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[RWBY] RWBY Shorts

The Arc Clan: Aunt Yuffie (Rough) New
Jaune entered the RWBY common room. There, he found his friends... And his aunt Yuffie. The brunette ninja girl was in one of her usual extremely provocative outfits. They were all sitting and chatting happily.

Pyrrha: "Oh! Hello Jaune!"

Ruby: "Hey Jaune! We just met your Cousin Yuffie!"

Ren: "She brought tea."

Nora: "AND SNACKS!"

Weiss: sips, smiles "Finally, a normal member of your family!"

Yuffie: "Aw, thanks! I uh, I think? And I'm more of an honorary aunt, Cloud's the one he's related to by blood!"

Ruby: "She just came up to visit! She's got so many great stories of traveling around and adventuring!'

Yang: "Yeah! She's a blast!"

Nora: "Hee!"

Jaune: "Well... It's very nice of you to drop by, Aunt Yuffie." tight smile

Yuffie: "Yeah! We'll have to catch up! Just let me go to the bathroom real quick..."

She gets up and heads for the door. Jaune blocks her way with a smile.

Yuffie: "The door is that way, Jaune."

Jaune: "Yes, it is." Crosses his arms over his chest

Ruby: "Eh? What are you doing, Jaune?"

Yuffie: "I mean, do you want a hug? Because I can certainly give one! Plenty of them!"

Jaune: beams "Sure! I'd love one!"

Jaune and Yuffie hug for a bit... Yuffie pulls away... And Jaune grabs her wrist. He holds it up, revealing she was holding onto his wallet.

Yuffie: cough "Oh dear... However did that get there?"

Ruby: "What?!"

Jaune: "Give them back, Auntie."

Yuffie: pouts "I was gonna!"

Weiss: "Give what back-?" checks her pouch "Wha-WHERE'S MY WALLET?!"

Ruby: "AND MY SCROLL?!"

Nora: gasp "MY POCKET PANCAKES!"

Many stares at her.

Nora: "What? I have needs!"

Yuffie turns over all the stolen items.

Jaune: "Is that everything?"

Yuffie: "Come on, Jaune! It's me! Your fun ninja aunt Yuffie! Remember how I used to cuddle you and take you out when I went tree hopping-?"

Jaune: "Is that everything?"

Yuffie: "Yesss..." sigh "Honestly, you are no fun!"

Jaune: sighs "You told me you were working on it."

Yuffie: "I am! But you can't put a former alcoholic in a bar and expect them not be tempted, right? I'm a thief! In a room with some of the richest girls on Remnant!"

Jaune: scowls

Yuffie: "Aw... I'm sorry Jaune." Hugs him

Jaune: "It's okay, Aunt Yuffie... But seriously. Get help?"

Yuffie: "Hmph. Just for that, I'm gonna set you up with a girl just like me and you'll beg me for help with her because you'll love her soooo much!"

Jaune: "Ha! That'll be the day!"

Somewhere, Neo sneezes.
 
That said, I do want to revisit Weiss and Alice Arc being friends. And Alice Arc in general, because everyone's reactions to the Skelebros would be fun.

The skelebros infect Weiss's semblance with their insanity. Blake is...not happy that they utterly refuse to peek on her, of all the teams.

Meanwhile, Alice's butler skeleton passes his personality on to Whitley's semblance, and the elder Schnees' summoned Grimm try to prove their mistresses are better than the others' in increasingly coomer ways.
 
So another idea I like is playing around with the relics.

Specifically people trying to to make their own, I mean stories of the maidens and gods survived so I bet there's at least one or two stories about the relics.

And those are the kinds of things that make scientist and engineers go nuts.

Plus Ruby made her own weapon so this could feed into something for her, maybe a desire to eventually bring crescent rose up to that level (or at least as close as a human can get.)

I also like the idea of each kingdom having their own man made/false relics. I'm imagining the one for Atlas is a Rapier similar to weisses that someone somehow forged with a dust mixture to give it ice manipulation and instant frostbite on contact with the blade part.
 
On Worldbuilding: The Mistral Civil War Factions New
I've been playing around with Grok's AI for some story ideas. So here's more expansion on Mistral and their factions:

