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[RWBY] RWBY Shorts

Created
Status
Incomplete
Watchers
391
Recent readers
265

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

- - -

"Pyrrha. We need to...
Valean Rangers
In the wake of the Faunus Revolution, the Valean Defense Force was slowly dissolved as the Atlasian military took up most peacekeeping duties across Remnant. However, it was easy to see that even Atlas' powerful military could not cover everything. Especially with the continuing, extensive efforts to expand out into the Valean wilderness and frontier.

As a result, many former Valean Defense Force soldiers were reformed into the Valean Rangers. The Rangers had existed in some form or another across Remnant, but this was the first federal-level organization of a police and paramilitary force. Valean Rangers were stationed across Vale, with Ranger bases and stations placed along trade routes, railroads, and roads expanding out into the frontier settlement zones. They were also put in as law enforcement at several establish cities and provinces for crimes that took place across provincial lines.

The duties of the Rangers included investigating crimes, culling Grimm numbers to ensure safe passage for travelers, dealing with bandit tribes and smugglers, and maintaining peace between various communities on the frontier. Their bases and outposts also served as safe rest spots for caravans, cattle drives, and other groups of travelers. Towns often grow up around Ranger bases due to the protection they offer.

Valean Rangers offered steady pay and training in a wide variety of vocations, so it was popular for men and women out of work. It also granted experience that allowed for former Rangers to organize militias to defend their towns, go into the PMC business, or even become Hunters/Huntresses. Aura Unlocking was also an option for Rangers of sufficient rank and potential, though was heavily restricted due to incidents of Rangers with Aura abusing their position and power on the frontier.

The Rangers of Vale wear distinct Green cloaks over their green uniforms with Cavalry Stetsons that come in black or white. Red or yellow bandannas are popular attire. Due to the issues of mechanical logistics on the frontier, most Rangers use horses for transportation, though there are airborne and mechanized divisions. They are issued sabers and cutlasses as standard melee weapons, with standard Winchester Firearms, Ares Armaments, and Caturix Ltd. firearms ranging from pistols to shotguns to semi-auto rifles, grenades, and other Dust enabled weapons.

A popular subject of films, comics, TV shows and other media, the Valean Rangers is an organization dedicated to protecting the citizens of Vale from enemies, foreign or domestic.
 
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Nana Arturia: The Sword and Shield
- - -



Jaune awoke to his bedroom door opening. He was up in seconds, hand going for his sword-



"It's me, Jaune, it's your Dad," Nick Arc said, stopping some distance away with his hands open and up. Jaune relaxed, and slowly nodded.



"Hey... What is it-?"



He heard angry voices echoing from the hallway. He frowned and stood up. He looked to his father, who stood there with a very serious look on his face.



"... I guess she told you, huh?" Jaune asked quietly.



Nick nodded.



"Your mom's not happy."



"I figured," Jaune sighed. He gird his sword and belt on, over his boxers and T-shirt. His father looked at the sword, and smiled softly.



"You know," he said, "When I was a boy... I dreamed of getting to wield Excalibur. The weapon of legend. The day your Nana accepted me into the family, wearing it? Was one of the happiest days of my life."



He paused and shrugged.



"It was also our wedding day, so... Super happiest day."



He reached out and ruffled Jaune's hair. He smiled a bit, but then grew serious.



"Dad," Jaune said, "I... Why did you let me go? You were always agreeing with Mom that... That I shouldn't be a Hunter."



Nick slowly nodded.



"Yeah... Well..." He sighed. "I would be proud of you as long as you did something good with your life, Jaune. As a doctor, a teacher, or a Hunter. Because... We know how horrible it can be. And nearly losing you as a baby? It... It scared her. She's always blamed herself. The world's greatest healer and she nearly lost her son... Her baby boy... Feeling helpless like that is... Is horrible. I understand it, her desire to protect you from any harm. And there's a lot of harm involved in being a Hunter."



Jaune slowly nodded. Nick reached out and squeezed his son's shoulder.



"We were trying to protect you from that. To be the shield between you kids and those kinds of horrors," Nick said softly.



"I know," Jaune said quietly. Nick then pulled his hand back, and shrugged.



"But... Since you've seen those horrors. Since you've fought through them. And since you're still going to keep doing it...? Well. I can't stop you. I won't stop you. Just know that... That your mother and I? We both love you very much. Your mother just wanted you to be safe and happy, and so did I. But you won't if we keep you cooped up here."



Jaune nodded slowly.



"I... Thanks Dad," he whispered, voice thick with emotion. Nick hugged his son, then patted him on the back and let him go.



"For what it's worth? I am very proud of you, son," Nick said, "And your mother is too. You just need... To make her understand."



Jaune sighed heavily. He stood up straight as though going into battle. His father stood aside, and let him march out of the room.



He descended the stairs, the shouting becoming much clearer. He walked into the living room, where Nana Arturia sat as regal as a queen on a green couch. His mother was stalking back and forth, waving her hands around and ranting.



"-So irresponsible-He needed therapy! He needed to recover! He doesn't need a SWORD!"



"It chose him," Arturia said patiently, "If it hadn't, he wouldn't have been able to draw it. His path is set."



"Bullshit his path is set!" Isabel raged. "He's just gotten out of a warzone! Did you SEE his eyes when he came back?! Do you know what he went through?!"



"Yes Izzy, I do," Arturia stated firmly, "And so do you. We both know what the path of the warrior holds."



"So why are you encouraging him?!" Isabel demanded, her fists clenched as she shook them at her grandmother.



"She didn't. I chose this path."



His mother started, and looked over at Jaune. He stood there feeling... Calm. Or at least, focused. He'd thought about meeting his mother after Beacon many times. How fearful he was of her reaction.



Yet now he saw less anger in her eyes and just... Fear.



"Jaune," Isabel said, "Please. Just... Give back the sword. You want to help people? I'll train you myself! There are so many people that need help-So many wounded-!"



"They'll need protection, Mom," Jaune stated firmly, "They need hope. I... I can provide that."



Isabel glared at her only son.



"You almost died when Beacon fell! You admit this-!"



"And I'm still willing to fight," Jaune said, eyes narrowed. "Or are you not going to help?"



"There are other ways to help, safer ways-!" Isabel insisted, but Arturia snorted.



"There are no more safe places, Izzy," she stated quietly. "The sword chose him. If he masters it... He could help save more lives than even you could with a hundred hospitals."



"He's my son!" Isabel snarled, tears threatening to leave her eyes.



"I know," Jaune said quietly, "But I'm not a child anymore. I haven't... I haven't been a child since my partner was murdered."



Jaune stepped forward, and faced his mother. He took a deep breath.



"I know you've never liked the idea of me being a Hunter, Mom. I know you wanted me to be safe... But I can't be. This..." He held up Excalibur, "I can't just ignore this. Ignore what's happened. I'm not asking you to be happy about this, Mom... I'm just... Just asking you to accept it."



Isabel tried very hard to hold back a sob. She wrapped her arms around him tightly, and kissed the side of his head.



"I'm sorry... I'm sorry... This is my fault-"



"No!" Jaune insisted. He pushed her back just enough to look her in the eyes.



"No... It was never your fault. I don't blame you... Please. Stop blaming yourself, Mom. Stop trying to make up for something that wasn't your fault... I-I..."



He closed his eyes tightly. He still saw Pyrrha's sad face as the locker door closed.



