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[RWBY] RWBY Shorts

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Just a place for my stray RWBY Plot bunnies and ideas to go.

- - -

"Pyrrha. We need to...
Worldbuilding: Grimm Cults New
At one point it was assumed there was a dark, malevolent force, a mind, behind the Grimm. The Grimm cultists spoke of a Dark Queen who represented the end of everything. Dread were their names, and evil were their deeds and atrocities. The Witch Queen of Argus, the Necromancer of Vacuo, the Yaogai Emperor of Mistral, the Lich King of Animus, to name but a few. They were Salem's loyal lieutenants.

But over time, Salem abandoned the strategy of using open Grimm cults-They were too overt, and would unite the kingdoms against them. This happened at least 600 years ago, so over time the idea of there being an intelligence behind the Grimm became associated with ancient superstition (Akin to believing the world is flat).

Whether Salem covertly worked to discredit the idea of her existence is academic: By the modern day, most people believe that the Grimm are essentially a mindless plague upon Remnant, and that Grimm cults were humans desperately trying to reconcile the unknown in a way they could grasp. But Grimm Cults do still exist, hidden in the societies of the Kingdoms of Remnant. And some are still controlled by Salem directly.
 
On Worldbuilding: Wayland Air Motors AV-47 Tigertail New


Type: Medium Utility VTOL Transport/Gunship
Manufacturer: Wayland Air Motors
Origin: Vale
Top Speed: 250 mph
Service Ceiling: 19,000 feet
Range: 500 miles
Crew: 2 pilots, 12 passengers
Cargo: 10,000 pounds
Armament:
1 x Twin Barrel Winchester M77 30mm autocannon in external turret
4 x External Hardpoints for missiles, rockets, bombs (5,000 lb capacity)
Mountings for machine guns and grenade launchers in crew cabin

Brief: While Vale's Defense Forces were increasingly outsourced to Hunters Guilds, the VDF still functioned as an entity that dealt with border patrol, disaster response, anti-terrorism and power projection missions. However, the Atlasian Bullhead VTOL, while popular in the civilan and paramilitary markets, was too expensive for large-scale adoption by the VDF. As a result, the Wayland Air Motors Company was commissioned to create an indigenous variant to compete with the Atlasian Bullhead.

The prototype was designed and assembled in a mere 101 days, and tested extensively. It was constructed with off the shelf avionics and components by the Air Motors Advanced design team, which had been itching to compete with Atlas after losing a few contracts to them. The vehicle was shown off to the press and investments poured in. The AV-47 Tigertail (named for a dragonfly) was born.

While not as sturdy as Atlasian Bullheads, the Tigertail boasted a higher speed, lower operating costs, and more flexibility. It's modular construction soon saw it being used for everything from police duties, firefighting, ambulance duty, ground survey and Grimm interdiction. Valean elites purchased Tigertails in large numbers as the modular construction allowed them to be customized by the well heeled.

As a combat vehicle, the Tigertail performed very well. It was able to provide exceptional fire support for Hunter or VDF teams on the ground and was quick and nimble enough to evade even Nevermores. It's four landing thrusters gave it incredible agility and it was a very steady gun platform. Its Winchester 30mm autocannon, retractable, gyroscopically stabilized and computer guided, could be controlled by either the gunner or the pilot and deliver massive punishment to enemy units, Grimm or otherwise. It could also float thanks to gaps left intentionally in its superstructure, meaning it could make water landings without major issue.

Many private outfits and smaller independent sub-kingdoms have requisitioned it, and unfortunately, it has found its way into the hands of pirates, smugglers, and bandits. Shadow Company uses a stealth variant, the QAV-47 Skimmer. It is rumored to possess nearly silent thruster engines with thermal buffers to hide their heat signatures, electronic cloaking that hides it from radar, and even prototype active camouflage hull skin to blend into the night.

Because we need more tech porn in RWBY.
 
On Worldbuilding: Wayland Air Motors Banshee-class Flying Command Carrier New
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Type:
Airborne Aircraft/Command Carrier
Manufacturer: Wayland Air Motors
Origin: Vale
Top Speed: 180 mph
Service Ceiling: 30,000 feet
Range: 80,000 miles
Length: 340m
Width: 770m
Weight: 200,000 tons
Propulsion: Dust reactor-powered turbofan engine x16
Crew: 300
Cargo: 80,000 tons
Troops: 150
Maximum Evacuation Limit: 700
Armament:
4 x Winchester M77 30mm CWIS autocannon in external turrets
4 x Redspot Multirole Missile Launchers x 30 rounds per launcher
Njord QSA-566 Jammer System
50 x aircraft

Brief: The biggest issue facing the Valean Defense Force was money. In light of defensive agreements with Atlas' military and outsourcing to Hunter Guilds, budgets were slashed and slashed again. However, the Mount Glenn disaster showed that Vale had a massive gap in deployment and projection of power, even a few dozen miles away from the capital. As a result, budgets were slightly increased and the Council called for the first significant expansion of the VDF's naval/air forces since the Great War.

Dust powered airships could grow quite large, but with the SDC's virtual monopoly on Dust, in the event of war or natural disaster this might make resupply difficult. As a result, rather than an air battleship/carrier to match the Atlasian fleet, they went in the direction of a carrier with command and control facilities. Its long suits would be endurance, speed, sensors, and its airwing.

To aid in its endurance, the vessel was designed around multiple wings. Using aerodynamics to its advantage, the Banshee-class carrier wouldn't be as durable as an Atlasian battleship, but would have greater range and speed. Advanced sensors arrayed on these large flying wings gave the carrier incredible sensors, which were boosted by its large air wing. The tradeoff was that a Banshee-class carrier could not stand and fight: Its only weapon was its air wing. It would have to stay away from intense combat and rely on its aircraft and escorts for protection. Against large Grimm incursions, it could ascend as most Grimm lacked the service ceiling of the carrier. Hardlight Dust shields were considered, but this technology was kept highly controlled by Atlas. Reverse engineering the technology was projected to take too long, so the Banshee project went on without it (though with the option to upgrade to hardlight Dust shields in the future).

Nevertheless, the Banshee would be expected to serve for more than warfare, and was properly equipped as such. A modular function deck could be reconfigured into a hospital with over fifty beds, a cargo platform, or to haul troops and their vehicles. Its powerful Dust reactors could be adapted to provide power to cities in case of blackouts. Its extensive sensors allowed it to keep track of Grimm movements across almost a hundred miles cubed in all directions. It could also function as a communications relay when CCT service was out for radio and lasecomm.