Green Dragon Faction
Core Ideology: Restore the Emperor and revert Mistral to a traditional, hierarchical society with limited democratic elements. They claim descent from the last true Emperor over a thousand years ago, pre-dating the Hellenic and Mughal conquests, and see themselves as preservers of Mistral's soul.
Motivations:
  • Heritage: They aim to protect Mistral's central culture (strongest in Liu Bei Province) from foreign dilution.
  • Legitimacy: Their power rests on lineage, giving them a sense of divine mandate.
  • Unity: They believe a restored monarchy will end Mistral's cycles of division.
Key Figures:
  • Lady Jia Xu: The faction's leader, a poised matriarch wielding a Dust-infused glaive. She's charismatic but rigid, clinging to ancestral traditions.
  • General Wei Shen: A pragmatic warlord from Guan Yu Province, commanding the faction's armies with ties to Pandu's military traditions.
  • Priestess Lian: A spiritual guide who interprets ancient texts, reinforcing their claim but pushing dogma.
Strengths:
  • Deep roots in Liu Bei and Guan Yu Provinces, where tradition thrives.
  • Elite warriors skilled in ancient Mistralian combat arts.
  • Cultural appeal to those tired of chaos and foreign influence.
Weaknesses:
  • Resistance to modern tech limits their flexibility.
  • Lineage focus alienates the masses, especially in Mughal-influenced CaoCao.
  • Vulnerable if their "heir" is exposed as a fraud.
Red Dragon Faction
Core Ideology: Abolish lineage-based power for a full meritocracy, influenced by Hellenic democratic ideals. They seek a Mistral where skill and effort trump birthright, even if it means tearing down the old order.
Motivations:
  • Equality: They blame aristocracy for Mistral's woes and want a level playing field.
  • Progress: They embrace innovation and trade, drawing from Zhang Fei Province's Western ties.
  • Revolution: They're ready to destroy traditions to build anew, accepting short-term chaos.
Key Figures:
  • Kael Draven: A revolutionary ex-Huntsman from Zhang Fei Province, wielding a rapier-whip. Charismatic but ruthless, he's the faction's idealistic core.
  • Mira Solis: A Faunus engineer from Zhou Yu Province, crafting advanced Dust tech. She fights for the marginalized but distrusts outsiders.
  • Toren Vex: A former syndicate thug turned strategist, bringing underworld savvy but shaky loyalty.
Strengths:
  • Strong support among the disenfranchised in Zhang Fei and Zhou Yu Provinces.
  • Cutting-edge tech like airships and Dust explosives, inspired by Hellenic designs.
  • Loose alliances with Pandu and Taejo, who share anti-imperial views.
Weaknesses:
  • No unifying leader risks factionalism.
  • Radical change alienates traditionalists in Liu Bei and Guan Yu.
  • Untested tech is prone to failure or sabotage.
Yellow Dragon Faction
Core Ideology: Blend authoritarianism and democracy, claiming Mughal Khan Dynasty descent. They favor expansionism, aiming to subjugate Pandu, Fuujin, and other sub-kingdoms to restore Mistral's past glory.
Motivations:
  • Glory: They idolize the Mughal era as Mistral's peak and seek to reclaim it.
  • Order: A strong state with some democratic input, they think, will end factionalism.
  • Revenge: They resent the uprising that ousted their ancestors and see rivals as usurpers.
Key Figures:
  • Khan Rostam IV: The faction's towering leader, wielding a scimitar and riding a warhorse. Ambitious and intimidating, his pride is his weakness.
  • Soraya Vahl: A shrewd diplomat from CaoCao Province, balancing Rostam's aggression while plotting her own rise.
  • Darius Khan: A brutal general leading Mongol-style cavalry raids into Pandu and Taejo, loyal but restless.
Strengths:
  • Dominant in CaoCao Province and eastern deserts, with a disciplined Mughal-inspired army.
  • Mobile cavalry excels in guerrilla warfare across Animus.
  • Syndicate backing provides wealth and intel.
Weaknesses:
  • Expansionism overextends their forces.
  • Harsh rule sparks resentment, even in CaoCao.
  • Syndicate reliance invites betrayal.
 
...ok so what if we make rwby go sci-fi?

Ozpin has a stroke of genius. Salem needs the maidens to get the relics.

So he takes his most dysfunctional teams (RWBY and JNPR) and throws them in some missions that end up with at least one maiden on each team (Pyrrha still gets half of fall, I guess Weiss gets winter? IDK about the other two. Don't think RWBY or JNPR could merc raven even accidentally).

Then comes the brilliant part of his plan. He drugs the shit out of them, pops them into a rocket (with all essential systems using non-dust based tech he's not a monster.) and launches those fuckers out of the atmosphere. (That part he used dust for).

The teams are up on waking up very upset with this arrangement.

Luckily space isn't as lonely as expected. Unluckily Ozpin launched them pretty fucking far.

Now the two teams are on a quest. To return home.

And stab Ozpin in the dick.
 
...ok so what if we make rwby go sci-fi?

Ozpin has a stroke of genius. Salem needs the maidens to get the relics.

So he takes his most dysfunctional teams (RWBY and JNPR) and throws them in some missions that end up with at least one maiden on each team (Pyrrha still gets half of fall, I guess Weiss gets winter? IDK about the other two. Don't think RWBY or JNPR could merc raven even accidentally).

Then comes the brilliant part of his plan. He drugs the shit out of them, pops them into a rocket (with all essential systems using non-dust based tech he's not a monster.) and launches those fuckers out of the atmosphere. (That part he used dust for).

The teams are up on waking up very upset with this arrangement.

Luckily space isn't as lonely as expected. Unluckily Ozpin launched them pretty fucking far.

Now the two teams are on a quest. To return home.

And stab Ozpin in the dick.

Or he makes them watch cheesy movies-The worst he can find.

Lalala.
 
Or he makes them watch cheesy movies-The worst he can find.

Lalala.
Oh of course he gave them entertainment and food on their 0-G trip through space.

Barrel full of monkeys, checkers, Legos, and plenty of raw vegetables and canned spam to eat (though he did forget a way to cook it...)

And some lovely music to listen to. It's a small world after all.
 
