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[RWBY] RWBY Shorts

Stolen From Tumblr
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Its funny Cinder created her own worst enemy by killing his GF and giving him powers by trying to kill his second gf, and then tossing him in a wonderland dimension that made him strong AND skilled

howlingday

Even more hilarious is how only one of these was an actual personal attack against him. Killing Pyrrha was only to get the rest of the Fall Maiden's powers. Leaving him to fall into the Ever After was all just something that happened; he might as well have died to her.

Her trying to kill Weiss was the closest she made it to being personal, and that was just having fun for her, since she then ditched him to go to the Spring Maiden Vault.

To Cinder, Ruby is her nemesis because... she got caught in the Silver Eye AOE and got scolded by Salem for it. That's it. Jaune is literally less than nothing to her, and it's gonna come back to bite her in the ass later.

JNPR Helping Team RWBY
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lord_general88 • 23h ago
Ruby: Sorry about this Jaune.

Jaune: Don't worry Crater face. We'll get you back to Beacon.

Pyrrha: You alright Weiss?

Weiss: F-fine. Totally not having a gay panic

Blake: Hands above the waist Ren.

Ren: Nora would kill us both if I tried anything.

Nora: Come on Yangy!

Yang: Ow. Ow. Ow. Please stop dragging me!
Skeletonparty101 • 23h ago
Big brother carry

Bridal style carry

Sack of potatoes carry

Rag doll carry

Somehow Jaune is Normal Mode
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Though As An Adult....

RWBY Comic Timeline
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Stolen From Tumblr
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Ruby: Oh Adam of the bandits, grant me your insane wisdom!

Adam: There are two types of men. Those who will die for you, and those who will kill for you. For the love of god, know which one you want because the script will flip if things don't work out.

Jaune: I fear he might be onto something.

Blake: Hey, so where was my warning about this?

Adam: Don't you read trashy romance novels?

Blake:…

Weiss: Nobody say anything else. He can't be right three times in a day.

Yang: I'm too busy rationalizing that I know exactly which one my dad is. We gotta get that man a girlfriend. Weiss, give me your mother's number.

Weiss: That's- y'know… I don't hate that actually.
 
Winter Schnee and the Dragon New
The Schnee mansion's grand foyer felt colder than Atlas winter that night.

Winter Schnee stood before her father's desk in the study, uniform crisp, posture flawless—even as Jacques Gele's words cut deeper than any blade.

"You are no longer a Schnee," he said, voice like frostbite. "You defy me at every turn—enlisting in the military, rejecting the company's future. Leave this house. You are disowned."

Willow sat silent in the corner, glass in hand, eyes distant. Whitley and Weiss weren't present—spared this, at least.

Winter's chin lifted. "If that's your decision, Father, I accept it."

She turned on her heel, strides measured, refusing to let him see the tremor in her hands.

Fafnir stood guard outside the study doors—seven feet of shadowed menace, wings folded like a cloak, red eyes glowing faintly in the dim light. He didn't move as she passed, but his gaze followed her.

Winter paused at the top of the grand staircase, duffel bag slung over one shoulder—the few belongings she'd packed in defiance. She looked back at him.

"You're letting me go," she said quietly. "Just like that."

Fafnir's masked face was unreadable. "You're not a prisoner."

She descended a few steps, then stopped, turning to face him fully.

"You're a warrior, Fafnir. I've seen it—felt it—in every training session you risked giving me. You have honor. Code. Why do you continue to serve him? He's a corrupt monster who treats his own blood like assets to discard."

Fafnir was silent for a long moment. When he spoke, his voice was low, gravel over steel.

"I owe him my life. More than once. He pulled me from the gutter, gave me purpose when my clan was ash. Paid for these—" he flexed his cybernetic claw, metal gleaming—"when assassins left me in pieces. Debts like that don't fade."

Winter's eyes narrowed. "And I owe him nothing. I'm his daughter, not his debtor."