"I know how hard that is... So... So let's both try... Please?"



Isabel continued to cry. He held her tightly, as he sobbed into his chest.



His father gracefully walked in, and took Isabel into his arms. He guided her up the stairs, after she gave Jaune a last hug and kiss. They disappeared up the stairs. Jaune watched them go, before turning back to his Nana.



"Nana... Do... Do you think I can do this?"



Arturia nodded.



"The sword would not have chosen you if I didn't believe... But you can't do it alone. Or without proper training."



Jaune felt a strong arm wrap around his shoulders from behind, and yank him against a tough female body. He looked to his side to see a familiar scowl on a graying blonde woman in black and red armor.



"Aunt Mordred-?!"



"UNCLE DAMNIT!" Mordred growled.



Arturia rolled her eyes.



"We've been over this many times Mordred, there is no need to hide your gender-"



"Well I got into the habit, so there, Father," Mordred scoffed. She scowled at her great-nephew. "So... The sword chose him."



She did not bother to hide her hurt. Arturia nodded.



"Why?" Mordred demanded. "Why him?! Why not me?! Your own firstborn?!"



"Because he does not seek a crown and throne, Mordred," Arturia stated patiently, "But to help all. I'm sorry, Mordred. It does not mean you are unworthy of succeeding me."



"No, just that I cannot be the greatest of warriors," Mordred snorted. Arturia chuckled.



"Life is full of disappointments. But also great joys. After all... You will be my heir."



Mordred and Jaune's jaws dropped.



"Nana?! You-You-?"



"The situation in Vale is so grave that I have used all my connections to enact an ancient law," Arturia stated, slowly rising, "I will take the throne, as Emergency Dictator. I will take our friends and forces down to restore order, and government. It will be temporary... And I will expect you, Mordred, to take my place as Queen of Vale when the emergency has passed. I can think of no one better suited."



Mordred gaped in astonishment at her mother. Tears sprang from the corners of her eyes, but she quickly wiped them away.



"I... Father... Th-Thank you," she whispered.



"So, um... What do I do?" Jaune asked.



Arturia smiled.



"Kneel, Jaune," she commanded. "Mordred? Your sword please?"



Mordred handed it over to her mother in reverence. Arturia took it, as Jaune knelt before her. She held the sword up over Jaune in a salute.



"Jaune Arc. As Queen of Vale, I charge you with a sacred quest," she began, her voice grave and full of ancient power, "You will find allies, form a party... And seek out the intelligence behind these forces of Darkness. While long have I lived, the mysteries of this world still remain enigmas... Yet I have seen enough to know there is an intelligence behind the Grimm. You will seek it out, and destroy it."



It was the task of a lifetime... But if Nana thought he could do it? It could be done. It would be done.



"I will," Jaune said firmly, "I swear it."



Arturia hummed.



"Do you swear to uphold the principles of chivalry? To follow and glorify the True Divine in all you do? To bring mercy and aid to those in need? To bring light into the darkness, even if it costs you your life?"



Jaune felt a conviction arise in him, stronger than any that he'd ever felt before. He looked up into his great-grandmother's eyes, firm and focused.



"I do," he stated, before bowing his head again.



Arturia pressed the flat of the sword on his right shoulder, and then on his left, before she pulled it away.



"Then I, Queen Arturia, first of my name, Lion Queen of Albion and Vale, hereby dub thee Sir Jaune Arc," she stated.



Jaune rose, the solemn gravity of the moment making it hard to stand, but he found it in himself to do so. Arturia smiled softly.



"And for the next three months? Mordred will train you and your friends to ensure you can accomplish this," she stated. "After that, I shall need Mordred in Vale with me. You must not speak of your mission to any but those who will join you. You must be sure of their loyalty. Secrecy is of the utmost importance, Jaune. Do you have companions who you can trust with this quest?"



Jaune nodded, his mind already going to Nora and Ren (who were sleeping in the rooms above) and Ruby (down in Patch). It wasn't much, but it was a start.



"I do."



"Then I leave it to you, and my... Son," Arturia decided. Mordred grinned.



"Though if you are to appear at court," Arturia said wearily, "Please cease this nonsense?"



"I've kept it up for eighty years!" Mordred declared.



"Yes, we are all well aware," Arturia sighed.



Jaune snickered. Geez. One minute, his great-grandmother and his great-aunt were like the warriors of legend... And then the next squabbled like they were still kids.



It was strange but... It gave him some hope for the future.



"Don't you laugh at me!" Mordred growled, putting Jaune in a headlock, "I'm gonna make your life hell, Usurper!"



"URK! S-SORRY AUNT MORDRED-ARGH!"



"UNCLE!"



- - -
So he's got THE sword.. but it don't feel right without a shield. Then i thought what would be considered THE shield... and it hit and would not let me go... so here we go





Ruby Rose walked into training room where Jaune was praticing, carraying a large square box. "Hey'ya Captain."

"Oh come on Ruby."

She smilied Impishly "What it's the rank your 'Uncle" gave you. I'm just using it Captain Jaune Arc"

Jaune sighed "Okay what do you need Rubes"

Ruby "More like what have I got for you." She passed him the box. "Open it."

He did quickly and found something he didn't expect. A large round shield. "Wow. Where did you get this?"

"I got given the metal a while back. This old guys gave it to me said' I'd know when I'd need to use it. I was gonna use it for upgrades to Crescent Rose but with how light and strong it Is and how I know you still miss using a shield. Well. I got inspired."

"You made this?"

"Yes"

"Seroustly?"

"What?"

"It's just so simple"

"Yeah. . but that metal…the old guy who gave it to me. He said it fell from the stars and thats why it's so hard to work with so I figured Simple was better."

"So since it fell from the stars thats why you put a star in the center"

Ruby nodeed and turned away"Yep.. that and… well you've been the guiding star for us the last few months so to speak"

Jaune took the shiled and hefted it into his left arm like he would into battle. "Ruby I…"

"You don't have to say anything Cap.

"So why the red and blue?

"It felt right."

"Does it have a name?"

"Considering what started this path.. I thought…. Avenger"


As for the old man. Well Hail to The King
jack-kirby-wonder-woman-superman-avengers.jpg
 
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More Worldbuilding: Mistral And its Civil War
"You could not pay me enough to get involved in Mistralian politics." ~Ozpin

- - -

Some thoughts for worldbuilding Mistral:

Much like the China it's based on, it started out as a number of smaller kingdoms that have had civil wars. Like a lot of civil wars. Unlike our China, they've been conquered by two significant major cultures: One was the Hellenic Culture under Iksander, Remnant's version of Alexander the Great, over a thousand years ago from the West. The other was by the Mughal Empire to the East, a mixture of Mongol and Persian cultures from the desert regions in the East of Animus. Even Fuujin, the Japanese analog, got in on the conquest a few times over their history.

That said, Mistral proper has retained a very strong central culture despite all this foreign influence and is the dominant land power on Animus now... For the most part. Pandu, Taejo (the Korean analog), Fuujin, and a number of other smaller subkingdoms are independent of Mistral and have closer ties to Vale, while the Hellenic League (including Argus) have close ties with Argus. Nevertheless, Mistral is a major power despite the fragile alliances that bind everything together, often supported by massive organized crime syndicates.

There are five major provinces/sub-kingdoms in Mistral that were once kingdoms themselves but were unified under the Jade Lion Throne 1,500 years ago:

-Guan Yu Province to the South, which has close cultural ties to Pandu and Fuujin.