Original Character Do Steal: Elias Vorn New
Name: Elias Vorn
Meaning: "Elias" evokes a prophetic, visionary figure (biblical roots), while "Vorn" is Middle German "vanguard" (leading the charge) and evokes "forlorn" (a hint of his fate).
Age: Mid-50s at Mount Glenn's peak (decades before RWBY's main timeline). Born roughly 60-70 years before Volume 1, placing him in Vale's post-Great War industrial boom.
Allusion: Walt Disney (dreamer, innovator, showman) + Andrew Ryan (industrialist, control freak, utopian idealist) + a dash of Howard Hughes (eccentric genius with a dark edge).
Appearance: Tall and wiry, with sharp gray eyes that gleam with intensity. Salt-and-pepper hair slicked back, a neatly trimmed mustache, and a perpetual half-smile—like he's always pitching something. Wears tailored suits in Vale's colors (green and gold), with a Dust crystal tie pin as a signature. In Mount Glenn's final days, he's disheveled—suit torn, eyes wild, clutching blueprints.
Personality:
-Public Face: Charismatic, inspiring, a born salesman. He speaks in grand, poetic terms—"Mount Glenn will be our lighthouse in the dark!"—winning hearts with unshakable optimism.
-Private Core: Ruthless, obsessive, and paranoid. He micromanages every detail, distrusts dissent, and sees failure as betrayal. His charm hides a temper that flares when challenged.
-Core Flaw: Hubris—he believes he alone can save humanity, blinding him to risks like Merlot's madness or Grimm unpredictability.

Background:

Born in Lutetia, capital of Gallia (Vale's subordinate kingdom), a bustling river city of trade and innovation. His father, Jove, was a Dust prospector who struck it rich. His mother, named Glennys, was a seamstress with a knack for machinery—Elias inherits their grit and ingenuity. He grows up in a post-Great War Vale, a time of rebuilding and hope. He's a tinkerer, sketching fantastical cities in the margins of schoolbooks, obsessed with tales of Vale's resilience against Mistral and Mantle. The Grimm are his boogeyman—he vows to conquer them. At 12, a Grimm raid kills his mother during a trip outside the city. His father squanders their fortune on failed ventures, dying broke. Elias, orphaned, swears to build something unassailable.

As a teenager, he works as a Dust refinery apprentice, mastering its chemistry. By 20, he's designing automated extractors, earning a small fortune. His charisma wins investors; his inventions win contracts.

At 30, he founds a Dust-tech empire—the Vorn Combine—specializing in industrial automation (robotic mining equipment, Dust-powered engines). He pitches Vale's council on "progress through ingenuity," securing their backing.

Known as "Vale's Visionary," he's a celebrity—parades, speeches, even a children's book (Elias and the City of Tomorrow). But rivals whisper he's a control freak, crushing competitors with lawsuits or buyouts. His childhood dreams though will be realized, one way or the other.

At 40, Elias surveys a mountain valley near Vale, uncovering a colossal Dust vein—pure, multi-type, a goldmine. He names the site Mount Glenn after his mother, Glennys. He believes humanity's survival hinges on transcending nature—Grimm, Dust scarcity, tribalism. Mount Glenn is his manifesto: a perfect society engineered to endure. He thinks here he can realize his vision. A city to outshine his parents' failures and banish his childhood fear of Grimm. It's his "gift to mankind," but also his monument.

Post-Great War, Vale lags behind Atlas's tech and Mistral's trade. Elias wants Mount Glenn to leapfrog them, proving Vale's industrial and cultural supremacy. He sells Vale's council on a utopian city: self-sustaining, Grimm-proof, a model for Remnant. "One triumph here, and we'll build a hundred more!" They fund him, eager for prestige, though many of them (like Ozpin) have some concerns.

Ozpin has been cultivating a relationship with the CEO, seeing something of himself in the man's ambitions. Ozpin is well regarded as a Huntsman at this point and Elias could be a valuable ally against Salem. The Mount Glenn project is very ambitious though, and Ozpin tries to counsel caution. They break over this a bit, due to Elias' ego and the fact he hires Doctor Merlot as his Chief Scientist. Ozpin warned Elias about Merlot's potential instability but Elias had to have it his own way.

As for Mount Glenn, Elias designs everything—spires of steel and glass, Dust-powered monorails, automated defenses. He hires architects, engineers, and Huntsmen, promising a new era.

The key features of the city: Vorn Tower, his skyscraper HQ, a gleaming symbol of progress with labs, a penthouse, and a panoramic view of "his" city. The Dust Nexus, a subterranean reactor channeling the vein's energy, powering homes, defenses, and Merlot's experiments. It's the largest Dust Reactor system ever built up to that point and is the most advanced. It features incredible automation for its communications, public transit system, and defenses. Said defenses include sonic barriers that are proven to drive Grimm off, remote turrets to kill them, and even early robot sentries to engage them. Being underground improves its defenses further, with plans for an artificial day/night cycle with projected views of the blue sky overhead.

Settlers sign a pledge, the Citizen Contract—loyalty to Vorn's vision, no outside affiliations. It's freedom... But with a leash.

Over time, even as Mount Glenn is constructed, Elias' relationship with the Council gets worse. Elias manipulates them with promises of glory, but they grow wary of his autonomy and his refusal to compromise with them. He calls them "short-sighted bureaucrats"; they call him "Vale's loose cannon" and a "tin-pot dictator". His relationship with Ozpin was also significantly strained by this time, though Ozpin still encouraged him and Hunters to work with him on the project.

During this time, Elias marries Lila Flores, an artist who designs Mount Glenn's aesthetics, and they have a daughter, Mara. Lila dies of illness mid-project, hardening Elias. Mara, a teen during the Fall, escapes—her fate unknown (a potential future figure?).