"You owe him your life too," Fafnir said bluntly. "The privilege you were born into. The safety these walls gave you. But you're right—you're not his daughter anymore."

He stepped closer, towering over her, but there was no threat in it—only a strange, solemn weight.

"Go," he said. "Become strong. Stronger than him. Stronger than the chains he thinks he forged."

Winter searched his scarred, masked face for mockery and found none.

"You truly mean that."

"I do."

She exhaled slowly, the anger and hurt shifting into something fiercer—resolve.

"I will," she said. "I'll become the soldier he never wanted. The protector he couldn't buy."

Fafnir inclined his head—a rare gesture of respect.

"Then go, Winter Schnee-no-more. And don't look back."

She did exactly that—walked down the stairs, through the doors, into the Atlas night without hesitation.

But his words burned in her chest like a glyph she'd never forget.

Become strong.

She would.

For herself.

And someday, perhaps, strong enough to face even the dragon who'd let her go.
 
Huh good on Fafnir for not being one dimensional

Weiss and the Schnee family drama was, like almost everything else, poorly handled and badly done in the show. Fafnir exists to facilitate better drama, give some complexity and nuance, and serve as a physical fighter for an actual fight involving Jacques. So I do give him enough character to be interesting but his primary role is to facilitate Weiss and the other Schnees' stories. So I'm glad people like him.
 
It's not very good, but thanks.
One short coming of almost 99% of reaction fics is that the one writing the fic and the one writing the reaction to it often have very different understanding of characters.

So you have the characters in the fic acting one way and characters in the other acting a different way, and then you try to crossbreed them together and it gives out something either an abomination or a flanderised character
 
On Worldbuilding: Knightly/Military Orders of the Church of the Tablebreaker in Remnant New
Knightly/Military Orders of the Church of the Tablebreaker in Remnant

Much like medieval knightly orders on Earth, the Church of the Tablebreaker maintains several semi-military orders across Remnant. These Orders function as respected, semi-autonomous religious-military-charitable institutions with a strong presence in humanitarian aid, Grimm response, Dust-infused medical care, and community defense. The Order of Saint Edmund is especially known for its work in urban hospitals, mobile trauma response teams, refugee/Faunus aid programs, and rapid-deployment "Hospitaller Companies" that support Huntsmen/Huntresses during major Grimm incursions. Below is a typical organizational chart for one such order: The Order of Saint Edmund.

Organizational Chart — Order of Saint Edmund (Modern Era)

Grand Master of the Order

(sovereign religious and executive head of the entire Order worldwide; elected for life or until resignation/incapacity; ultimate authority over doctrine, vows, and major policy)
Grand Seneschal
(chief operating officer and second-in-command; oversees day-to-day administration, legal affairs, and coordination between global and local structures)
Grand Marshal
(supreme commander of all armed and paramilitary forces of the Order; responsible for training standards, deployment doctrine, and coordination with Huntsmen guilds and national militaries during Grimm crises)
Grand Almoner / Grand Hospitaller
(head of all charitable, medical, and humanitarian operations; oversees hospitals, mobile clinics, refugee programs, charity initiatives, and medical research & relief)
Sovereign Council / Magistral Council (advisory & governing body)
  • Meets regularly under the Grand Master
  • Includes the four Grand Officers above + elected Councillors (usually 6–10 senior professed members)
High Central Officers (Aelia Paravel-equivalent staff roles, global but with strong influence on major Sects)
  • Procurator General (chief legal counsel and compliance officer)
  • Secretary General (handles communications, archives, and international liaison)
  • Seneschal of the Magistral Convent (manages the Order's central headquarters and ceremonial life)
  • Receiver of the Common Treasury (CFO — global finances, endowments, Dust & resource management)
Regional / Provincial Level — Radian Province Sect
Preceptor / Grand Prior of Radian