-Liu Bei the central Province which is the most "pure" Mistralian.

-Zhang Fei to the West with close ties to the Hellenic States.

-CaoCao to the East which is closer to the Mughal State.

-Zhou Yu to the North, which has closer ties to Atlas but is not formally aligned with them.

Along with several smaller provinces.

Within Mistral itself, there are three major political factions that, under the right circumstances, will engage in all-out civil war:

-The Green Dragon faction: They maintain their heirs are descended from the last actual Emperor over a thousand years ago and thus have the right to power. They wish to restore the Emperor and rearrange society to be more old fashioned though would retain certain democratic aspects.

-The Red Dragon faction have no real lineage but are trying to do away with lineage-based rankings in the society entirely and want to go full meritocracy. They have some influence from the Western Hellenic states and are aggressively pro-democracy.

-The Yellow Dragons claim descent from the Mughal Khan Dynasty that ruled Mistral for some time from the Mughal invasion, but was overthrown by the natives. They are more of a balance between authoritarianism and democracy but are also in favor of expansionism and very much in favor of bringing the independent sub-kingdoms to heel.

Thanks to Lionheart's manipulations and Salem's assistance, when the Vytal Festival disaster goes down, these three factions go to war. And thanks to an interlocking series of alliances across the continent, every other power save the Hellenic League is dragged into the conflict.
 
Isekai Pile Up
Here comes a new challanger..

We find SI Jaune at a newstand with Ren avoiding the girls in the town neither one quite sure what to do

Though our iskai'd hero notices Ren staring at a magazine.

Jaune: What's got your attention?

Ren: Jaune. You said you had an ex-girlfriend back home. What was her name again?

Jaune: Katy Sith.

Ren: Is this her?

Jaune: holy....

Ren: that would be a yes. So did you get to see that in person?

Jaune: if you were anyone else I'd punch you.

Ren; That's tough but fair. So?

Jaune: I plead the fifth.

Ren eyes narrow. Anyway you know Katy kinda llooks like what woud haappne if you had Yang and Blake do the fusion dance.

Jaune: "But now that you mention it-Hey wait! The Fusion Dance? How do you know that?!"

Ren: Oh come on it's obvi... ous. shit.

Jaune: "I swear to God if you're some shitfuck Isekai who takes people's souls and tries to build harems I'll-I'll!"

Ren : Whoa.. how do I know your some ... yaoi fangirl out to get my rear... or .... "

Jaune: "I'm not! I just... I have memories of a guy from another world... Earth, right? Early 21st century?"

Ren: okay... same.

Jaune: "Soooo... Uh... Japanese businessman?"

Ren: GOD No... Texan.

Jaune: Colorodo. Not a stoner just a normal guy.

Ren: this is so weird.

Jaune: agreed.


and thus the iskai pileup begins
 
On Worldbuilding: Fuujin
FUUJIN

Fuujin is a small but densely populated island chain nation in the southwestern part of Anima. The prevailing ocean and wind currents are strongest directly south of the country, which has aided in its relative isolation for centuries. While greatly influenced by Mistral over the centuries, it has rarely allowed outsiders in. It made several forays of conquest against Mistral, Taejo, even Rostam at some point but its imperial ambitions were always limited by its relatively low population.

In the Age of Empires, where Vale, Mistral and Vacuo's kingdoms began to go out to explore and colonize Remnant, Fuujin's isolation became a liability. Its strategic location and resources would make it a target of exploitation and conquest, much as Mistral and Pandu had suffered. The Divine Currents could no longer prevent steam powered ships from making landfall. As a result, the Emperor of Fuujin opened up his nation to the world.

The biggest assets that Fuujin had to offer were her formidable Aura activated warriors: Samurai, Ninja, and Miko/Geki. Samurai made use of swords, guns, armor and fought openly. Ninja used knives, short swords, stealth and speed to strike from the shadows. Miko/Geki were priestesses and priests who could use their Aura to heal, defend, and cleanse Grimm taint. The Emperor allowed them to become mercenaries to the world, "Hunters", and as they travelled the world they would return with new knowledge Fuujin would use to advance.

In less than a century, Fuujin went from a backwater island nation to a world power. Democratic government was introduced along with formal schooling, industry, and advanced technology. Fuujin built a world class navy, air force, and army. The Emperor was retained and willingly ceded much of his power to a parliament, and the nation flourished.

However, the samurai classes did not take this downgrade in power well. They, the ninja, and the priests had given the Emperor his power: Power he was now ceding to commoners. During the Great War, much like in Mantle, a military coup reduced the Emperor to a figurehead and Fuujin fought against the Allies.

However, the influence of the outside world and many Fuujin who had left to live in other kingdoms was strong. And while many Fuujin were obedient to authority due to their culture, they also had a sense of justice and honor. Vale and Vacuo had never been anything but allies to Fuujin, and the samurai had rewarded them with betrayal. The ninjas in particular led this resistance with many of the priests, as they had ventured out into the world more than the samurai.

The Great War and this civil war left Fuujin in ruins. They surrendered to the Allies unconditionally after years of siege. The Allies occupied Fuujin as they did Mantle and Mistral, but rebuilt them. When the occupation was over ten years after the war, Fuujin began to advance once more and resumed its status as one of the greatest non-aligned kingdoms on Remnant.

Much like Pandu, Fuujin retains a nominal independence from the Big Four Kingdoms, but has very strong ties with Vale and Atlas. Mistral continues to try and get it into their sphere of influence, but Fuujin resists. Its isolation still remains in many ways but so too does its fascination with the outside world.

Its capital city is called Oda, an advanced port city with towering skyscrapers and skylev trains. It is on track to become one of the most populated cities on Remnant. The Emperor's palace is situated in the city, the Sakura Castle. Its tall while walls contain a massive grove of cherry blossom trees, the symbol of the kingdom itself.

Like all isolated regions on Remnant, Fuujin has many distinctive Grimm sub-species. Ranging from the Jorougumo, a Spider/Human-like Grimm smart enough to lure unweary travellers into ambushes, to the Tengu: Ravenous crow-like Grimm that hunt in packs with razor sharp claws.

If you need a Japan analogue, here you go! And yes: You now have Aura Ninjas fighting Raptor Tengu Grimm. You're welcome!
 