VSS Banshee was launched, with VSS Salamander, VSS Sylph, and VSS Undine following. These four carriers were well liked by their crews and, despite teething problems, went on to serve well in the Valean Defense Forces. Additional carriers are under construction, though due to cost cuts at least one may be sold to private interests.

Note: Yes, it's the Banshee from the ill-fated anime Battle Fairy Yukikaze. Not a great anime but the mechanical designs are like candy to military nerds like me.
 
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On Worldbuilding: Neith Armaments Rapier-class Air Frigate New
dhk43wo-1cce459e-180f-4c0d-aafc-8af9e603795d.png

Type: Airborne Guided Missile Frigate
Manufacturer: Neith Armaments
Origin: Vale
Top Speed: 230 mph
Service Ceiling: 30,000 feet
Range: 30,000 miles
Length: 190m
Width: 65m
Weight: 5,000 tons
Propulsion: Dust reactor-powered turbofan engine x4
Crew: 60
Cargo: 500 tons
Troops: 20
Maximum Evacuation Limit
: 200
Armament:
8 x Cappadocia 155mm Dust Round Cannons in quadruple turrets
16 x Winchester M88 30mm CWIS autocannon in double turrets
14 x Balor ASM-44 Anti-Ship Missiles
2 x Redspot Multifunction Small Missile Launchers x 40 rounds each
Njord QSA-566 Jammer System


Brief: Small but heavily armed, the Rapier-class frigate is easily the most advanced warship in the Valean Defense Force. These small, fast, well-armed frigates escort Banshee-class carriers, patrol Valean and Vacuoan airspace, deal with Grimm incursions and show the flag for Vale across Remnant. Using a great deal of technology from the trade relationship with Atlas, these frigates were ordered to replace the aging air vessels of the VDF and simplify the supply chain.

Due to their more ballistic aerodynamics as opposed to the flying wing design of the Banshees, the Rapiers have a far shorter operational range. But they have greater speed and maneuverability than the carriers, along with heavier armament. Their guns and missiles make them a serious threat to even Atlasian battleships at range and in groups.

The price paid for these frigates, however, was high. One, they are very expensive: Only six have been built and are in operation. Two, their lack of armor or hardlight shielding means, like the Banshee-class carriers, the Rapiers are not built for slug matches despite their heavy gun armament. Three, their lack of internal space means diplomatic meetings can be a hassle, which is a problem given that they are often employed like water bound frigates from the age of sail. Four, while built in Vale, they do rely on a lot of Atlasian-based tech, much of which is hard to manufacture locally in case of supply line cuts. Not impossible, but difficult.

Nevertheless, they are well liked by their crews and are incredibly fun to fly. They can even land on the ground with landing pads or the water.
 
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On Worldbuilding: Warfare in Remnant: Interesting Thoughts New
What are your thoughts?

The army and its role in the world of RWBY is a complex and confusing topic. In short, a team of Huntsmens cannot replace a company of soldiers. If you are ready to listen to my reasoning, then I will try to outline my opinion on this matter.



To begin with, the RWBY-verse itself was originally invented with a lot of internal contradictions. The most important of them is the discrepancy between society and the world. As the classic said: being defines consciousness. In other words, people in particular and society as a whole will adapt to the environment and shape themselves in accordance with it. Remnant is a death world in which civilization is: first, it is under threat of permanent destruction and has already slipped into the Bronze Age at least once. Secondly, there is an acute shortage of resources. It would seem that society should correspond to this state of affairs, but instead we have a typical Western (American/European) peacetime society with its own peculiarities and problems.

To exist for centuries, such a society simply must have the necessary survival tools, be survival-oriented, and as a result have a high degree of practicality, thrift, militarization, and civic responsibility. The public is above the personal, conservative values are above liberal, every grain of resources and manpower matters. One can only survive together; therefore, each person must become a useful part of society and contribute to its prosperity, otherwise, left without the support of fellow citizens, he will simply die.

Any harmful or useless elements, whether they are criminals, dissidents, or just loafers, should be treated as hostile and are highly likely to either be rejected or brought into subjection. You are either with us, or against us – in such a paradigm, the local population will exist, laws, culture, traditions, science and art will correspond to this.

Organizations such as the White Fang or the Branwen Tribe will not only not be tolerated, they will be ruthlessly destroyed at the slightest sign of criminal or terrorist activity. First, the government will offer them surrender, and then simply pour napalm or cluster bombs on their heads, after which it will clean up the survivors with a hunting squad. When the whole world is on the verge of destruction, rocking the boat is unacceptable. Crime can only exist in very moderate and mild forms, like the Junior Club. Any nail that sticks out too much will be hammered in as soon as possible, because the kingdom already has enough problems to spend its limited resources and forces on crime.

Therefore, the picture drawn by the authors of the script, to put it mildly, raises questions. Events unfold in the death world, but its inhabitants are openly disdainful of internal and external threats, wasting time and scarce resources. They do anything but strengthen society in the face of the threat of the Grimm. I repeat once again: we are being shown a prosperous Western-type civilization, a consumer society in peacetime, while it should be something similar to the USSR of the 30s. Or the Imperium from Wh40, if you want to take it to the extreme.

As for comparing the Huntsmen Corps and the regular army, this is a useless and pointless matter. Simply because they are two completely different structures with completely different goals and ways of organizing, neither of which can fully replace the other. Huntsmens should be used primarily for rapid response to threats, as well as for the destruction of particularly dangerous species of Grimm, which ordinary soldiers may have problems with. At other times, they can reinforce regular military units.

For all other tasks, the army is preferable. First of all, these are border protection, garrison duty in cities and towns, protection of strategic facilities such as power plants, mines, factories and transport hubs, and escort of transport convoys. Any small town should have a garrison whose sole task will be to protect it. One might think that the militia can handle this, but in all senses, a professional army is preferable, it will cope with this better, will have a higher level of training and material support. There are reasons why the people's militia has practically fallen out of use in the modern world.