By his 50s, Mount Glenn is complete—10,000 settlers, gleaming streets, a buzz of hope. Elias stands atop Vorn Tower, declaring, "This is humanity's dawn!" It runs very well for a few years... Before Merlot's experiments get out of hand and breach containment. In doing so, they break the defensive systems and allow for a massive Grimm incursion into the city. Elias refused to leave, though he did allow for evacuation back into Vale and coordinated the defense himself.

When those fell, and the Vale Council decided to blow up the tunnel to Mount Glenn, Elias locked himself in Vorn Tower. He still broadcasted defiance to try and encourage his people to prevail—"We will not fall!"—as the Grimm swarmed. He died there, crushed by rubble or a mutant Grimm, clutching his blueprints. A less dramatic death would not fit such a dramatic figure.

Ozpin does mourn Vorn, he truly does. Ozpin was a distant mentor, intrigued by Elias's fire but wary of his pride. Their bond was professional—mutual respect, not friendship—cut short by Elias's refusal to heed warnings. Ozpin might've seen a younger self in him: a leader who dared too much, paid too dearly. He recognized Elias's brilliance and how his charisma could inspire. He subtly encouraged Vale's council to fund him, hoping Mount Glenn would have aided his war against Salem. Elias respected Ozpin as a sage but chafed at his cryptic warnings: "I don't need riddles, I need results."

In the aftermath, Vale quietly buried much of what happened at Mount Glenn to hide their culpability and because of the embarrassment. Many still quietly mourn the loss of the city and the visionary, Elias Vorn.

Ultimately, hubris and Merlot's betrayal undo him, his city a tomb for his vision and thousands of lives. As well as the dreams of Vale's dominance.
 
Original Character Do Steal: General Sir Aldric Varnholt New
General Sir Aldric Varnholt – "The Faded Crown"
  • Inspiration: King Lear (Shakespeare) – A king past his prime, clinging to authority while the kingdom crumbles, blind to the need for renewal.
  • Age: 68
  • Appearance: A tall, broad-shouldered man whose frame has softened with age. His graying red beard is meticulously trimmed, and he wears an ornate green-and-gold VDF uniform festooned with medals—more ceremonial than practical. His brown eyes, once sharp, now carry a distant, weary glaze.
  • Background: Aldric Varnholt rose to prominence decades ago as a field commander during police actions in Vale's sub-kingdoms—small, fractious territories like Arminus or the island communities that resisted central rule after the Great War. He earned his title, "The Stormbreaker," quelling bandit uprisings and minor Grimm incursions with ruthless efficiency, wielding a Dust-charged broadsword and barking orders from the front lines. His victories secured Vale's unity, and his reputation landed him the Generalship 25 years ago. But peace dulled his edge. What began as a ceremonial role—parades, speeches, and ribbon-cuttings—became his entire identity. He hasn't led a real battle in over a decade, delegating drills and patrols to subordinates while he lingers in Vale City's war rooms, sipping tea and recounting old glories.
  • Personality: Complacent and self-deluded, Aldric believes his past triumphs justify his current idleness. He's a relic of a simpler era, when Grimm were less organized and Huntsmen were a novelty, not a necessity. He dismisses modern threats as "Huntsmen business," trusting Ozpin's assurances that Beacon's prodigies will handle the real fighting. His temper flares when challenged, a faint echo of Lear's rage, but it's hollow—more bluster than resolve.
  • Relationship with Ozpin: Ozpin installed Aldric as a figurehead, valuing his loyalty and predictability over competence. The Headmaster uses him to keep the VDF in line with his secretive plans—maintaining a minimal military presence while funneling resources to Huntsmen and relics and not asking questions about Ozpin's requests for aid and support for his teams. But Ozpin has left the VDF to it's own devices, focusing on his plots, leaving Aldric to stagnate amid political corruption. The General suspects he's a pawn but lacks the will to confront it.
  • Current State: The world has passed Aldric by. The Grimm and White Fang grow bolder, and the VDF chafes under his inertia. He clings to his title like Lear to his crown, unaware that his subordinates plot to replace him—or that Ozpin's faith has long shifted elsewhere.
 
Idea:

- Jaune has some pretty strong genuine magical powers, which for Jaune who's into illusionist magic tricks is pretty cool, but there are a lot of problems that come with it.
The first is that since real magic is so incredibly rare on Remnant, this unfortunately also means that there's nobody around to teach him how to use them properly or do damage control., leaving him an Inept Mage who once made his sybling disappear by trying out a stage magic trick and is now unable to bring them back.
His parents don't know what's going on, and even though they still love him, they are genuinely terrified of him.
Jaune goes to Beacon not just because he wants to be a hero, but because he doesn't know any other real magic users and it's the best bet he could think of to train to control his abilities and hopefully bring his sybling back
Or alternatively, his parents send him to Beacon because that was the best thing they could find to help him learn how to control them.

Concept from one of Rooster Teeth's other series; "Camp Camp", where the character Harrison has this exact problem, and was send to magic camp not just to control his powers, but to figure out how to get his brother to re-appear.
 
Dragonslayer: No Freaking Way (Revised) New
Jaune sat at the breakfast table with Team CRDL, the clatter of trays and chatter filling the air around them. Cardin, who had been making a genuine effort to be friendlier lately, leaned toward him. To Jaune's surprise, it felt good to hang out with the guys—Ren was his best male friend, no doubt, but he wasn't exactly the "bro" type.