Original Character Do Steal: Warden Schnee
Name: Warden Schnee
Allusion: Yukon Cornelius, Rudolph the Red-Nosed Reindeer
Naming Process: Warden means "to watch" or "to guard". It comes from the Old French word wardein, which means "guardian".
Age: 30s-40s
Background: The Schnees were once a family of modest means, until Nicholas Schnee discovered a new process of mining Dust that made him rich overnight. His two children, Warden and Willow, took different paths as their father founded the Schnee Dust Company: Warden went to trade and engineering school and became the top man for mining in the company, while Willow went to university and received training to become an upper class lady. The siblings, however, were inseparable and loved one another very much. With Willow handling the social arena and Warden the no-nonsense chief of operations, the SDC grew into one of the biggest companies in Atlas. However, all was not well. Nicholas died, and Willow's husband, Jacques Schnee, took over as CEO. He and Warden butted heads on almost everything. While Jacques had the backing of the board of directors and Willow (in most things), Warden had the backing of the workers and laborers. Things remained tense between Jacques and Warden: Even more so when Winter, Weiss and Whitley were born. Warden was very protective of his nieces and nephew, and acted as more of a father figure to them than Jacques ever did. At some point during a security breach, Warden was killed by White Fang terrorists. Jacques subsequently took direct control over the mining operations and while his efforts made the SDC into one of the richest companies on Remnant, it also ruined its reputation. Willow always suspected Jacques had something to do with Warden's death, but could never prove it.
Race: Human
Emblem: The Schnee Family Emblem
Weapon: "Lucky Strike" - A Dust Enhanced Pickaxe
Semblance: Schnee Family Semblance "Glyphs"
Allowed Warden to summon Glyphs he could combine with Dust to produce a wide variety of effects for combat, though he mainly used it mining.
Appearance: Tall, broad man with a bushy white beard, white hair, blue eyes. Slim jaw he hid with his beard. Heavily muscled. Scars on his hands and face from a Dust explosion years back.
Outfit: Dark blue coveralls, heavy boots, heavy leather gloves, hardhat. Simple trousers, button up shirt, tie and jacket when casual.
Personality: Stoic and professional, most of the time, but could be very hot blooded and courageous. When angry, was terrifying to behold. Deeply loved his family. Was not particularly concerned with wealth or appearances but did dress properly for public events. Valued his employees very dearly, even got heavily scarred saving several from a Dust explosion in a mine. Hated Jacques and never trusted him. Was said to be able to smell and taste Dust when it was near, and was an exceptional Dust miner and prospector.
 
Original Character Do Steal: Elias Vorn
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
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.
 
On Worldbuilding: VSF-14 Cat Sith (Ghost Cat) Strike Fighter New
Well, I just saw the Top Gun movies again. And I realized that Remant's air forces could use some strike fighters. Not just gunships that carry people. So to that end... Here's the equivalent of the F-14 Tomcat for the RWBY universe:

- - -

VSF-14 Cat Sìth Strike Fighter

The VSF-14 Cat Sìth was developed by Wayland Air Motors in the decades before the Vytal Tournament attack, serving as the VDF's primary multirole strike fighter during Vale's post-Great War militarization. The Cat Sìth (Nicknamed "Ghost Cat") was designed to balance air superiority, ground attack, and anti-Grimm capabilities, operating from Tempest- and Banshee-class airship carriers and ground bases. Its variable-sweep wings, robust airframe, and Dust-enhanced systems made it a versatile platform, capable of countering both conventional threats (e.g., rogue airships) and Grimm hordes.

Named after the Cat Sìth, a mythical creature resembling a large black cat with a white chest spot, the fighter embodies agility, elusiveness, and a dual nature—protective yet formidable. In Albion folklore, the Cat Sìth could bless or curse, stealing souls or guarding sacred sites, reflecting the VSF-14's role as Vale's guardian against Grimm and its potential for devastating strikes. The Cat Sìth preceded the VSF-18 Thunderbolt, which incorporated lessons from its operational history, such as the need for greater stealth and Dust efficiency. By the time of the Vytal Festival Attack, the VSF-14 is being phased out but remains in reserve squadrons, seeing limited action during the Vytal attack due to its age and the Thunderbolt's prominence.

The VSF-14 was a cornerstone of Vale's air doctrine, emphasizing carrier-based power projection and Huntsmen coordination. Its rugged design suited Vale's diverse terrains, while its Dust-augmented propulsion and weapons countered Remnant's unique threats. Though less advanced than the Thunderbolt, the Cat Sìth's reliability and versatility cemented Wayland Air Motors' reputation, paving the way for its successor.


Technical Specifications: VSF-14 Cat Sìth
General Characteristics
  • Manufacturer: Wayland Air Motors
  • Role: Multirole strike fighter (air superiority, ground attack, close air support, reconnaissance)
  • Crew: 2 (pilot, weapons systems officer); single-seat variant (VSF-14A) for training
  • Length: 19.1 m (62.8 ft)
  • Wingspan:
    • Extended: 19.5 m (64 ft)
    • Swept: 11.6 m (38 ft)
  • Height: 4.8 m (16 ft)
  • Wing Area: 52.5 m² (565 ft²)
  • Empty Weight: 19,840 kg (43,735 lb)
  • Max Takeoff Weight: 33,725 kg (74,350 lb)
  • Powerplant: 2 × Wayland D-2218 Dust-Augmented Turbofans
    • Dry Thrust: 12,500 lbf (56 kN) each
    • Afterburner Thrust: 20,000 lbf (89 kN) each
    • Dust Propulsion: Fire Dust injectors for short bursts of enhanced thrust (Mach 1.6 without afterburners)
Performance
  • Maximum Speed: Mach 2.1 (2,580 km/h; 1,600 mph) at 40,000 ft
  • Supercruise: Mach 1.1 with Fire Dust augmentation
  • Range: 2,400 km (1,490 mi) on internal fuel
  • Combat Radius: 850 km (530 mi) with standard loadout
  • Ferry Range: 3,700 km (2,300 mi) with external tanks
  • Service Ceiling: 16,000 m (52,500 ft)
  • Rate of Climb: 12,000 m/min (39,370 ft/min)
  • Thrust/Weight: 0.85 (fully loaded)
  • G-Limits: +7.0/-2.5 g
Airframe and Design
  • Materials: Titanium-steel alloys with early Dust-infused composites for durability and minor radar cross-section (RCS) reduction.
  • Stealth Features: Limited stealth with angled exhausts and basic radar-absorbent coatings; less advanced than the Thunderbolt's semi-stealth design.
  • Wings: Variable-sweep wings (20° to 68°) for optimized performance at low and high speeds, ideal for carrier landings and high-speed intercepts. Wings fold for airship storage.
  • Carrier Compatibility: Reinforced landing gear, tailhook, and compact folded dimensions for Tempest and Banshee-class carriers. STOL (Short Takeoff and Landing) capability via Gravity Dust channels.
  • Dust Integration: Fire Dust enhances thrust; Gravity Dust reduces takeoff/landing weight; early Hard-Light Dust experiments improve structural integrity.
Avionics
  • Radar: Taranis Electronics RA/EPG-9 Pulse-Doppler Radar
    • Range: 150 km for fighter-sized targets
    • Features: Look-down/shoot-down, basic track-while-scan, limited ground mapping
  • Sensors:
    • Infrared Search and Track (IRST) for passive Grimm detection
    • Early Electro-Optical Targeting System (EOTS) with Dust-enhanced thermal imaging
    • Basic multispectral sensors for Grimm bio-signatures
  • Countermeasures:
    • Electronic Warfare Suite (EWS) with chaff/flare dispensers
    • Missile warning system
  • Cockpit: Dual analog-digital cockpit with heads-up display (HUD) and multifunction displays. Basic Aura-integrated interface for pilot situational awareness (less advanced than Thunderbolt's neural link).
  • Networking: Early secure datalink for coordination with Bullhead AWACS and Huntsmen, less robust than Thunderbolt's.
Armament
  • Gun: 1 × 20mm Dust-Enhanced Rotary Cannon (700 rounds)
    • Ammunition: Fire Dust rounds for anti-Grimm incendiary effects; standard rounds for conventional targets
  • Hardpoints: 10 (6 underwing, 2 fuselage, 2 wing glove)
    • Total Payload: 6,600 kg (14,550 lb)
    • Air-to-Air Missiles:
      • Short-range: RAM-12J Copperhead (early Dust-augmented seekers)
      • Medium/long-range: RAM-17B Bluejay (semi-active radar homing)
    • Air-to-Ground:
      • Unguided bombs (Dust-enhanced)
      • Early precision-guided bombs (Paveway-equivalent, laser-guided)
      • RGM-55 Maniac missiles (basic Dust warheads)
      • Rocket pods with Fire Dust warheads
    • Anti-Grimm Weapons:
      • Fire Dust cluster bombs for horde dispersal
      • Prototype Gravity Dust rockets for area denial
  • External Pods:
    • Targeting/reconnaissance pods
    • Electronic warfare pods
    • External fuel tanks
Dust Integration
  • Propulsion: Fire Dust injectors boost thrust for short bursts, enabling high-speed intercepts and evasive maneuvers.
  • Defenses: Gravity Dust barriers (early version) provide temporary weight reduction for carrier operations; no Hard-Light shields, relying on conventional armor.
  • Weapons: Fire Dust munitions enhance anti-Grimm effects; Gravity Dust experiments improve bomb accuracy but are less refined than Thunderbolt's.
  • Sustainability: Basic Dust recyclers reduce consumption, but less efficient than Thunderbolt's advanced systems.
Operational Features
  • Multirole Capability: Configurable for air superiority (missile-heavy), ground attack (bombs/rockets), or hybrid missions, though less flexible than Thunderbolt.
  • Carrier Operations: Designed for catapult-assisted takeoff and arrested recovery on airship carriers. Variable-sweep wings optimize deck handling.
  • Ground Operations: STOL capability supports improvised airfields in Vale's forests and coasts.
  • Maintenance: Robust but complex due to variable wings; requires more downtime than Thunderbolt's modular design.
  • Pilot Support: Early Aura-linked systems enhance pilot reaction speed, but less intuitive than Thunderbolt's.