Huntsmens, for all their strength, have several obvious disadvantages. Firstly, there are simply few of them. They cannot shut up all threatened areas, especially in times of crisis. This also applies to necessary but routine tasks, such as patrols or the protection of important facilities. For example, there is an ordinary railway bridge, through which communication is carried out between the Vale and one of the satellite settlements. Tons of food, consumer goods, dusts, fuel and ammunition are transported along it every day. It is through him that, if necessary, reinforcements will arrive and civilians will be evacuated. The Grimms or White Fang can destroy the bridge at any moment, creating a critical vulnerability in Vale logistics. So this bridge needs to be guarded around the clock or at least kept under surveillance, but we can't assign a team of professional Huntsmens to this, can we? There are hundreds of such bridges, as well as other facilities – mines, power plants, hospitals; there simply won't be enough Huntsmens for all of them.

Secondly, there are very few Huntsmens. Yes, I'm repeating myself, but it needs to be repeated. If a Huntsmen fails, for example, is injured, gets sick, or has diarrhea, it will be very difficult to replace him. Moreover, it takes about eight years to train a Huntsmen (correct me if I'm wrong), while a soldier can be brought up to an acceptable level in a year. In a couple of months, if you cut corners and focus on the most important things. And they can be cooked by the thousands, unlike the scarce Huntsmens.

Thirdly, compared to Huntsmens, soldiers are not that weak. Their main drawback is the lack of Aura, that is, personal protection that allows them to survive a fatal blow. They also cannot replace most of the Semblances. If we talk only about the attacking ability, then everything is not so bad here. Let's think about what the canonical teams are armed with. Let's put aside melee weapons and focus on shooting. RWBY team? A large-caliber sniper rifle, a pistol, and the equivalent of a shotgun. JNPR? A rifle, a grenade launcher, and a pair of small-caliber SMG. CFVY? A minigun and a Velvet's copycat weapon. And so on and so forth.

With rare exceptions like Penny, Huntsmens don't use some incredibly powerful small arms. They mostly use varieties of real weapons that simply have an exotic shape and appearance. At the same time, all of the above weapons are obviously quite effective against Grimms, since professional Huntsmens use them. It may well be used by soldiers without an aura and in much larger numbers.

You also mentioned that soldiers are less mobile than Huntsmens, but this is only partially true. Yes, Huntsmens are generally more mobile and this is achieved through two factors – the use of aura to accelerate and the small number of team members. If nothing can be done about the first one, then the second one is not such a problem. Let's not compare the Huntsmen squad with a motorized rifle company and go down to the platoon level. That's a total of thirty to forty soldiers, who can be transported by a pair of M35 trucks or one CH-47 Chinook (their equivalents).

At the same time, thirty to forty soldiers, even with M1 Garand rifles, can create a fire density greater than the entire RWBY team. They also carry significantly more ammunition and auxiliary equipment, such as grenades, for example. If you equip them with more modern weapons, as well as strengthen them with machine gunners and grenade launchers, then the firepower simply becomes incomparable. What can we say about technology – Huntsmens don't have it at all. Even a single M2 Bradley attached to a platoon can provide significant support against both humans and Grimms. I am more than sure that a series of shots from a 25 mm automatic cannon is fatal for a Huntsmen, regardless of whether he has an aura or not.

At the same time, it is not necessary to arm soldiers according to the standards of high-tech modern armies. Grimm's confrontation is in some ways easier than for other people, since there is no need for many devices and specialists, such as mine detectors or electronic warfare equipment. It is enough to develop a line of cheap, unpretentious and easy-to-learn weapons, and then start mass production. Soviet weapons fit almost perfectly: AK-74M, RPK, PKM, RPG-7, AGS-17, SVD and so on.

To summarize, the Huntsmen's Corps cannot replace the regular army in principle. It should be a highly professional special forces unit, whose task is to respond quickly to threats and strengthen regular units; it relies on and complements the army, rather than trying to replace it.

By the way, I don't understand at all the freedom with which Huntsmens operate in the canon. It looks like some kind of mercenary market without strict accountability. No contracts, protocols, or obligations to the kingdom are properly mentioned. It turns out that a random guy like Jaune can enroll with forged documents, and then die, wasting the lighthouse's time and resources? What if he finishes his studies and changes his mind at the last moment? Is there really no control at all? Against this background, Atlas looks like a model of foresight and common sense, although its creators did not think everything through very well.

I would like to emphasize once again that in a world like Remnant, the army is not a whim of the government or a burdensome expense item, but a fundamental part of society, the basis of its survival. Without professional military personnel, civilians can literally be devoured at any moment. Consequently, a lot of time and effort will be devoted to the development of the armed forces, and resources will necessarily be spent on them. I will say more: historically, society should have developed in such a way that the career of a soldier will be considered an honorable and heroic deed. Both public culture and state propaganda will work for this.

I see the system adopted in the USSR as a good, or at least reasonable, form of organization of military service. Such a system consists of several related elements and aims to maintain a permanent professional army, as well as create a large number of reservists who can either protect themselves or who can be quickly conscripted into military service. As shown by the canon of RWBY in general and the fall of the Beacon in particular, such a situation can occur without warning at literally any moment.

So, how do I see it:

1) Initial pre-war training. Teaching schoolchildren aged 14-17 the basic skills they may need to live in a society under constant threat of destruction by the Grimm. The training course should include the basics of handling and maintaining weapons, providing medical care to the wounded, using personal protective equipment, and basic topography. Regular exercises should be conducted both in schools and in production facilities. The entire population should know what to do in case of a Grimm attack, where shelters and arsenals are located. Civilian shooting ranges and clubs (with pneumatic and blanks) should be accessible to everyone.

2) Compulsory military service. Upon reaching the age of majority, all young men undergo compulsory one-year or two-year service in the Vale Army. The exceptions are those citizens who are already undergoing training in socially important professions, such as engineers or doctors. During this period, conscripts will complete a full-fledged combat training course and receive military specialties. Most of the time, they won't be used to protect the kingdom from the Grimm. In case of emergency, they can be used as reserves or auxiliary forces for the regular army of Vale. At the end of their term of service, all conscripts are demobilized as reservists.

3) Professional military service. Any adult citizen of Vale can sign a contract and enlist in the military. Recruits undergo training, take the oath of office, receive a military rank and position, after which they are sent to one of the active units. These are mainly border fortifications and garrisons located inside settlements or near objects of strategic importance. At the same time, unlike modern Earth's armies, soldiers are not transferred from place to place every few years, on the contrary, they are encouraged to grow into the local population. Soldiers are encouraged to form bonds with the community and start families. I repeat that in the Remnant, a soldier is primarily a warrior-defender; this is what state propaganda works for, this image is supported by traditions and public opinion.