Cardin raised an eyebrow, grinning.

"Seriously? You rode horses all the way here?"

Jaune shrugged, poking at his food.

"Well yeah, I'm a farm boy. We have horses back home. My dad had a few motorcycles, but I wasn't gonna take them to get here."

Sky's eyes lit up.

"Still, that's pretty cool, Jaune! Man, you riding on a horse must have been awesome! How did you not have a girlfriend?"

Jaune smirked faintly.

"Well, I did."

Cardin snorted, leaning back.

"Pfft, sure, Jaune."

"No! No, I did!" Jaune insisted, his voice rising slightly.

Russel slammed a hand on the table, laughing. "Pics or it didn't fuckin' happen!"

With a sigh, Jaune pulled out his scroll and showed them a photo. Cardin's jaw dropped.

"What?! A Faunus—!"

Dove cut in calmly, his tone measured.

"A really hot cat Faunus."

Cardin paused, then nodded. He assessed the picture of the busty blonde cat Faunus hugging on Jaune in the selfie.

"True. She is really hot."

Russel leaned closer, incredulous.

"And what, you fuckin' left her behind?"

Jaune sighed again, slumping slightly.

"We broke up. She wanted me to be a doctor, like my mom. I wanted to be a Huntsman, which she REALLY didn't want. We fought about it, but we decided we wanted different things and broke up amicably."

Cardin frowned, scratching his chin.

"Well, that sucks, man… But I gotta say. If you could land a hottie like that, why are you clowning around Weiss?"

Jaune rubbed the back of his neck.

"Well, it's not like my method of getting Katy to date me would work on her! She's sophisticated, elegant—"

Russel scoffed, waving a hand.

"Feh! Come on! Whatever you did to land that hottie has to work!"

"It really wouldn't!" Jaune protested.

Dove tilted his head thoughtfully. "Perhaps not on Schnee, that's true… But it would work on another girl."

Jaune sighed, exasperated.

"Why would I—?"

Cardin's eyes flicked across the room, spotting Yang walking by.

"All right, Jaune," he said, a grin spreading across his face. "I'll make you a deal. You try whatever you did to land Katy on Xiao-Long."

Jaune's eyes widened in panic. "Wha—Are you kidding?! She'll kill me!"

Cardin chuckled. "If you do it, I'll do your homework for a week. And if it doesn't work, I'll do it for a month."

"And if it does?" Jaune asked, hesitant.

"Well, that's a reward all its own, right, Jauney-Boy?" Cardin replied with a wink.

Jaune stammered, "I—I dunno—"

Russel elbowed him, grinning. "Come on, ya pussy! Show us you can do it!"

With a resigned sigh, Jaune muttered, "…Fine." He pushed himself up from the table and headed toward Yang.

Dove glanced at Cardin, his voice low. "I thought we were trying to be nicer to him?"

Cardin shrugged, smirking. "We are! Look, Xiao-Long's just gonna shoot him down, but it'll toughen him up!"

Jaune approached Yang, who flashed him a bright smile.

"Hey, VB," she said playfully. "How's the bird boy club doing? Hope you're not getting all feather-brained—"

Jaune kept walking toward her, silent, his eyes narrowing with determination. Yang blinked, stepping back until she bumped into the wall.

"Uh, you're looking a little intense there, Ladykiller," she said, her tone more uncertain. "You feeling—EEP!"

Jaune slammed his hand against the wall beside her head, locking eyes with her. She froze, startled.

In an even tone, he said, "Hey. I wanna date you."

Yang's face turned bright red.

"I… Uh… What?" she stammered.

"You like to dance," Jaune continued, unflinching. "I do too. Let's go dancing together. On a date."

The cafeteria seemed to fall silent, every pair of eyes turning to witness the scene. Yang blinked twice, then looked up at him, almost shyly.

"…This Friday night?" she asked.

Jaune nearly faltered but managed a nod.

"S-Sounds good. I'll pick you up at seven. Dress nice, I'm bringing flowers."

"…Roses?" Yang ventured.

"Sure," Jaune replied.

"Okay. Sure," she said, still blushing.

Jaune nodded, pulled his hand back, and turned to walk back to the table. Yang watched him go, her expression a mix of shock and mild amazement, her cheeks still flushed.

He sat down with CRDL, and Cardin stared at him.

"…Dude," he said, dumbfounded.

Jaune exhaled shakily.

"Holy crap, that was terrifying."

A beat passed, and his eyes widened.

"Holy crap, that worked?!"

Cardin laughed.

"You have a date with Xiao-Long!"

"I have a date with Xiao-Long?!" Jaune echoed, still processing it.

Russel grinned, holding up his fist.

"Holy fucking shit, bro. Bro. Fist bump. You've earned it!"

Jaune blinked at him.

"But I—"

Nora popped up out of nowhere, startling him.

"Take the fist bump, Jaune!"

"GAH!" Jaune yelped, nearly falling out of his chair.
 
... Until Pyrrha finds out.

Jaune: "Pyrrha! Cardin's not bullying me anymore! Honest! You don't have to beat him up!"

Pyrrha: "Oh! M-My mistake, eheh...! I'll get him to the nurse's office!"

Jaune: "You'd better."

Jaune leaves.

Cardin: "Seriously, all I did was encourage him to ask a girl out! What's your deal?! Should I have made him ask you out?!"

Pyrrha blushes and tightens her grip on Cardin's neck.