Role in the Valean Defense Force
The VSF-14 Cat Sìth was the VDF's mainstay fighter during Vale's post-Great War era, when the kingdom focused on securing its borders and countering Grimm incursions. Deployed on Tempest and later Banshee-class carriers, it projected power across Remnant, supporting Huntsmen against Grimm hordes and deterring rogue factions in the Four Kingdom Pax. Its key roles included:
  1. Air Superiority:
    • Engaged aerial Grimm (e.g., Nevermores, Griffons) and enemy airships with Bluejay missiles and its 20mm cannon. Variable-sweep wings allowed high-speed intercepts and dogfights.
    • Example: During a pre-Volume 3 Grimm surge, Cat Sìths from the carrier Vigilant repelled a Nevermore flock, protecting coastal villages.
  2. Close Air Support (CAS):
    • Supported Huntsmen with Fire Dust cluster bombs and rocket pods, dispersing Beowolf and Ursa packs. Laser-guided bombs targeted Alpha Grimm.
    • Example: In a Valean forest campaign, Cat Sìths provided CAS for Team STRQ, clearing Grimm for civilian evacuations.
  3. Anti-Grimm Operations:
    • Prototype Gravity Dust rockets disrupted horde movements, while Fire Dust munitions incinerated swarms. The Cat Sìth's multispectral sensors detected Grimm bio-signatures in dense terrain.
    • Example: Against a proto-Wyvern Grimm, Cat Sìths used coordinated strikes with Huntsmen, though their limited precision highlighted the need for the Thunderbolt.
  4. Reconnaissance and Patrol:
    • Equipped with targeting pods, Cat Sìths scouted Grimm migration routes and enemy airship activity, relaying data to Bullhead AWACS.
    • Example: Routine patrols over Vale's outskirts identified White Fang staging areas, though political interference (e.g., Prunella Glocken's policies) delayed follow-up.
By the time of the Vytal Tournament attack, the VSF-14 is largely replaced by the VSF-18 Thunderbolt, which offers superior stealth, avionics, and Dust efficiency. However, reserve Cat Sìth squadrons are scrambled during the attack, supporting Thunderbolts against the Wyvern and Grimm hordes. Their slower response and outdated systems limit their impact, reflecting Prunella Glocken's budget cuts, which delayed fleet modernization.
 
On Worldbuilding: VSF-47 Tempest Viper New
All right. Let's try again:

VSF-47 Tempest Viper

Overview

The Tempest Viper is the latest Dust-powered, multi-role strike fighter developed by Wayland Air Motors engineers for the Valean Defense Force, designed to counter the Grimm threat and rival nations' advanced militaries, particularly Atlas' airships and robotic forces. It combines speed, maneuverability, and adaptable Dust-based weaponry to engage diverse threats, from massive Grimm hordes to heavily armored human targets. Its sleek, aerodynamic frame reflects Remnant's futuristic yet grounded aesthetic, with a folding-wing design inspired by mecha-shift principles that in concert with its Dust-based engines makes it fully VTOL. This mechashift technology and VTOL capability allow it to operate from remote outposts as well as from airborne carriers.

Specifications
  • Crew: 1 pilot, 1 RIO
  • Length: 16 meters
  • Wingspan: 12 meters (extended), 8 meters (folded for VTOL or high-speed flight)
  • Power Source: Dual Dust Reactor Turbofans (Gravity and Fire Dust primary, modular secondary Dust types)
  • Top Speed: Mach 1.2 (supersonic bursts using Wind Dust boosters)
  • Range: 1,500 km (extendable with auxiliary Dust crystals)
  • Armor: Lightweight Dust-infused titanium alloy plating, resistant to Grimm claws and basic ballistic weapons
  • Sensors: Actively Scanning Doppler Radar, Infrared scanners.
  • Aura Integration: Cockpit systems sync with the pilot's Aura for enhanced reaction time and feedback.
Design Features
  1. Mecha-Shift Airframe:
    • The Viper features a variable-geometry wing system that shifts between extended (for maneuverability and VTOL) and swept-back (for high-speed strikes). This mirrors Remnant's transformable weapon philosophy, allowing the fighter to adapt mid-combat.
    • Retractable reinforced landing gear enables vertical takeoff and landing (VTOL), crucial for operations in Remnant's rugged, Grimm-infested terrain.
  2. Dust-Powered Propulsion:
    • Dual Dust reactor Turbofans combine Gravity Dust for lift and Fire Dust for thrust, providing exceptional agility and sustained hover capabilities.
    • Modular Dust slots allow pilots to equip Wind Dust for speed bursts or Ice Dust for stealth (cooling exhaust signatures), tailoring the fighter to specific missions.
  3. Cockpit and Controls:
    • A holographic interface, powered by Hard-Light Dust, displays real-time Grimm movement (via ground-based sensors) and enemy positions.
    • Aura-linked controls amplify the pilot's reflexes, allowing precise maneuvers against fast-moving Grimm like Nevermores or Griffins. The cockpit monitors the pilot's Aura, warning of overexertion.
  4. Defensive Systems:
    • Dust-infused alloy plating resists Grimm physical attacks and low-caliber projectiles but is vulnerable to heavy anti-aircraft fire (e.g., Atlas' beam turrets).
    • A Hard-Light Dust shield generator pod provides temporary protection against energy-based attacks or Grimm projectiles (e.g., Nevermore feathers), with a 30-second uptime and 2-minute cooldown.
    • Countermeasures include Gravity Dust flares to disorient flying Grimm and chaff to disrupt missile locks from rival nations.
Armament
The Viper is equipped with modular, Dust-based weaponry to handle both Grimm and human threats. Its arsenal leverages Remnant's reliance on high-explosive, Dust-augmented munitions, as traditional metal bullets are less effective against Grimm's durable hides.