5) The Huntsmen's Corps. Huntsmens should be considered as elite warriors necessary for the existence of society. There are always not enough Huntsmens, so a significant part of the resources and efforts are devoted to their training. This is a very attractive and socially acceptable career that promises a good salary, government benefits, as well as honor and respect among fellow citizens. Therefore, the state is looking for children with a high level of aura from an early age and very persistently offers education in specialized schools. This training is conducted in a paramilitary manner, where students are not only taught professional skills, but also instilled a high level of discipline and social responsibility.

Huntsmens for training have many privileges, but their level of accountability and responsibility is also much higher. Thus, the episode where Yang destroys the nightclub is not just a minor prank, but a serious criminal offense. An attack on a civilian will result in very severe punishment, unless it was committed in self-defense, to protect someone else's life, or to prevent the commission of a crime.

In general, Huntsmens should become the equivalent of special forces, an integral part of the army, whose abilities are in high demand. Alternatively, they can form highly professional military communities, such as knights' orders. However, one way or another, they will be accountable to the state and will benefit people. But what they definitely won't be is a mercenary labor exchange (a guild of adventurers from any typical fantasy) that you can't rely on and whose actions can't be controlled.

6) Military industry. To ensure its own security (and existence in general), any Remnant state must have a developed military industry. Not necessarily high-tech, but economical and focused on the mass production of cheap, reliable and unpretentious weapons. The armies of the Remnant as a whole should be more practical and defense-oriented than the armies of Earth. It makes no sense to spend a lot of money on aircraft carriers or ballistic missiles when several artillery batteries will be much more useful. When everything is filled with Grimm, there is no such thing as excess firepower.

At the same time, the entire military (and most of the civilian industry) will either be nationalized or have a high degree of accountability. When the survival of humanity as a species depends on timely deliveries and quality of products, corporate owners and private contractors will have to fulfill obligations on acceptable terms. If a businessman like Jacques Schnee decides to unreasonably raise the price of products above those approved by the state, or for some reason simply refuses to sell his goods to the Atlas army, he will simply be removed (arrested or killed as an enemy of the people in the truest sense of the word), replaced by someone more understanding and loyal. Remnant is not a Land, and if capitalism exists there, it will be in some other form, different from the one we know.



That's kind of how I see it. I hope you found this post useful or inspired some interesting thoughts. Otherwise, I wasted 6 hours writing and translating.

Good luck and have a nice day.
 
On Worldbuilding: Arminus New
Arminus: The Ironwood Realm

Geography and Setting

Arminus sprawls across eastern Sanus, a land of dense, ancient forests—think the Black Forest scaled up—interspersed with rolling hills, deep river valleys, and rugged plateaus. The Arminwald, a sprawling woodland, dominates the heartland, its towering pines and oaks hiding quartz and Dust deposits. The Eisenfluss (Iron River), a broad, steel-grey waterway, winds through the region, powering mills and forges. To the north, the Albus Mountains loom, a natural barrier against Vacuoan raiders; to the east, Gallia's floodplains mark a tense border.

The capital, Eisenstadt, sits at the Eisenfluss's fork—a fortress-city of dark stone and timber, its skyline spiked with factory smokestacks and gothic spires. Forges glow day and night, and Dust-powered trams rumble through cobbled streets. The forests teem with Grimm, but Arminus's people have carved out strongholds, their villages ringed by palisades and watchtowers.

Historical Evolution

Arminus began as a loose coalition of tribes under the Quitalan Empire's fringe influence—less a province, more a buffer zone. These "Arminen" were fierce Aura-users, wielding axes and bows against Grimm and Quitalan tax collectors alike. The Empire's collapse left them free but fractured, their chieftains feuding over forest and river rights. Raids from Vacuo over the Albus Mountains and seafaring marauders from Animus forced a grudging unity, forged in the crucible of survival.

A millennium ago, the Hellenic Empire (Mistral's Greece analog) swept in, subjugating Arminus under the Witch Queen of Argus's vassals. The occupation was harsh—mines scarred the Arminwald, and Grimm swelled as despair took root. Resistance brewed in the forests, led by Wulfric der Jäger—a wolf-Faunus huntsman whose Semblance summoned spectral hounds. His guerrilla war, aided by Jeanne D'Arc's Gallian uprising, expelled the occupiers, cementing Arminus's independence.

Wulfric's line, the Wolfsjäger Dynasty, united Arminus into a kingdom, its forges hammering out steel and weapons. Over centuries, Arminus clashed with Gallia—border wars over the Eisenfluss—and Albion/Vytal, whose fleets probed its coasts. The kingdom industrialized early, its smiths mastering alloys and steam engines, making it a trade power. But ambition led to overreach; colonial ventures in Solitas and Menagerie faltered against Vytal's navy and local rebellions.

Three centuries ago, Kaiser Heinrich IV's tyranny—feeding dissenters to Grimm in a bid for power—sparked the Eisenkrieg, a civil war that shattered the dynasty. A merchant coalition, the Stahlbund, seized control, establishing a republic that prized efficiency and martial discipline. By the Great War, Arminus allied with Vale against Mistral and Mantle despite the many cultural ties to Mantle. Its factories churned out airships, mechanical mail, and Dust rifles. Post-war, it joined Vale's federation, retaining autonomy but sharing its industrial might.

Culture and Society

Arminus is stoic, pragmatic, and deeply tied to its forests and forges. The people—human and Faunus (wolf, bear, and owl traits common)—value craftsmanship and resilience. Aura training is mandatory, with children learning to channel it into tools or weapons. Folktales exalt Wulfric, his wolf-pack a symbol of unity; statues of him, axe raised, dot town squares.

The Arminen love order—towns are grid-like, festivals precise. The Jägerfest honors the hunt, with archery contests and Dust-fueled bonfires. Beer flows freely—dark, hearty brews laced with Earth Dust for stamina—paired with smoked meats and rye bread. Music is somber yet stirring, with horns and drums echoing through the woods. The Table Breaker faith took root post-Wulfric, its Shattering Chant sung in deep, resonant tones.