(regional superior; appointed or elected leader of the entire Radian Sect; reports directly to the Grand Seneschal and Sovereign Council; combines spiritual, administrative, and operational authority in the region)
Deputy Prior / Seneschal of Radian
(day-to-day manager of the Sect's operations)
Master of Radian Province/Provincial Master
(military / security commander for the Sect; leads all armed response units and liaises with Radian's Huntsman academies and city defense forces)
Almoner / Hospitaller of Radian
(directs all local medical, charitable, and social outreach programs — hospitals, clinics, soup kitchens, Faunus aid centers, orphanages, mobile aid convoys)Commandery / Preceptory Level (individual houses / bases in and around Radian)
Knight Commander / Preceptor
(leader of a specific commandery — e.g., Central Radian Hospital Commandery, Vale Border Relief Commandery, Lower Districts Aid Commandery, etc.)

Nicholas Arc is the Knight Commander of the town of Radian, the capital of Radian Province.

Professed Knights(full-vowed members)
  • Elite core
  • Have taken solemn perpetual vows
  • Serve in leadership, ceremonial, combat, or senior medical roles
  • Ranked from Knight Captain to Knight Major.
Knights in Obedience
  • Junior professed knights or those still in temporary vows
  • Serve as field commanders, trauma surgeons, Grimm-response squad leaders, etc.
  • Ranked from Knight Second Lieutenant to Knight First Lieutenant.
Serving Brothers / Knight Sergeants
  • Form the backbone of operational units: medics, drivers, engineers, logistics specialists, security details, Dust technicians, field cooks, etc.
  • Ranked from Knight to Knight Master Sergeant.
Lay Auxiliaries / Volunteers / Confraters
  • Unvowed members and associates
  • Include trained paramedics, drivers, counselors, translators, Faunus community liaisons
  • Many participate through affiliated programs (similar to St. John Ambulance volunteers)
Chaplains (parallel spiritual structure)
  • Ordained priests of the Tablebreaker Church assigned to the Order
  • Provide sacraments, spiritual direction, last rites on battlefields, and moral guidance
  • Report ultimately to the Grand Master (via the Grand Commander / religious superior), but serve locally under the Preceptor of Radian
 
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Gamer Weiss Failing Up
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Ruby and Pyrrha trying seduce Jaune and The Huntsman
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Reaper? and Red Huntress if i remember right

Why Pyrrha Wanted To Be Made Human
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Staff? EA or Cyborg Lover Fixing this?

Jaune Banned From BoardGames
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Who Did He Destroy?
 
On Worldbuilding: Structure of the Valean Government New
The Federal Republic of Vale operates as a semi-presidential constitutional republic with strong influences from the Roman Republic (collegial executive, aristocratic senate-like body, popular assemblies via elected lower house), the French Fifth Republic (semi-presidential dual executive with direct presidential election + parliamentary confidence elements), and the United States (bicameral legislature with proportional/popular representation in one chamber, independent judiciary, checks and balances).

This creates a hybrid system emphasizing divided power to prevent tyranny (Roman checks via collegiality and veto), popular legitimacy (French/American direct elections), and federal/sub-national representation (nod to Vale's sub-kingdoms/provinces).

Executive Branch
The executive is dual-headed (semi-presidential style), blending Roman consular collegiality with French Fifth Republic dynamics.