  1. Primary Weapon: Winchester Arms 30mm Twin Dust Cannons:
    • Mounted under the nose, these rapid-fire cannons shoot Dust-infused rounds. Default Fire Dust rounds explode on impact, ideal for shredding Grimm hordes or damaging unshielded vehicles.
    • Modular Dust types allow switching to:
      • Ice Dust: Freezes targets, slowing large Grimm (e.g., Goliaths) or disabling mechanical systems.
      • Lightning Dust: Disrupts robotic enemies (e.g., Atlesian Knights) or chains between Grimm in close proximity.
      • Gravity Dust: Launches kinetic bursts to knock back aerial Grimm or destabilize enemy aircraft.
  2. Secondary Weapon: Multi-Mode Missile Pods:
    • Each wing houses a pod with eight missiles, configurable for:
      • High-Explosive Dust Warheads: For annihilating Grimm swarms or breaching airship armor.
      • Cluster Munitions: Scatter smaller explosives to clear Creeps or Beowolves in open terrain.
      • Tracking Missiles: Homing Gravity Dust warheads for engaging fast-moving targets like Sea Feilongs or Atlas dropships.
    • Missiles are limited (16 total), requiring strategic use against high-value targets.
  3. Experimental Weapon: Pulse Emitter:
    • A prototype Hard-Light Dust emitter in an external pod projects a short-range shockwave that disorients Grimm by simulating positive emotions, briefly disrupting their aggression. Ineffective against older, smarter Grimm (e.g., Alpha Beowolves) but useful for escaping swarms.
    • Against human targets, the emitter can overload electronic systems, temporarily disabling the enemy unit.
Tactical Roles
The Viper is designed for three primary mission profiles, addressing Remnant's dual threats of Grimm and rival nations:
  1. Grimm Suppression:
    • Objective: Rapid response to Grimm incursions, targeting hordes or high-threat individuals (e.g., Leviathans, Nuckelavees).
    • Tactics: Use VTOL to deploy near settlements, employing cluster munitions and Fire Dust cannons to thin hordes. For larger Grimm, pilots use Gravity Dust missiles to immobilize targets, followed by Hard Light Pulses or Ice Dust to slow movement.
    • Strengths: High maneuverability counters flying Grimm like Nevermores; Dust versatility handles diverse Grimm types.
    • Weaknesses: Limited missile reserves struggle against overwhelming numbers; armor is insufficient against elder Grimm's heavy strikes.
  2. Anti-Air Superiority:
    • Objective: Engage rival nations' aircraft, particularly Atlas' Manta gunships or airships.
    • Tactics: Leverage supersonic bursts and tracking missiles to outmaneuver slower, bulkier enemy craft. Lightning Dust cannons disable robotic systems, while Hard-Light shields absorb return fire.
    • Strengths: Speed and agility outmatch most Remnant aircraft; Aura-linked controls give pilots an edge in dogfights.
    • Weaknesses: Vulnerable to concentrated anti-aircraft fire from Atlesian beam turrets or airship volleys.
  3. Precision Strikes:
    • Objective: Target enemy infrastructure (e.g., Dust mines, command centers) or large Grimm (e.g., Monstra).
    • Tactics: Use stealth configurations (Ice Dust cooling) for covert approaches, deploying high-explosive missiles or kinetic Gravity Dust strikes. The pulse emitter can disrupt defenses before retreating.
    • Strengths: Modular weaponry allows tailored loadouts; VTOL enables flexible deployment.
    • Weaknesses: Reliance on Dust makes resupply critical; prolonged engagements drain pilot Aura.
Strategic Fit in Remnant
  • Grimm Threat: The Tempest Viper addresses the Grimm's numerical advantage and durability by prioritizing area-effect weapons and mobility. Its pulse emitter offers a novel counter to their emotion-driven aggression, though it's less effective against Salem's smarter Grimm breeds. The fighter's ability to rapidly deploy from small outposts as well as major bases and carriers aligns with Remnant's need to protect scattered villages.

  • Rival Nations: Against Atlas' technological superiority, the Viper counters with agility and electronic warfare (Lightning Dust and pulse emitter), exploiting weaknesses in robotic infantry and slow airships. Its versatility makes it a viable deterrent against Mistral's less advanced but numerous forces or Vacuo's guerrilla tactics.

  • Technological Level: The fighter relies entirely on Dust, adhering to Remnant's tech constraints (no spaceflight, no non-Dust power sources). Its mecha-shift design and Aura integration reflect the setting's focus on individualized, soul-enhanced technology, while its holographic systems and Dust reactors align with Atlas' cutting-edge advancements.
Limitations
  • Dust Dependency: Like all Remnant tech, the Viper is limited by Dust availability. Prolonged missions risk depletion, especially for exotic Dust types like Hard-Light or Gravity.

  • Pilot Strain: Aura-linked controls enhance performance but tax the pilot's stamina, limiting sortie duration against relentless Grimm waves.

  • Armor Trade-Off: Lightweight plating prioritizes speed over durability, making the fighter vulnerable to sustained fire from advanced anti-air systems or elder Grimm.

  • Production Costs: Dust-intensive systems and complex mecha-shift components make mass production challenging. The Viper is thus limited for now to elite squadrons of the Valean Defense Force.
 
On Worldbuilding: Sindri Industries AF/A-25 Cavalier Strike Fighter New
AF/A-25 Sindri Industries Cavalier Strike Fighter

Overview
The Cavalier is an Atlesian strike fighter engineered by Sindri Industries to complement Atlas' hybrid carrier battleships, designed for air superiority, precision strikes, and support of robotic ground forces against Grimm and rival nations. Built with Atlas' signature blend of cutting-edge technology and militaristic efficiency, the Cavalier emphasizes firepower, durability, and integration with Atlesian command networks over agility. Its angular, armored design and glowing Hard-Light Dust accents reflect Atlas' cold, utilitarian aesthetic.

