control. The Three Guilds have essentially divided the city into three. They use their control over the Metropolitan Police, the Public Prosecutors Office, and the Special Judiciary Constabulary to enforce raids upon other guilds and take their members.<ref name="ch10">[[Release Campaign:Main Quest Chapter 10|Chapter 10: Warmongers ~Overture~ - Smoke on the Front Lines]]</ref><sup>1</sup>
The Guild Master Bertro was tasked with furthering and accelerating research into human evolution.<ref name="ch11"></ref><sup>22</sup> His subject was Plan B: progress through battle.<ref name="ch9"></ref><sup>1</sup> He believes that conflict is how humankind has formed its path to greater heights. To do battle is to develop, and to do war is to evolve.<ref name="ch11"></ref><sup>23</sup>
 
The Warmongers hold immense power and control due to the knowledge they possess about the events of prior [[loop]]s. All three branches of Tokyo's government are under their control, with the previous leaders easily replaced. In addition, the military, police force, and Tokyo's undeerground terrorist factions have all fallen under their control. The Three Guilds have essentially divided the city into three. They use their control over the Metropolitan Police, the Public Prosecutors Office, and the Special Judiciary Constabulary to enforce raids upon other guilds and take their members.<ref name="ch10">[[Release Campaign:Main Quest Chapter 10|Chapter 10: Warmongers ~Overture~ - Smoke on the Front Lines]]</ref><sup>1</sup>


By distributing select memories of past loops, the Warmongers gradually increase their own influence and increase their numbers. They use information as a weapon, indiscriminately spreading fragmented memories of past loops to their advantage. They spread memories in which everybody's Sacred Artifacts were turned against each other, where they killed and were killed by those they loved and trusted. The victims would relive their trauma, destroying any trust they held in their friends, family, and themselves. Victims are known to start babbling in secret about "remembering" something before vanishing from their guild and community, joining the Warmongers.<ref name="ch9"></ref><sup>15</sup>
By distributing select memories of past loops, the Warmongers gradually increase their own influence and increase their numbers. They use information as a weapon, indiscriminately spreading fragmented memories of past loops to their advantage. They spread memories in which everybody's Sacred Artifacts were turned against each other, where they killed and were killed by those they loved and trusted. The victims would relive their trauma, destroying any trust they held in their friends, family, and themselves. Victims are known to start babbling in secret about "remembering" something before vanishing from their guild and community, joining the Warmongers.<ref name="ch9"></ref><sup>15</sup>


Their affiliation icon shows a fortress with two flags at the sides, and an upside-down round table with six figures seated around it forming the bottom of the fortress. Two long-barrel pistols crossing each other are silhouetted inside the icon.
Their affiliation icon is of a fortress with two flags at the sides, and an upside-down round table with six figures seated around it forming the bottom of the fortress. Two long-barrel pistols crossing each other are silhouetted inside the icon.
===Treaties===
===Treaties===


The Three True Guilds are not allowed to act immediately during the events of [[the Game]]. The [[Game Masters]] have established a prohibition period, signed by all Representatives, that prevents any interaction in the six central Wards of Tokyo, as well as any interaction with the Trophy until the Game has progressed into its later stages. This restriction is meant to prevent loops from devolving into warfare instantaneously. As such, the Representatives all plan around this limitation.<ref name="ch9"></ref><sup>18</sup>
The Three True Guilds are not allowed to act immediately during the events of [[the Game]]. The [[Game Masters]] have established a prohibition period, signed by all Representatives, that prevents any interaction in the six central Wards of Tokyo, as well as any interaction with the Trophy until the Game has progressed into its later stages. This restriction is meant to prevent loops from devolving into warfare instantaneously. As such, the Representatives all plan around this limitation.<ref name="ch9"></ref><sup>18</sup>


In addition to the treaty written up by the Game Masters, the Three True Guilds also have numerous treaties between themselves as well. Treaties of armistices are commonly written up in order to prevent a conflict between the guilds to spiral far beyond what any guild desires, such as the accidental summoning of an Exception. Armistice treaties require Representatives from the relevant guilds to sign off on it, usually coming with a compromise of some sort for both guilds. Countless treaties have been built between the Three Guilds over innumerable loops, creating a heavy workload for advisors in charge of overseeing and managing the paperwork.<ref name="ch10"></ref><sup>14</sup>
In addition to the treaty written up by the Game Masters, the Three True Guilds also have numerous treaties between themselves as well. Treaties of armistices are commonly written up in order to prevent a conflict between the guilds to spiral far beyond what any guild desires, such as the accidental summoning of an [[Exception]]. Armistice treaties require Representatives from the relevant guilds to sign off on it, usually coming with a compromise of some sort for both guilds. Countless treaties have been built between the Three Guilds over innumerable loops, creating a heavy workload for advisors in charge of overseeing and managing the paperwork.<ref name="ch10"></ref><sup>14</sup>


As of the events of [[Release Campaign:Main Quest Chapter 10|Chapter 10]], all of the treaties have been rendered void by {{Transient icon|Tezcatlipoca}}.<ref name="ch10"></ref><sup>20</sup>
As of the events of [[Release Campaign:Main Quest Chapter 10|Chapter 10]], all of the treaties have been rendered void by {{Transient icon|Tezcatlipoca}}.<ref name="ch10"></ref><sup>20</sup>
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