Cardin: "URK! ... Is that a yes or no?!"
 
"Holy crap, that worked?!"

Cardin laughed.

"You have a date with Xiao-Long!"

"I have a date with Xiao-Long?!" Jaune echoed, still processing it.
What we really need now is a chapter that shows the date, and a chapter that shows the aftermath (though that one will probably have to be posted in the other, NSFW, thread).

... Until Pyrrha finds out.

Jaune: "Pyrrha! Cardin's not bullying me anymore! Honest! You don't have to beat him up!"

Pyrrha: "Oh! M-My mistake, eheh...! I'll get him to the nurse's office!"

Jaune: "You'd better."

Jaune leaves.

Cardin: "Seriously, all I did was encourage him to ask a girl out! What's your deal?! Should I have made him ask you out?!"

Pyrrha blushes and tightens her grip on Cardin's neck.

Cardin: "URK! ... Is that a yes or no?!"
This starts a chain of events that causes Cardin to (totally not forced to) chalange Jaune to use the exact same method an a increasing number of girls, who eventually all start working together to nab Jaune and date him together.
 
Redemption: Jaune Oz Arc New
What if Jaune who is inspired by the IRL Joan who heard the voice of God and lead her country in war became the next reincarnation of Ozma? The guy who you could say is the pawn/representative of God Of Light through circumstance?

I know people had this theory back in the day and some "Genius Critics" said Jaune will not beat the self insert allegations instead of you know, actually watching the show ?

Anyway, this is my rendition of how things should have started to happen.

(In Jaune's mind)

Ozpin: Jaune I know you wish to improve but right now you are killing yourself. Training the entire night and the entire morning and well into the afternoon isn't good.

Jaune's Scroll(in Pyrrha's voice): ....and remember Jaune I will always be with you.

Jaune(out loud): ....Back to training.

Ozpin: For Brother's sake Jaune! This isn't what Pyrr-

Jaune: KEEEP HER NAME OUT OF YOUR MOUTH!

Jaune: You good for nothing failure! Your decisions and your incessant need to butt youeself everywhere got her killed! She was not supposed to die like that! At the hands of a low life, scum of the earth, shit from a cunt, ugly whore like Cinder!

Jaune: She was a warrior!A true WARRIOR! Not like you, cowardly, stupid, good for nothing....

She was nothing like you......

Ozpin: I accept all that Jaune but tell me is it me you are saying those words to or yourself?

Jaune: YOU! ME! EVERYONE! NONE! Why does it matter?! If it wasn't for me she would have not taken that decision! If I was better she wouldn't have to cover my ass all the time! None of the team JNPR will have to! My Parents would never have to face such a disappointment good for nothing like me! None of this would have happened!

Ozpin:......Don't you think you are giving yourself too much importance?

Jaune......what?

Ozpin: Pyrrha didn't take that decision on your advice, it was my choice and her Noble nature, Cinder didn't invade Beacon for you, if it was someone else who isn't on the level of a Maiden, they would have been just as much of a help as you would have been, Your parents have 7 other children from you, that's too much to expect from only one child out of 8, Salem didn't think of the Arc lineage when she chose to go on this mad crusade against all of Remnant.

Ozpin: Jaune......Over the many, many centuries I have been alive, I realised something, every being is both more and less important than they realise.

Ozpin: Jaune Pyrrha's death and Vale's destruction wasn't your responsibility, not more than any other student's and certainly far less than any Huntsman like myself or the faculty. But you know what was your responsibility? you led your team, you helped the civilians, you even made a person like Mr. Winchester reconsider through your selflessness, you gave hope to Pyrrha, you became a rock for your team.

Mr Arc I both as a teacher and as a parent wouldn't dare ask more of you. Please, if not for me but for Pyrrha, the one that loved you the most, you have to live and become the magnificent man both she and I could see inside of you.

Jaune: ......Ozpin, when I came to Beacon, did you plan on this? Was I destined to be your next meatsuit? Was I your contingency ? Was this why you let an untrained civilian in your academy? Like a goat fattened up just to be sacrificed?

Ozpin: NO! Never! not in a Bilion years Jaune! Every single one of my reincarnation was out of my control, in fact you are a great exception! All of my incarnations have had some name beginning with Oz or Os or similar phonetic distinction, yet your existence proves that destiny can be broken.

Jaune: Destiny haa? (takes a deep breath and unfurls his sleeping bag), ..... Ozpin, right now I cannot promise you that I won't make a mistake, that I could simply heal from all that and go as healthy as hay. But, despite whatever happens, despite whatever happens to my soul, promise me you will help me so that I can take away all the sorrow Salem will bring to this world. I will no longer accept any single tear that she brings to this world, my world. Promise me.

Ozpin: I promise you this Jaune, whatever happens, we will protect this world from her, I have grown tired of these countless lives, giving up hope but this situation of ours, it tells me that the hold the Brother Gods had on us is diminishing. These chains will be soon shattered.

Jaune: ......Thank... you...professor....zz...zz(he falls asleep from exhaustion)

Ozpin: Rest well, Jaune, rest well, blood of mine.

(OMAKE)

Jaune: Ok, Oz, where are you leading me now?

Ozpin: Well Jaune, since you have shown progress with your Shield and Sword training, I thought it was time to help you get on with firearms and Spears. It might not look like it but I was quite an accomplished knight in my time. I could slay armies just as well I could woe the ladies.