Specifications
  • Crew: 1 pilot (optionally autonomous with AI control)
  • Length: 18 meters
  • Wingspan: 14 meters (fixed, reinforced for stability)
  • Power Source: Triple Dust reactor Turbofans (Gravity, Ice, and Fire Dust primary)
  • Top Speed: Mach 1
  • Range: 2,000 km (supported by carrier resupply)
  • Armor: Heavy Dust-forged titanium plating, resistant to Grimm attacks and ballistic fire
  • Sensors: Active Scanning Doppler Radar, Infrared Sensors
  • AI Integration: Onboard Atlesian AI for autonomous operation and coordination with carrier battleships
Design Features
  • Reinforced Airframe:
    • The Cavalier features a fixed-wing, angular design optimized for stability and durability, reflecting Atlas' focus on overwhelming force rather than maneuverability. Its bulky frame can withstand significant punishment, ideal for prolonged engagements.
    • Retractable landing gear allows deployment from carrier battleships, with magnetic clamps for securing to airship decks during resupply.
  • Dust-Powered Propulsion:
    • Triple Dust reactor turbofans use Gravity Dust for lift, Ice Dust for cooling and stealth, and Fire Dust for thrust. The system prioritizes sustained output over burst speed, ensuring reliability during extended missions.
    • Exhaust ports are reinforced with Hard-Light Dust shielding, reducing vulnerability to Grimm attacks from below.
  • Cockpit and Controls:
    • A sealed cockpit with a panoramic Hard-Light Dust display provides 360-degree battlefield awareness, linked directly to the carrier battleship's command network for real-time tactical updates.
    • The fighter can switch between piloted and autonomous modes, using an Atlesian AI to execute pre-programmed attack patterns or respond to Grimm movements. Autonomous mode reduces pilot strain but risks hacking (e.g., Watts' tech expertise).
  • Defensive Systems:
    • Heavy titanium plating infused with Ice Dust absorbs kinetic impacts from Grimm claws and rival projectiles, though it sacrifices speed.
    • A Hard-Light Dust barrier projector creates a forward-facing shield capable of deflecting energy attacks (e.g., Nevermore feathers or Dust cannons) for 45 seconds, with a 1-minute cooldown.
    • Countermeasures include Ice Dust chaff to freeze and disrupt Grimm sensory organs and electromagnetic pulses to disable enemy drones.
Armament
The Cavalier is equipped with energy-based and heavy Dust weaponry, reflecting Atlas' preference for precision and overwhelming force. Its arsenal is designed to support carrier operations, targeting both Grimm and enemy aircraft with lethal efficiency.
  • Primary Weapon: Odin Arms Hard-Light Beam Cannon:
    • Mounted on the nos, this cannon fires concentrated Hard-Light Dust beams, capable of slicing through Grimm hides or piercing enemy airship armor. The beams have a high rate of fire but overheat after 10 seconds of continuous use, requiring a 15-second cooldown.
    • Adjustable settings allow for wide-area beams to sweep Grimm hordes or focused shots for precision strikes against high-value targets.
  • Secondary Weapon: Heavy Missile Launchers:
    • Each wing houses a launcher with five heavy missiles, designed for:
      • Hard-Light Warheads: Penetrate armor, ideal for disabling rival airships or large Grimm (e.g., Monstra).
      • Fragmentation Missiles: Detonate mid-air, releasing shrapnel to shred flying Grimm like Griffons or clear ground-based Creeps.
      • Tracking Missiles: Use radar guidance systems to lock onto fast-moving targets, effective against agile fighters like Vale's Tempest Viper.
    • Missiles are limited (10 total), requiring resupply from the carrier.
  • Support Weapon: Drone Deployment System:
    • The Cavalier can deploy up to four Atlesian micro-drones per mission, each equipped with a small Hard-Light Dust laser. These drones provide reconnaissance, target painting, or direct fire support, controlled via the fighter's AI.
    • Drones are vulnerable to Lightning Dust attacks and can be hacked by skilled enemies.
  • Defensive Weapon: Ice Dust Turret:
    • A rear-mounted turret automatically fires Ice Dust projectiles to slow pursuing Grimm or enemy fighters, creating a temporary barrier of ice shards. Effective for covering retreats but has limited ammo (50 shots).
Tactical Roles
The Cavalier is designed to operate as part of Atlas' carrier-based strategy, supporting large-scale military operations against Grimm and rival nations.
  • Air Superiority for Carrier Defense:
    • Objective: Protect Atlesian carrier battleships from enemy aircraft and flying Grimm (e.g., Nevermores, Wyverns).
    • Tactics: Use Hard-Light beam cannons to engage at long range, supported by tracking missiles for fast targets. The AI coordinates with the carrier's defenses, prioritizing threats to the airship.
    • Strengths: Heavy armor and shields withstand sustained attacks; beam cannons outrange most Remnant weaponry.
    • Weaknesses: Limited agility struggles against highly maneuverable fighters like the Tempest Viper.
  • Precision Strikes on High-Value Targets:
    • Objective: Neutralize key enemy assets (e.g., Dust mines, command posts) or large Grimm threats.
    • Tactics: Deploy from the carrier with a full missile loadout, using warheads to breach defenses. Drones scout ahead, marking targets for beam cannon strikes.
    • Strengths: AI precision ensures minimal collateral damage; heavy firepower overwhelms defenses.
    • Weaknesses: Slow speed makes it vulnerable during approach; reliance on carrier resupply limits independent operations.
  • Ground Support for Robotic Forces:
    • Objective: Provide air support for Atlesian Soldiers, Knights and Paladins against Grimm hordes or enemy infantry.
    • Tactics: Use fragmentation missiles and wide-area beams to clear Grimm swarms, while drones assist with targeting. The Ice Dust turret covers retreats if ground forces are overwhelmed.
    • Strengths: Excellent synergy with robotic units; durable design allows sustained support.
    • Weaknesses: Vulnerable to anti-air fire from fortified positions; drones can be countered by tech-savvy enemies.
History and Development
  • Origin: The Cavalier was developed prior to the Vytal Festival Atttack, as Atlas sought to bolster its aerial capabilities amid rising Grimm aggression and tensions with other kingdoms. General Ironwood commissioned the project to ensure carrier battleships could project force without relying solely on manned units.
  • Development: The Atlesian Military Research Division collaborated with the Schnee Dust Company to integrate Hard-Light Dust into the fighter's weaponry and defenses, a breakthrough that gave Atlas an edge over other kingdoms. Initial prototypes struggled with power management, as Hard-Light Dust drained reactors quickly, but the addition of Ice Dust cooling systems resolved the issue by Volume 5.
  • Deployment: The Cavalier first saw action during a defense of Argus, where squadrons launched from the Atlesian airship Aegis successfully repelled a Leviathan attack, though at the cost of several fighters to the Grimm's energy blasts. By the Vytal Festival Attacks, the fighter became a mainstay of Atlas' aerial fleet, often deployed alongside Manta gunships to suppress Grimm incursions in Solitas' frozen wastes.
  • Reputation: Among Atlesian pilots, the Cavalier is seen as a symbol of Atlas' might—reliable, powerful, but rigid. Rival kingdoms, particularly Vale, criticize its lack of adaptability, nicknaming it the "Flying Brick" for its relative lack of maneuverability. Despite this, its ability to dominate the skies around a carrier battleship is undeniable.
Strategic Fit in Atlas' Doctrine
  • Carrier Integration: The Cavalier is designed to operate as part of a larger fleet, launching from hybrid carrier battleships to extend their reach. Its AI systems ensure seamless coordination with Atlesian command, allowing it to execute complex battle plans with minimal pilot input.
  • Grimm Threat: Against Grimm, the fighter's heavy armor and Hard-Light weaponry provide a significant advantage, particularly against large, durable targets like Leviathans or Wyverns. However, its lack of agility makes it less effective against swarms of smaller, faster Grimm like Griffons.
  • Rival Nations: The Cavalier excels in air superiority against other kingdoms' aircraft, using its beam cannon and tracking missiles to outrange and overpower lighter fighters like Vale's Tempest Viper.
  • Technological Level: The fighter's use of Hard-Light Dust, AI, and heavy Dust reactors aligns with Atlas' cutting-edge tech, surpassing other kingdoms in raw power but lacking the individualized flair of Vale or Mistral's designs.
Limitations
  • Limited Agility: The focus on armor and firepower sacrifices maneuverability, making the Cavalier a poor match for agile opponents in dogfights.
  • Carrier Dependency: Its range and ammo reserves rely on resupply from carrier battleships, limiting independent operations—a critical flaw if the carrier is disabled. Data links to the carrier can also be jammed, which can be crippling to the Cavalier in autonomous mode.
  • AI Vulnerability: The autonomous mode, while efficient, can be hacked by skilled enemies (e.g., Arthur Watts), potentially turning the fighter against its own fleet. The AIs are also very predictable in dogfights and easily bested by competent human/Faunus pilots.
  • Dust Consumption: Hard-Light Dust weaponry drains reactors quickly, requiring careful energy management during extended engagements.
  • Cost: Despite Atlas' massive industrial capacity, these fighters are still fairly expensive to maintain and produce.
 