  • Chancellor(Head of State / Chief Executive, akin to French President + Roman Consul)
    • Elected by direct popular vote (nationwide, possibly two-round majority system like France to ensure broad support).
    • Term: 5–7 years (renewable once, to avoid short-termism; French influence with Roman annual limits softened for stability).
    • Primary responsibilities: Foreign policy, defense/national security (Ministry of War/State), diplomacy, emergency powers (limited, like French Article 16), commander-in-chief of armed forces.
    • Appoints/dismisses the Chairman/Chairwoman (with legislative constraints).
    • Can dissolve the Low Council (like French president dissolving National Assembly) under specific conditions (e.g., after consulting Speakers and High Council President).
    • Ceremonial roles: Represents Vale internationally, signs/enacts laws (with veto possible, overridden by legislature supermajority), grants pardons.
  • Chairman/Chairwoman(Head of Government / akin to French Prime Minister + Roman Consul sharing domestic duties)
    • Elected by the Legislature (joint session of High + Low Council, requiring majority support; akin to parliamentary confidence vote).
    • Term: Tied to legislative confidence (can fall via no-confidence vote from Low Council, forcing resignation or dissolution).
    • Primary responsibilities: Domestic policy, economy, administration (oversees Ministries of Commerce, Interior, Education, Health, etc.).
    • Directs day-to-day government operations and cabinet (Ministers appointed by Chancellor on Chair's recommendation).
    • Responsible to the legislature (can be censured/removed by Low Council majority).
  • Collegiality & Checks (Roman influence): Chancellor and Chair share executive power; each can veto the other's major decisions in overlapping areas (e.g., war declaration needs both). In cohabitation (different parties/factions), power tilts toward the directly elected Chancellor (French style).
  • Cabinet/Ministries: Appointed by Chancellor on Chair's proposal. Key ones include Ministry of War (defense), Ministry of State (foreign affairs), Ministry of Commerce (trade/economy), etc. Ozpin's role as Head of Huntsmen fits as a high-level agency head/advisor (like a cabinet-level position reporting to both executives).
Legislative Branch
Bicameral parliament (strong Roman Senate + modern bicameralism like US/France).

  • High Council(Upper House / akin to Roman Senate + French Senate + US Senate)
    • Represents sub-kingdoms/provinces (federal element).
    • Members (Councilors) appointed by sub-kingdom governments (nobility-descended families, governors, or hereditary seats with modern confirmation).
    • Smaller size (e.g., 2–3 per sub-kingdom).
    • Longer terms (8–10 years, staggered) for stability.
    • Powers: Confirms high appointments (e.g., Supreme Court judges, some ministers), ratifies treaties, tries impeachments, equal say on constitutional amendments.
    • Presided over by Speaker of the High Council (elected by members; leads coalitions/parties in upper house).
  • Low Council(Lower House / akin to US House + French National Assembly + Roman tribal/centuriate assemblies)
    • Directly elected by popular vote (proportional representation from sub-kingdoms, ensuring population-based seats).
    • Larger size, shorter terms (4–5 years).
    • Primary initiator of legislation, budget/tax bills, no-confidence votes against Chair.
    • Presided over by Speaker of the Low Council (e.g., Rufus Winchester; elected by members, powerful coalition leader).
  • Joint Powers: Both houses must pass identical bills (conference committees resolve differences). Legislation can originate in either (but money bills start in Low). Chair needs Low Council confidence.
Judicial Branch
Independent, US-style with Roman/French touches.

  • Supreme Court of Vale(top court)
    • 9 justices (odd number avoids ties; US influence).
    • Appointed by Chancellor (nominated) + confirmed by High Council (advice/consent).
    • Lifetime tenure for independence.
    • Final interpreter of Valean Constitution; judicial review of laws/executive actions.
  • Lower Courts: Hierarchy of appellate, district, and specialized courts (e.g., administrative, military).
    • Judges appointed by executive (Chancellor/Chair) or legislature, with varying terms/confirmation.
  • Checks: Can declare laws unconstitutional; impeachment possible for misconduct (by legislature).
Additional Modern/Federal Touches
  • Sub-kingdoms/Provinces: Retain significant autonomy (like French regions or US states), with own legislatures/governors feeding into High Council.
  • Constitution: Rigid amendment process (supermajority in both houses + referendum, French style).
  • Checks & Balances: Chancellor dissolves Low Council → new elections; legislature removes Chair; judiciary checks both; Roman-style vetoes/collegiality in executive.
  • Elections: Mix direct (Chancellor, Low Council) + indirect (High Council, Chair).
 