Jaune: Chuckles.... you know prof.? I am starting to see why we are so compatible now. But firearms and Spear? Crocea Mors is good enough.

Ozpin: Jaune.....Jaune, you need to be able to set an example as a leader, while Crocea Mors is good, it is not something that is fully, how shall we put this, compatible with you.

Jaune: ....How exactly professor?

Ozpin: A huntsman's weapon is their soul, my dear knight, it is your friend, your lover, your brother in arms and any such thing you could think of. That is why even if students who don't forge their weapon are still asked for great input when constructing their weapon.

An easier way to explain is this, Crocea Mors is that one Grand Parent of the family that is older than everyone and loves all of them and has great wisdom, it is indeed loved by the family members in return but that, particular bond, the one between destined souls is not something that can be established.

You can certainly reforge it, but to use it as it is will be asking too much of those old bones of Crocea Mors.

No my brave paladin, this weapon had to be personal to truly encompass what you are.

Jaune: ........A spear and some sort of firearm you said? Then I have some ideas. But does this entire talk mean we are visiting a forge of sorts?

Ozpin: Oh? Already clear with what you need and perceptive as well. Good and yes that is exactly where we are going. An old friend of mine, he goes by Merlin Asmodeus, his work is like magic but Women and alcohol are his vice.

Jaune: So an old pervert that is possibly the greatest weapon-smith on Remnant? This sounds fun.

Ozpin: Quite fun indeed, though do tell me what you plan to do with your improvements?

Jaune: Hopefully you have some extra funds laying around and also plan to teach me, cause I will not compromise in either training or the weapon.

Ozpin: It would be a disgraceful of me as your teacher to hold anything back. Plus I have some theories on your Semblance based on the weird way your soul seems to have....amplified ..... Itself against mine to save you from succumbing to my curse and based on what happened when Mr Winchester tried to punch you in Forever Fall.

Jaune: What do you mean I am not succumbing to your curse?

Ozpin: Just that Mr Arc, I guess some theorizing is important. After Brother God of Light created the next creation of man, it seems my soul simply overwhelms my hosts by virtue of my magic, as if their souls aren't registered on the same level as mine, yet your soul is different .

Jaune: Ok let's move on before I get a big head. What was this about figuring my Semblance and more Training?

(Kuroyuri with team RNR(Runner))

Everything was gone to poop, Drunkle Qrow was injured, Ren and Nora were injured even with Ren's semblance evolution, after the Geist incident and everything not only did this stupid place have a Nuckelavee but also two Deathstalkers and small Nevermores?

Why oh why did it happen?

Ruby knows, that the entire time, their group was just reeking negativity, no one to help them no one to support them, no one to plan, no one to help, no one alive, no ones no one NO ONE!

Ruby thought, hoping her eyes would pull another miracle, hoping someone was there to save them.

Anyone.... please, Yang, Dad

A Nevermore swept down, Ren providing fire support to Ruby, who was tired but still better fighting shape than rest of them.

Blake......Weiss,

Qrow, still tried and injured keeping the Nuckelavee occupied along with one of the Death Stalkers.

Mom.......Pyrrha,

As the other Death stalker prepared to extinguis the final legacy of the silver eyed warriors,

.......Jaune

Suddenly! A bright projectile, too fast for anyone to react to, Flew, piercing the Deathstalker, and embedding itself next to Ruby, unfurling into a beautiful white flag with a golden shine and suddenly encompassing them - Ruby, Nora, Ren- in its glow.

Wait, this light, it's...... warm and so strong, safe.

Suddenly all three of them were rejuvenated, their stamina restored, wounds healed and spirits elated.

This was light, life, joy, a cup of hot chocolate and cookies in winter, Hot Pancake with syrup, nice relaxing Sunday of meditation. This was.....

Wait this, this Aura, this is familiar.

Suddenly all three of them looked towards Qrow, a hail of bullet, as if launched from a machine gun, tore down majority of the Grimm surrounding him and they all-along with Qrow tried to find the origin of those bullets.

Their eyes tracked it back to a mounted gun, jutting outwards from a ......shield?

Then they saw the mysterious stranger wielding the Shield - Machine Gun combo.

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Then the stranger, leaped, nay, the stranger Soared over, Landing in between team RNR and the Nuckelavee and the remaining Nevermores, Crouching as he landed with a Beautiful sword in his hand.

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As he landed, his hood slipped, no longer covering his admittedly handsome face and once Nora saw who it was, a smile broke out on her face, a true Nora smile that they hadn't seen in ages.

"HAHAHAHA, OH YOU GUYS ARE SO SMASHED RIGHT NOW! HAHAHAHA HE IS HERE! HAHAA ", Nora laughed, she laughed in so long that Ren was worried she had forgotten how to. But Ren had no time to say anything about that because he was smiling and crying. Because for the first time in months, he could finally see him again. He knew it will be alright. After all,

Leader of Team JNPR, was Back.

"PERCEURRR DU CIELLLLLLLLL", cried the Noble Knight as he swept his sword, launching a beam of Light so Bright and so Pure, it vaporized the 4 Nevermores in an instant.