On Worldbuilding: Strike Fighter: Wayland Air Motors VSF-42 Viper New
Strike Fighter: Wayland Air Motors VSF-42 Viper

Overview

The Viper is a Dust-powered strike fighter developed by the Valean Defense Force as a mass-produced aerial defense platform in the post-Great War era. Designed for simplicity and affordability, it lacks the advanced features of its successor, the Tempest Viper, but its rugged design and abundance make it a reliable workhorse for the VDF. It is multirole, able to engage aerial, sea and ground threats, particularly in regions where the Tempest Viper's high cost limits deployment. Its twin 20mm Dust cannons offer versatility against a variety of threats.

Specifications
  • Crew: 1 pilot (RIO on two seater models)
  • Length: 14 meters
  • Wingspan: 10 meters (fixed wings)
  • Power Source: Single Dust reactor Turbofan (Fire Dust primary, Wind Dust secondary)
  • Top Speed: Mach 1
  • Range: 1,200 km
  • Armor: Lightweight Dust-infused alloy plating, resistant to basic Grimm attacks but vulnerable to heavy firepower
  • Sensors: Doppler Radar, Infrared sensors
Design Features
  1. Fixed Airframe:
    • The Viper features a fixed-wing design with a sleek but utilitarian frame, lacking the mecha-shift technology of the Tempest Viper. Its wings are angular, making it maneuverable and a stable gun platform.
    • It requires a runway for takeoff and landing, limiting its deployment to established bases like Fort Celliwig, carriers, or makeshift airstrips near the frontier. However, its tough landing gear and frame allow it to handle rougher conditions and carrier landings.
  2. Dust-Powered Propulsion:
    • A single Dust reactor turbofan uses Fire Dust for thrust and Wind Dust for lift, providing reliable performance. The system is less efficient than the Tempest Viper's dual reactors, consuming more Dust per kilometer but requiring fewer rare Dust types (e.g., no Gravity Dust).
    • The reactor's simplicity makes maintenance easy.
  3. Cockpit and Controls:
    • The cockpit is analog-heavy, with mechanical gauges and a basic Dust-powered targeting system. There's no Aura integration, so pilots rely on standard training rather than enhanced reflexes, making the Viper accessible to non-Huntsmen aviators.
    • Later models and refit versions feature holographic displays and more advanced avionics.
  4. Defensive Systems:
    • Lightweight Dust-infused alloy plating offers basic protection against Grimm claws and small-arms fire but struggles against heavier attacks (e.g., Nevermore feathers or Atlesian beam weapons).
    • Lacks the Hard-Light Dust shields and pulse generator of the Tempest Viper, relying on its speed and pilot skill to evade threats.
    • Countermeasures include chaff and Dust flares to disorient flying Grimm.
Armament
The Viper is equipped with simpler weaponry compared to the Tempest Viper, focusing on cost-effective Dust munitions suitable for mass production.
  1. Primary Weapon: Twin 20mm Dust Cannons:
    • Mounted on either side of the the nose, these cannons fire 20mm Dust-infused rounds at a rate of 600 rounds per minute. Default Fire Dust rounds explode on impact, effective against Grimm hordes or unarmored aircraft. Each Viper carries about 800 rounds of ammo.
    • Modular Dust types allow limited versatility:
      • Ice Dust: Slows targets by freezing on impact, useful for controlling Grimm like Beowolves or slowing enemy aircraft.
      • Lightning Dust: Disrupts mechanical systems, a basic counter to early Atlesian drones, though less effective against modern tech.
  2. Secondary Weapon: Hardpoints (8)
    • Eight external hardpoints allow for a payload of up to 10,000 pounds of munitions, including:
      • High-Explosive Dust Warheads: For annihilating Grimm swarms or breaching airship armor.
      • Cluster Munitions: Scatter smaller explosives to clear Creeps or Beowolves in open terrain.
      • Tracking Missiles: Homing Gravity Dust warheads for engaging fast-moving targets like Sea Feilongs or Atlas dropships.
Tactical Roles
The Viper is used more for support missions these days, reflecting its role as a mass-produced fighter in an earlier era of Remnant's history.

  1. Grimm Suppression:
  • Objective: Engage Grimm hordes, particularly in rural areas.
  • Tactics: Use 20mm Dust cannons to strafe Grimm like Beowolves or Creeps, while Dust missiles, rockets, and bombs target larger threats (e.g., Ursai).
  • Strengths: Affordable and numerous, allowing widespread deployment; Dust cannons offer versatility against basic Grimm and the aircraft is still very fast and maneuverable.
  • Weaknesses: No VTOL limits deployment flexibility; fixed wings make it vulnerable to more agile Grimm. Lack of shielding and pulse weapons make it more difficult to engage hordes of Grimm.
  1. Anti-Air Combat:
  • Objective: Defend Valean airspace from rival aircraft (e.g., Mistralian scout ships) or flying Grimm.
  • Tactics: Engage with 20mm Dust cannons, using Lightning Dust rounds to disable enemy systems or Ice Dust to slow flying Grimm. The Viper relies on numbers to overwhelm targets.
  • Strengths: Simple design allows rapid production; Dust cannons give it an edge over non-Dust-equipped foes. Still very agile and effective in the hands of skilled pilots.
  • Weaknesses: Lacks the firepower and shielding of modern Atlasian fighters.
  1. Ground Force Support:
  • Objective: Assist ground forces in large-scale battles by clearing Grimm, close air support, or providing reconnaissance.
  • Tactics: Fly low to strafe Grimm with cannons, creating openings for Huntsmen to engage high-priority targets, use heavier munitions to even the odds.. The Viper's data links can relay information to ground forces in real time.
  • Strengths: Enhances Huntsmen and conventional ground force effectiveness with aerial recon and close air support.
  • Weaknesses: No Aura integration limits pilot performance; basic systems struggle against smarter Grimm.
Strategic Fit in Remnant
  • Grimm Threat: The Viper's 20mm Dust cannons and flexible weapon payload are effective against smaller Grimm hordes, supporting Huntsmen by thinning numbers so they can focus on Alpha Grimm or strategic objectives.
  • Rival Nations: Against older rival aircraft, the Viper holds its own, but it's outclassed by modern Atlesian tech unless it has the advantage of better pilots or superior numbers.
  • Technological Level: The Viper fits the post-Great War era, using basic Dust tech (Fire, Wind, and limited Hard-Light) without the complex mecha-shift or Aura systems of later designs. Its 20mm Dust cannons are a stepping stone to the Tempest Viper's more advanced weaponry.
Limitations
  • No VTOL: Requires runways, limiting its use in rugged terrain.
  • Basic Armament: 20mm Dust cannons and basic munitions aren't as powerful or flexible as Hard Light Dust-based weapons.
  • No Aura Integration: Pilots can't leverage Aura for enhanced reflexes, making the Viper less effective in high-stakes dogfights.
  • Vulnerability: Lacks shields or pulse generators, relying on light armor that can't withstand heavy attacks.
 
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