Technology and Industry

Arminus is Vale's industrial backbone. Eisenstadt's forges produce Dust-infused steel—blades, armor, guns, airship hulls—while its labs refine Gravity Dust for heavy machinery. The Stahlbund, now a governing council, balances trade with martial readiness, its small Huntsmen schools favoring teamwork and heavy weaponry. Wolf-riders—Huntsmen paired with local direwolf breeds, often Aura unlocked—patrol the Arminwald, a tradition from Wulfric's days.

Unique Grimm
  • Eisenwölfe: Iron-clad Beowolf Grimm variant, their hides deflecting bullets. They hunt in packs, much rarer than Beowulves but far more deadly.
  • Schattenkrallen: Owl-like Grimm with silent wings and razor talons, ambushing from the canopy. Light blinds them.
  • Flussgeister: River spirits turned Grimm that resemble amphibians, dragging prey underwater. Ice Dust freezes them solid for easy shattering.
Modern Role

Arminus is a linchpin in Vale's economy and defense, its factories supplying Dust tech and its Huntsmen guarding the western frontier. Eisenstadt rivals Lutetia in output, though its dour efficiency contrasts Gallia's flair. Tensions linger with Gallia over old border disputes and Vytal over colonial ambitions, but the Stahlbund prioritizes Vale's unity—Grimm are the real foe.

Inhabitants

The Elric-Arcs
Cloud Strife-Arc
 
On Worldbuilding: Fuujin (Revised) New
Fuujin: The Rising Sun Island Nation

Geography and Environment

Fuujin's island chain sits in the southwestern corner of Anima, a jagged cluster of volcanic islands shaped by centuries of tectonic upheaval and relentless ocean currents. The Divine Currents—massive, swirling torrents around the archipelago—act like a natural moat, with winds so fierce they've historically shredded sails and capsized ships. The islands themselves vary wildly: the largest, Honmaru, hosts the capital Oda and sprawling urban centers, while smaller outlying islands like Kageshima and Mikojima remain rugged, dotted with dense bamboo forests, jagged cliffs, and hidden coves.

The climate is temperate but humid, with cherry blossoms blooming year-round on Honmaru thanks to Aura-infused soil—a phenomenon tied to the Miko/Geki's rituals. Volcanic activity still simmers beneath the surface, and hot springs are common, a major tourist attraction and cultural touchstone. The outer islands, though, are Grimm-infested wildlands, where the isolation and lingering negativity from past wars have spawned unique threats like the Jorougumo and Tengu Grimm. Add in the Kappa—turtle-like Grimm with claws that drag victims into rivers—and you've got a ecosystem that's as beautiful as it is deadly.



Culture and Society

Fuujin's culture is a fascinating blend of tradition and adaptation, shaped by its isolation and later exposure to the world. Honor, discipline, and harmony with nature are core values, reflected in everything from tea ceremonies to the sleek, minimalist design of Oda's skyscrapers. Cherry blossoms symbolize resilience—beautiful yet fleeting, a reminder of life's impermanence in a Grimm-haunted world.

The old warrior classes—Samurai, Ninja, and Miko/Geki—still hold cultural sway, even if their political power has waned. Samurai families maintain ancestral dojos, training in katanas and Dust-infused firearms, while Ninja clans operate in the shadows, running intelligence networks or mercenary guilds. The Miko/Geki, revered as spiritual guardians, oversee shrines and perform cleansing rites to keep Grimm at bay, their Aura techniques passed down through oral tradition.

Post-Great War, Fuujin's society has modernized but retains a tension between old and new. The younger generation embraces global trends—Vale's music, Atlas's tech—while elders cling to the "Way of the Blade and Blossom." Festivals like the Sakura Matsuri in Oda blend both, with holographic lanterns floating alongside traditional dances. Education is rigorous, with academies training Huntsmen and Huntresses who blend Fuujin's martial traditions with Remnant's broader combat styles.


History and Politics

Fuujin's history is a rollercoaster of ambition, isolation, and reinvention. Pre-Age of Empires, it was a feudal patchwork of warring clans united by the first Emperor, who harnessed the Divine Currents as a defense. Its early conquests against Mistral and Taejo were less about expansion and more about securing buffer zones—raids for resources rather than lasting dominion. The Age of Empires flipped the script: steamships breached the Currents, and Fuujin faced a choice—adapt or fall.

The Emperor's decision to export warriors as mercenaries was a masterstroke. Samurai became elite bodyguards in Vacuo, Ninja spied for Vale, and Miko/Geki healed war-torn villages in Pandu and Mistral. The influx of lien and knowledge fueled Fuujin's industrial boom—shipyards churned out ironclads, Dust refineries sprang up, and Oda transformed into a glittering metropolis. But the Great War exposed the cracks: the samurai-led coup aligned Fuujin with Mantle's authoritarian axis, only for the Ninja and Miko/Geki to rebel, seeing the betrayal of Vale as a stain on their honor.

The civil war was brutal—urban battles in Oda's streets, guerrilla strikes on Kageshima, and naval clashes in the Currents. Surrender left Fuujin humbled but not broken. Allied occupation rebuilt its infrastructure, and the parliament rose as a stabilizing force. Today, Fuujin balances independence with pragmatism—its navy patrols trade routes with Vale, while Atlas eyes its Dust deposits. Mistral's cultural pull is strong (shared aesthetics, old grudges), but Fuujin's parliament keeps them at arm's length, wary of being a pawn.


Factions and Power Players
  1. The Sakura Court: The Emperor's advisory council, now an advisory body with real influence in cultural affairs. They push to preserve Fuujin's traditions, clashing with parliament's modernists.
  2. Parliament: A democratic body with great influence which has the main agenda towards modernization to compete with the rest of the world, but held in the balance by tradition and culture.
  3. The Blade Clans: Descendants of samurai, they run private security firms and Huntsmen academies. Loyal to Fuujin but nostalgic for their lost dominance.
  4. The Shadow Collective: A loose alliance of Ninja clans, some legit (spies for hire), others criminal (smuggling Dust). They're the wildcard—pragmatic and fiercely independent.
  5. The Order of the Blossom: Miko/Geki priests and priestesses, a neutral faction focused on spiritual balance. They mediate disputes and hunt Grimm, but their pacifism frustrates militarists.
  6. The Oda Syndicate: A rising merchant class, flush with lien from trade and tech. They lobby for closer ties with Atlas, dreaming of Fuujin as a global hub.