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On Worldbuilding: Structure of the Mistralian Government New
The Mistralian Confederation (formally the Confederated Provinces of Mistral, or simply Mistral) is a loose confederation of semi-autonomous provinces/sub-kingdoms in Anima, structured as a nominal republic with heavy warlord-era Chinese influences (1916–1928 Beiyang/Nanjing period). It features a weak, fragmented central government in the capital (Mistral, also once called Fengshi in Liu Bei Province), overshadowed by three dominant ideological/military factions (Green, Red, Yellow Dragons) that control provinces, armies, syndicates, and resources. The system is republican in name (post-overthrow of the Utopianist Regime in the Great War), but in practice is a multi-clique warlord confederation with constant intrigue, shifting alliances, assassinations, and proxy conflicts.

Mistral is a federation in theory but functions as a decentralized patchwork where provinces retain near-sovereign control over taxes, armies, justice, and foreign ties. Sub-kingdoms like the Hellenic Confederation, Fuujin, Taejo, Pandu, and Rostram, pay nominal tribute or send delegates but ignore central edicts.

Religious/cultural elements: Predominantly Pathist, with the holy Valley of Peace (near Ren/Nora's village, home to the Dragon Sage) as supreme spiritual site. Aelia Paravel in Narn sub-kingdom is an autonomous holy city-state for the Tablebreaker Church, often neutral or mediating but plays host to Valean and Atlasian military bases for protection.

Executive Branch – Nominal & Weak Central Authority
President / Grand Custodian (Head of State – akin to Beiyang/Nanjing-era President)

  • Elected (or "acclaimed") by the National Assembly in theory, but in practice installed/removed by whichever faction/clique holds the capital or most military leverage.
  • Term: 5–7 years nominally, but often shortened by coups, "retirements," or assassinations.
  • Powers: Ceremonial (signs laws, receives foreign envoys, appoints nominal ministers), commander-in-chief on paper, but real military command rests with provincial warlords/faction leaders.
  • Often a figurehead from a compromise faction (e.g., a neutral elder, minor noble, or rotating puppet). Weak presidency reflects post-revolution rejection of monarchy but failure to build strong republican institutions.

Premier / Grand Chancellor (Head of Government – akin to Premier in Nationalist era)

  • Appointed by President with Assembly "approval," but chosen by dominant faction/clique controlling the capital.
  • Directs nominal cabinet, but ministries are starved of funds and loyalty; real power in provincial governors/warlords.
  • Handles day-to-day administration when factions agree (rarely).

Cabinet / Five Yuan System (Based on early ROC, but dysfunctional)

  • Nominal ministries (War, Foreign Affairs, Interior, Finance, Justice, etc.).
  • Head of Huntsmen – Semi-independent academy head, controls elite Huntsmen units but often faction-aligned or neutral. (Leonardo Lionheart)
  • Real executive power lies with faction leaders (Lady Jia Xu for Green, Kael Draven for Red, Khan Rostam IV for Yellow), who command private armies, control provinces, and run parallel "governments."

Legislative Branch – Fragmented & Symbolic
National Assembly (Bicameral, weak central parliament)

  • Upper House: Council of Provinces / Dragon Council
    • Delegates from each province/sub-kingdom (2–4 per major province, 1 from minor/sub-kingdoms like Hellenic Confederation, Fuujin).
    • Appointed by provincial governors/warlords or faction bosses.
    • Focus: Ratifies treaties, constitutional changes, symbolic unity. Often boycotted or deadlocked by faction vetoes.
  • Lower House: People's Chamber / Representatives' Yuan
    • "Elected" (manipulated) from districts, proportional-ish but rigged by local warlords/syndicates.
    • Initiates laws/budgets nominally, but rarely functions without faction consensus.

Assembly meets irregularly in capital; laws unenforceable outside faction territories. Real "legislation" happens via faction pacts, syndicate deals, or warlord edicts.

Judicial Branch – Decentralized & Patronage-Based
Supreme Tribunal of Mistral

  • Nominal highest court in capital, interprets "Confederation Charter".
  • Justices appointed by President/Assembly, but loyalty to factions; rulings ignored if inconvenient.