So intense was the attack even the Nuckelavee was burnt a bit despite the attack not reaching him directly. Without turning the knight said, "Ren, I may not have followed your journey, but, I know that you deserve recompense for the tragedy you had to suffer, I won't end that monster, That is your prey and so my only order is this to you as a huntsman,

Lie Ren, go out and Hunt"

Suddenly his hands touched Ren's shoulder, Power filled Ren, he felt greater than ever before, he felt better than ever before, suddenly he vanished, disappeared in his semblance and his speed, his father's knife in his hand as he re-appeared near the head of the beast he sought to hunt, as he slashed it clean of its shoulder, disappearing again and slashing the torso, then the Horse torso, then the legs, leaving nothing in his wake, finally he had conquered his nightmare.

But all this time, Ruby wasn't there, she was instead lost, as the knight turned around, standing tall, noble and proud, a simple smile on his face and playfulness in his eyes.

Here she was, sitting on the ground with Crescent Rose forgotten by her side, an impossibility otherwise but highly understandable now, as she looked at him.

Oh wait, did my heart get lost somewhere? I could've sworn it was beating a second ago, thought our heroine.

And the Knight Said, "Sorry, Crater face, I got lost on the way."

images



Sorry I guys I went too cliché but to be honest the setup was too good to miss and clichés are cliché for a reason am I right?

Anyway so Jaune has gotten an obvious upgrade.

So here is the new Weapons list, I haven't thought of name yet because I can't speak French properly so upto our dear viewers.


Sheath, Shield and Machine Gun combo(Think Coco Adels's handbag but shield), Sword and a Spear that is collapsible, about 182 cm(about 6 feet) which also has a flag attached to it(Think Joan from FGO's NP hat deploys a protective barrier with her flag)
 
I took obviously too much inspiration from fate which I would like to reduce in future and Jaune's Attack is supposed to be called "Heaven Piercer" after Ichigo's "Moon Fang Piercer of Heaven".

Also fun fact the post came out to be exactly 2222 words long(it just rubs my ADHD the right way.)
 
I took obviously too much inspiration from fate which I would like to reduce in future and Jaune's Attack is supposed to be called "Heaven Piercer" after Ichigo's "Moon Fang Piercer of Heaven".

Also fun fact the post came out to be exactly 2222 words long(it just rubs my ADHD the right way.)

I liked it. I think it could be interesting if explored in this way. Cliches can work when they're done well and done sincerely.
 
I liked it. I think it could be interesting if explored in this way. Cliches can work when they're done well and done sincerely.
Thanks for the kind review. Initially I was scared that I would make it too much of a damsel in distress kinda thing but then I realised Qrow is there and this makes everything ok because Qrow is the perfect Damsel in Distress.

I also mentioned about Ozma having familial relations with Jaune(which is almost canon with how much of a chekhov's gun the entire history of Oz and Arc family has been), I wish to expand upon it and bring some direct conflict with Salem, yet the muse eludes me.
 
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.
 
I always headcanoned that the ONLY reason Ozpin let Jaune's obviously fake transcripts pass and let him into Beacon was so that he could be used as a measuring stick by Ruby. So she wouldn't feel as out of depth being forcibly made leader of her team and even if she wasn't an excellent leader, she could work her way up to it while comforting herself that she wasn't the worst in Beacon, a position Jaune definitely holds at the beginning.
I always headcanoned that Ozpin, having actually lived during the times/possibly even met several of Jaune's famous ancestors, decided that even if Jaune was painfully average or a runt by Arc standards, he'd still be good enough to warrant a spot at Beacon.

This, in many ways, serves as an excellent distillment of CRWBY/the writers' problems. For all that people complain about Jaune's existence, that he steals attention/narrative focus away from the actual main characters, Jaune has tons of unfulfilled plotlines/set ups that are never paid off. Establishes that the Arcs are a long line of warriors, soldiers, Huntsmen, and all around heroes. Jaune has seven sisters. Jaune has not received any training, and is completely unfamiliar with the world of Huntsmen. Okay, why? Jaune comes from a big family, and his family is a major part of his character, but we only meet one of his large family (a sister who moved to a different continent and is in a civilian job) and... she doesn't really add much to Jaune's character. Like, okay, she doesn't need to, technically, but what deeper insight into Jaune's character did we get? If Saphron was just some person that the cast befriended in Argus, as opposed to one of Jaune's sisters, what would have changed? We still don't even know if either of Jaune's parents where even Hunters themselves, or if they bucked the trend for a quite life, let alone if any of his sisters are Huntresses or in training themselves. This is especially important because, with all the information that the show does give, Jaune's kind of in the wrong. He falsified records to get into a prestigious school for people who protect and respond to emergencies, he took a spot from someone who spent years of training and dedication to get there, and potentially put himself, his classmates, and who knows how many innocents in danger from this decision. The fact is somewhat mitigated by the sheer competence that Ozpin and Glynda are associated with implies that they saw through whatever deception and accepted him anyways, but we never get any justification from Jaune's side. Why did he not go to a combat school before Beacon? It can't because he's a lazy jackass, cause the narrative clearly doesn't want you to see him that way, and he puts in the work to grow. Did his parents essentially forbade him, was his town too small to have a combat school near by, and his family was too poor to afford to send him away (thus softening the fault with his choice because he never had the chance to try being a Huntsman legitimately)?

This isn't optional stuff, it's pretty basic set-ups that NEED to be payed off without leaving behind plot holes or thematic contradictions, and answers practically write themselves based off of what has already been given, so it should be so easy to include something, but after 9 volumes with him being one of the most prominent side characters, and these basic questions are still left unanswered. It's... frustrating.
 

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