Unique Grimm and Threats

Fuujin's isolation bred Grimm that exploit its terrain and culture:
  • Jorougumo: These spider-human hybrids mimic lost travelers, their silk laced with paralyzing venom. They thrive in bamboo thickets, ambushing the unwary.
  • Tengu: Crow-like fliers with razor claws and eerie caws that disorient prey. They swarm from volcanic peaks, targeting ships or villages in packs.
  • Kappa: Aquatic Grimm with snapping jaws and tendrils, lurking in rivers and hot springs. They drag victims underwater, feeding on despair as they drown.
  • Oni: Rare, hulking brutes with horned masks, once thought to be the ghosts of warriors born from old battlefields. They wield crude clubs and shrug off bullets, requiring Aura-enhanced strikes to fell.

Technology and Aesthetics

Fuujin's tech blends Mistral's elegance with Atlas's precision. Their navy boasts sleek, wind-inspired ships with Dust turbines, while their air force deploys agile "Kestrel" fighters modeled after birds of prey. Skylev trains in Oda zip between skyscrapers adorned with cherry blossom motifs, and personal weapons—like Samurai katanas with Dust-edged blades or Ninja kunai with explosive tips—marry tradition with innovation.

Sakura Castle is the crown jewel: white walls gleam with subtle Aura runes, and its cherry grove hums with energy, a natural amplifier for Miko/Geki rituals. The city around it pulses with neon signs, holographic billboards, and the chatter of a million voices.
 
On Worldbuilding: The Role of Miko/Geki in Fuujin New
The Role of Miko/Geki in Fuujin

The Miko/Geki are Fuujin's healers, protectors, and exorcists, revered as conduits between the physical world and the unseen forces of Remnant—be it Aura, Dust, or the lingering echoes of souls lost to Grimm. Historically, they emerged as shrine keepers, tending to sacred groves and hot springs where Aura naturally pools. Over centuries, their role evolved into a disciplined order, using rituals to cleanse negativity, bolster warriors, and maintain Fuujin's fragile harmony.

Unlike Samurai (who fight head-on) or Ninja (who strike from shadows), Miko/Geki focus on defense and restoration. Their Aura manifests as soft, radiant light—often pink or gold, evoking cherry blossoms—and they channel it through chants, dances, and talismans. They're not pacifists by necessity; they'll fight when pushed, but their strength lies in preparation and resilience, making them vital in a land where isolation breeds unique Grimm.

Core Rituals and Practices
  1. The Cleansing Dance (Sakura-no-Mai)
    • Purpose: Purifies areas tainted by Grimm corruption—black ichor, festering negativity from Apathy, or cursed soil.
    • Description: Miko and Geki perform a slow, flowing dance with fans or staffs adorned with cherry blossom petals. As they move, their Aura pulses outward in shimmering waves, dissolving Grimm residue and calming restless spirits. The petals scatter, glowing faintly, and where they land, small blossoms sprout temporarily, marking purified ground.
    • Mechanics: Requires intense focus and a group effort for large areas. The ritual weakens nearby Grimm, making them easier to kill, but exhausts the practitioners' Aura. In emergencies, a solo Miko might perform a rushed version, risking collapse.
    • Cultural Note: Performed annually at Sakura Castle, it's a public spectacle that reinforces the Emperor's divine ties.
  2. The Warding Seal (Fuin-no-Kekkai)
    • Purpose: Erects temporary barriers to repel Grimm or shield civilians.
    • Description: Using ink made from crushed Dust and sacred water, Miko/Geki paint intricate glyphs on paper talismans or directly onto surfaces (walls, trees, skin). When activated with a spoken chant, the glyphs flare with Aura, forming translucent domes or walls. The barriers shimmer like heatwaves, etched with faint cherry blossom patterns.
    • Mechanics: Strength depends on the caster's Aura reserves and the Dust type—Fire Dust adds an offensive burn, Ice Dust slows intruders. Barriers last minutes to hours but crumble under sustained Grimm assault. Elite Miko/Geki can layer seals for stronger defenses.
    • Cultural Note: Talismans are common gifts, hung above doorways or carried by warriors for luck.
  3. The Soul Mend (Tamashii-no-Shūfuku)
    • Purpose: Heals physical wounds and restores depleted Aura in others.
    • Description: The Miko/Geki kneels beside the injured, hands hovering over wounds as they hum a low, resonant melody. Their Aura flows into the target, stitching flesh and rekindling their inner energy. A faint floral scent fills the air, and healed skin sometimes bears temporary petal-like marks.
    • Mechanics: Drains the caster's Aura proportional to the injury's severity. It can't regrow limbs or cure fatal blows, but it's a lifeline in battle. Overuse risks the Miko/Geki's own health—stories tell of priests fading into cherry blossoms from exhaustion.
    • Cultural Note: Reserved for dire need; casual use is taboo, seen as squandering a sacred gift.
  4. The Grimm Banishment (Yokai-no-Tsukihami)
    • Purpose: Exorcises Grimm essence from possessed objects, people, or places.
    • Description: A high-stakes ritual requiring multiple Miko/Geki. They form a circle, wielding bells and mirrors to reflect their Aura into a concentrated beam. The target—say, a horde of Apathy or a Geist possessed blade—writhes as the light burns away the Grimm taint, often leaving behind purified Dust or ash.
    • Mechanics: Dangerous and imprecise; the Grimm fights back, and failure can amplify the corruption. Success purges the threat but leaves the casters vulnerable. Rare cases report the Grimm's "death scream" lingering as an echo.
    • Cultural Note: Tied to legends of Fuujin's first priests banishing an ancient Oni from Honmaru.

Tools and Symbols
  • Cherry Blossom Petals: Sacred to Miko/Geki, these are often Aura-infused, carried in pouches or woven into clothing. They amplify rituals or serve as emergency foci.
  • Kagami Mirrors: Polished bronze discs used to reflect and focus Aura, doubling as shields in combat. Engraved with blossom motifs, they're heirlooms passed down generations. They may have been based upon magic rituals and alchemy from before the Moonshatter.
  • Suzumushi Bells: Tiny bells strung on cords, rung to disrupt Grimm senses or signal ritual phases. Their chime is said to mimic the wind through Oda's groves.
  • Ofuda Talismans: Paper strips inscribed with Dust infused ink, used for wards or as thrown projectiles that burst with Aura on impact.