Lower Courts

  • Provincial/high courts controlled by local warlords/governors; justice often arbitrary or syndicate-influenced.

Key Features & Dynamics
  • Three Dragon Factions as De Facto Power Blocs
    • Green Dragon (Traditionalist/Restorationist) – Dominant in Liu Bei & Guan Yu Provinces; controls ancient arts, elite traditional warriors, cultural institutions. Want to restore the Emperor to the Jade Throne to create unity. Ties with Atlas due to both favoring strong central government and distrust of Vale.
    • Red Dragon (Meritocratic/Revolutionary) – Strong in Zhang Fei & Zhou Yu; tech innovators, Faunus support, Hellenic/Pandu/Valean ties.
    • Yellow Dragon (Expansionist/Authoritarian) – Rules Cao Cao & eastern deserts; Mughal cavalry, syndicates, aggressive raids.
  • Syndicates / Organized Crime – Parallel power (like triads in 1920s China); fund factions, smuggle Dust, assassinate rivals, control black markets.
  • Sub-Kingdom Autonomy – Hellenic Confederation (Argus) runs Greek-style city-state democracy, leans Vale/Atlas. Fuujin self-governs (akin to modern Japan). Taejo/Pandu/Rostram independent, nominal vassals at best.
  • Weak Central Government – Capital under rotating faction occupation; "national" army tiny/fragmented; Huntsmen academies semi-autonomous/neutral-ish.
  • Cultural/Religious Overlay – Pathist monasteries mediate disputes; Valley of Peace as pilgrimage site for unity appeals; Tablebreaker Church in Aelia Paravel influences morals/diplomacy.

In short, as Ozpin once said, you could not pay me enough to get into Mistralian politics.
 
Oh wait, that won't do anything because it is RWBY, a show known for adding Guns to everything and still being unable to nail down Bullet physics.


CRWBY are irrationally afraid and comically ignorant about the workings of guns, so that doesn't come as a shock.

Also guys, GREAT NEWS!


Apparently using Plant Dust to heal and restore others' Aura is CANON to RWBY, via the Semblance of this... Severely underwhelming character in RWBY: The Grimm Campaign wherein the cast of RWBY played through a RWBY-themed DnD campaign.

Plant Dust is canon and apparently, so is this campaign (somehow).


So Healing Dust is actually a thing. Or can easily be a thing.

Well, Plant Dust's mechanism of action has to do something with the creation of organic material, cells, and glucose (the basal unit of metabolizable organic energy) so that tracks…

How i see the idea that after culling the Grimm and Defeating Salem, Humanity Fucks Up The Peace RWBY and JNPR fought for

Oh, this is humanity we're talking about, that's inevitable.

Lifetime tenure or long non-renewable terms (e.g., 15–20 years) for independence.

Would anybody, heh heh, object if I went on a ramble on this point? No? Okay.

Life tenure will get you were you need better in this case. The highest court in the country should be stable and independent (and legally consistent). Appointing a judge to it is the final move, with the only manners of exit being death or resignation. The moment you grant the political factions within a nation the ability to put on their calendars, in advance, the exit of a particular judge, you give them the ability to plan both for, and around, that judge. If you want the judiciary to remain independent, politically neutral (and consistent, at least as it can be, in its interpretation of the meaning of the letter of the law) it is best to prevent the political partisans and factioneers from being forewarned or forearmed as to the disposition of the court.

Now, much has been made, in certain places in recent years, of the idea of instilling judicial term limits - nominally to keep the judges checked. But any such hypothetical maneuvers would most likely backfire. Again, if you know in advance when the judge leaves, you can plan ahead. The court of final resort and highest authority is no longer the final move in the murky intermixture of politics and law - and yes, those to things are very separable. No matter how well thought out, or how well meaning a plan to limit judicial caprice with term limits is, the result will always be a court more partisan and more mercurial than the alternative. Especially once you have to rely on overruling precedent. Overruling a case, in countries with exceedingly stable judiciaries, is not something done lightly, and only when the political will is so pervasive in the rest of the government so as to not compel judicial legislation, but to (not so) silently mandate that the letter of the law that said case precedent rested on be read in a new and contrary light.