Training and Philosophy

Becoming a Miko or Geki starts young—children with strong Aura are identified by shrine elders and trained in secluded sanctuaries like Mikojima's Blossom Shrine. The regimen is grueling: meditation to hone Aura control, dance to sync body and soul, and study of ancient texts. They're taught the "Cycle of Bloom and Fall"—life's impermanence mirrored in cherry blossoms, urging them to act with purpose but accept loss.

Their philosophy emphasizes balance. Negativity feeds Grimm, so they strive to quell fear and despair, both in themselves and others. This makes them natural mediators in Fuujin's tense society, though some Samurai scoff at their "softness." In combat, they're support specialists—rarely killing Grimm directly but enabling others to shine.

Rituals in Action

Imagine a scene: a Tengu swarm descends on a fishing village near Kageshima. A Miko named Hana leads her team into the fray. She plants talismans in a perimeter, chanting to raise a Warding Seal as fishermen huddle inside. Her brother, Geki Taro, dances the Sakura-no-Mai, his staff scattering petals that weaken the Tengu's cohesion. As Samurai allies cut down the flock, Hana kneels by a wounded Ninja, her Soul Mend glowing to save him. The air hums with bells and blossoms—a fragile beauty amid chaos.

Or picture a darker moment: a Jorougumo's lair deep in a bamboo forest, its webs pulsing with Grimm essence. Three Miko/Geki encircle it, mirrors flashing as they chant the Yokai-no-Tsukihami. The spider screeches, lashing out, but the beam sears its core, leaving only ash—and one priest unconscious, her Aura spent.

Ties to Fuujin's History

During Fuujin's isolation, Miko/Geki kept the islands livable, their rituals holding Grimm at bay when warriors faltered. Their mercenary days spread tales of "blossom healers" across Remnant, bolstering Fuujin's mystique. In the Great War, they defied the samurai coup, using wards to protect rebel strongholds and healing defectors. Post-war, they rebuilt shrines amid Oda's ruins, their rituals a symbol of renewal.

Today, they're a bridge between Fuujin's past and future—respected but stretched thin as urban sprawl and global ties strain their traditions. Some young Miko/Geki even experiment with tech, syncing talismans to drones or amplifying rituals with Dust reactors.
 
On Worldbuilding: Vale: The Emerald Bastion New
Vale: The Emerald Bastion

Geography and Environment

Vale occupies eastern Sanus, a mountainous realm of jagged peaks, deep valleys, and emerald forests, its rugged spine rising between Vacuo's western deserts and the turbulent seas to the east. Vale City, the capital mega city, nestles in a high alpine basin, its modern spires and canals framed by sheer cliffs and the winding Emerald River, which spills into a narrow coastal plain. The Forever Fall forest glows crimson to the north, while southern fjords and islands—like Patch—dot the sea, granting Vale its maritime edge despite its isolation. Beacon, the ancient fortress now premiere Huntsman Academy, stands like a lighthouse warding off the sea of Grimm that surrounds the tiny islands of mankind and Faunus alike.

The climate varies—crisp alpine winters cloak the peaks in snow, summers bring mild breezes to the valleys, and coastal mists shroud the ports. The mountains, rich with Dust veins, isolate Vale from overland foes, their passes guarded by ancient forts. The sea offers trade but also peril, its currents clashing with those of Vytal and Gallia. This blend of seclusion and access shapes Vale's dual nature: a fortress and a gateway.


Culture and Society

Vale's culture fuses Dutch pragmatism, Swiss resilience, and Austrian elegance, a tapestry of trade, neutrality, and alpine pride. Resourcefulness, diplomacy, and unity define its people, who see themselves as stewards of the Emerald Emperor's vision—a beacon against chaos. Vale City's streets hum with financiers bartering and selling, diplomats and politicians arguing, and the latest techno music. The mountain air is thick with cocoa, cheese, and spiced ale. The Emerald Festival honors the Concert of Vale and the end of the Siege of 309, with canal boat races, trade fairs, and lantern-lit dances under the peaks. Cuisine from all around the world is available, like in any modern city, and Vale is among the biggest on Remnant.

Tradition holds firm in outlying communities: children still farm, fish, and play in the mountains, every village boasting windmills and Table Breaker chapels, often with a shrine in honor of the ancient Emerald Emperor. Yet, modernity thrives—skyscrapers tower over Vale City, airships hum through the passes, and Dust-tech lights the federation's sprawl. The tension between mountain roots and global reach fuels a stoic identity, with the weight of the larger responsibility of managing the Concert of Vale.

History and Politics

Vale began as a Quitalan province, its alpine valleys a mining outpost for metals and later Dust. When Quitala crumbled—torn by Grimm and revolt—the region splintered into petty kingdoms, warring over passes and ports. Vytal's naval raids, Gallia's Paladins, Arminus's knights, and Quitala Nova's legions vied for control, their battles scarring the peaks. Ozma, in an early host, emerged four centuries before the present, uniting these realms over decades into "Vale." As the Emerald Emperor, he forged a trade empire, its ships and spies spanning Remnant, feeding his secret war against Salem with lien and lore.

Vale's maritime might—Dutch-inspired cogs and frigates—rivaled Vytal's, while its mountain forts, Swiss-style, repelled invaders. It fought Vytal, Gallia and Quitala Nova over sea lanes but struck treaties, playing second fiddle as a trader to mask Ozma's grander aims. The Concert of Vale, established 300 years ago, turned Vale into a neutral hub—its chalet-diplomacy uniting eastern Sanus (excluding Vacuo) in a fragile and sometimes uncertain peace. Two centuries later, during the Great War, the Warrior King (Ozma's host) leveraged these alliances, leading Vale, Vytal, and the rest of Sanus against Mantle and Mistral. Victory cemented Vale's role, and post-war, it federated eastern Sanus into a kingdom akin to the European Union, Vale City its political core.

Today, Vale's Council—a federation of sub-kingdoms—rules from Vale City, balancing autonomy with unity. It mediates between Gallia's pride and Vytal's swagger, trades with Atlas, Vacuo and Mistral, and guards against chaos, its neutrality a shield for Ozpin's ongoing fight.


Factions and Power Players
  1. Beacon: Beacon is the premiere Huntsman Academy of all of Vale. Huntsman from all across Remnant flock here to be trained, and it is Ozpin's citadel and home base.
  2. The Vale Council: Akin to the ancient Quitalan Senate, this governing body is democratically elected and manages the governance of the entirety of Vale.
  3. The Trade Hansa: A trade consortium controlling Vale's airships, trains and trucks, pushing global reach. They fund airships and overland trade, clashing with maritime concerns.
  4. The Alpine Clans: Valley folk guarding the peaks. They resist urban sway, loyal to the old ways.
  5. The Order of the Emerald Flame: Broken Table Priests and scholars preserving The Emerald Line's legacy, blending religious lore with anti-Grimm rites. They wield soft power in diplomacy. Ozpin uses them on occasion for his goals.
  6. The Dock Syndics: Coastal traders and shipping magnates dominating the fjords, building freighters and frigates. They rival the Hansa for economic clout.
  7. Roman Torchwick's Crime Syndicate: The Gentleman Thief runs an extensive criminal empire, maintaining an uneasy truce with the Spider syndicates from Mistral and the Nova Quitalan mafias. He runs Dust, weapons, and maintains a dramatic flair that earns him ire and admiration.

Unique Grimm and Threats
Vale's mountains and seas spawn distinct Grimm alongside the typical Beowulves, Ursa, Boarbatsusks, etc:
  • Wendigo: A very rare Wraith-like Grimm from Forever Fall, their howls freezing resolve. They stalk the crimson woods, born of isolation. They only seem to appear in winter.
  • Dust Wurm: Rare, serpentine Grimm from mountain mines, their scales sparking with stolen Dust. They burrow through passes, disrupting trade.

Technology and Aesthetics

Vale blends Dutch efficiency with Swiss precision. Vale City's railroad system is second to none, its skyscrapers massive and cutting-edge. Traditional Civilian life favors woolen tunics and boots, homes adorned with wood carvings and old maps. Mountain forts use modern Dust-cannons, and the Vale Defense Force and local Hunters Guild provide first rate security.
 
On Worldbuilding: Grimm Cults and their History New
One thing that would have been a lot of fun for RWBY? Grimm cults. They've been around since the dawn of civilization, and religious activity is something all humans do. The Grimm are an all encompassing menace, monsters that feed on humans for their negative emotions. They would seem like the wrath of the Gods, or something we might be able to appease if sacrifices were made. This idea of bartering with the supernatural is universal for all humans, and it would arise very naturally in Remnant. For the most part, Salem would not have directly managed these cults. Rather, she would be amused at how they rise, and provided some encouragement here or there to deal with Ozma.

At least in my own fanon, the rise of the Quitalan Empire and other great powers would see these cults reduced to the fringes. A few smaller powers ruled over by Grimm Cultists might have arisen in this ancient period, not too different from the ancient Aztecs, Mayans, Celts, Mesopotamians, and many other civilizations. But being sacrificed to monsters tends to make your people hate your rulers, and so empires whose philosophy detested this practice stamped them out, leaving them to be secret orders. Some were able to infiltrate the ranks of great empires: The Quitalans had at least one mad emperor who tried to make Grimm Worship the dominant religion before their fall, their version of Caligula. Salem might have made an appearance or had one of her agents act as an emissary to guide these cults when it was advantageous.

In the chaos following the fall of the Quitalan Empire, and many other empires like Iksander's, Grimm cults arose in response to the despair and loss and pain. In the wake of wars, these dark practitioners stepped in to try and seduce lost, lonely, and broken people into their ranks. Some were granted boons by Salem herself: A bit of magic, Grimm implants, and so on.

The rise of the Tablebreaker religion was a major counter to these cults and Salem's plans. Ozma would not have anything to do with the actual events of the Tablebreaker religion forming, but he would encourage it as it provided a source of hope against the Grimm in these times. He did the same with Pathism (the equivalent of Buddhism) as its origins were also outside of his purview but he saw the good it inspired and so he encouraged it, and any other faiths that resisted the darkness of the Grimm.

The Witch Queen of Argus rose in the wake of the total collapse of the remnants of Iksander's Empire falling, forcibly uniting the Hellenic League and making war across the sea. The Tablebreaker religion called for crusades against her and other Grimm cultists. Jeanne D'Arc herself was a believer who attributed her victory over the Witch Queen to God. A Monkey Faunus warrior and his Pathist monk ally were able to bring down a Bull Faunus Lord named "Red Boy", or the Divine Infant Great King, who had turned Mistral into his slaughterhouse for Grimm sacrifices.

These defeats made Salem become far more subtle. She would work with her cults here and there quietly, carefully, as the modern age arose. A mad king seeking immortality there, an order of priests subverted to the cult there, but all very quiet and careful.

In the wake of the Great War, many elites became disillusioned with the religions and philosophies of the old world, just as they did on Earth after the world wars. And a number of these elites formed secret societies, becoming Grimm cultists. They used and abused the lost, the poor, and the desperate in their macabre rituals because they had lost faith in humanity. A number were actually found out and arrested, but legal battles with the rich and powerful are complex affairs. At least a few of them got away thanks to their riches, influence, cleverness, or luck. They still try to make contact with Salem, still make sacrifices in the hopes for power, and still practice the old ways in secret.

(Obviously inspired by H. P. Lovecraft's stories.)

This would be seen most dramatically when the Kauravas overthrew Pandu. They didn't overtly practice their Grimm rituals in public as that would lose them influence, but they kept them up in secret. The reveal of this by Team AARN with Ozpin's help allowed for Arjun to rally the people and overthrow them. At the time though, they would be seen as whackjobs who believed that the Grimm were ruled by a goddess, something in the modern day would be seen as insanity. Ozpin would suspect the truth and try to learn more, but the surviving Kauravas went deep underground, and Lionheart helped cover them up.

At least a few in Vale's government could explain why the city fell so fast and why Cinder and her agents were not found out. Lionheart and others like Hazel or Tyrian being contacted by Salem though such a cult would deepen their characters and the lore of the world. And of course, it gives you more possibilities for villains.

At their core? Most of them would be motivated by despair and nihilism. There is no defeating the Grimm, there is no saving Remnant. There is only trying to gain power by appeasing the ravenous darkness threatening to consume us all. Some like Tyrian would feel serving Salem is truly being righteous, is truly fulfilling (and would also be sociopaths). Some might even believe they would be reborn as Grimm when they died. The possibilities are vast.
 
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