Therefore, to sum, no matter how unduly politicized a highest court may appear to be with the absence of term limits, this is just part and parcel of the fact that the people whose job it is to interpret the letter of the law have their own opinions understandings, and their own beliefs and worldviews that shape those opinions and understandings. In short, people may not think it is the best, and I, rationally, understand that concern. But sometimes the best option that we have has an ugly side of its own.
 
Therefore, to sum, no matter how unduly politicized a highest court may appear to be with the absence of term limits, this is just part and parcel of the fact that the people whose job it is to interpret the letter of the law have their own opinions understandings, and their own beliefs and worldviews that shape those opinions and understandings. In short, people may not think it is the best, and I, rationally, understand that concern. But sometimes the best option that we have has an ugly side of its own.

Fair enough. I had wanted to do something a little different, but honestly? You're right, lifetime appointments are better for judicial independence.

And Mistral's government is a HILARIOUS shit show.
 
On Worldbuilding: Structure of the Vacuoan Government New
Vacuo Government Structure: The Sultanate of Vacuo
The Sultanate of Vacuo (officially the United Sultanate of Vacuo) is a highly decentralized federal monarchy that exists more on paper than in practice. Founded roughly 800 years ago by Malik the Sunderer, who united the fractured post-Xolotl sub-kingdoms under a single banner, Vacuo was a strong, centralized state blending Tablebreaker faith, revolutionary zeal, and pragmatic tribal governance. Today, it is a fragile confederation of semi-independent sub-kingdoms, city-states, nomadic tribes, and oasis strongholds held together by a weak central authority, constant negotiation, and the looming threat of Grimm incursions. The capital is in Vacuo City, also known as Shadovar.

Vacuo's government is deliberately loose—designed to accommodate the continent's harsh desert environment, nomadic lifestyles, history of warfare, and deeply ingrained distrust of centralized power (a direct reaction to the break up of the kingdom post the end of Malik the Sunderer's bloodline). The result is a system that functions through consensus, patronage, personal loyalty, and survival pragmatism rather than rigid law. Wars between tribes and even sub-kingdoms are common.

Executive Branch – The Sultan and the Grand Council
Sultan / Sultana (Head of State and nominal supreme authority)

  • Hereditary monarch from Malik the Sunderer's bloodline (currently contested as the line of Sultans is broken-Held by the Mudif (A hereditary Regent Position).
  • Symbolic and spiritual leader; officially commander-in-chief and protector of the Tablebreaker faith in Vacuo.
  • Powers:
    • Declares national emergencies (rarely heeded outside the capital).
    • Appoints the Grand Vizier (head of government).
    • Mediates disputes between sub-kingdoms (success varies wildly).
    • Grants pardons and titles, appoints judges.
  • In practice: Often a figurehead or puppet of the strongest coalition of sub-kingdoms/tribes at any given time. Real power lies with regional rulers.

Grand Vizier (Head of Government)

  • Appointed by the Sultan/Mudif with approval of the Grand Council.
  • Runs the day-to-day administration in the capital (Shadovar, built around Malik's oasis).
  • Oversees the few functioning central ministries: Water Rights, Grimm Defense Coordination, Trade Routes, Foreign Relations, Religious Affairs (Tablebreaker oversight), and others.
  • Effectiveness depends entirely on personal alliances and bribes—most Viziers survive by playing sub-kingdoms against each other.

Legislative / Deliberative Branch – The Grand Council
Grand Council (A massive, unwieldy assembly)

  • Composed of representatives from every major sub-kingdom, city-state, nomadic tribal confederation, and oasis stronghold.
  • Key permanent members (with largest voting blocs):
    • Hispania (coastal republic; Valean-influenced, mixed population; strong navy and army, anti-cult patrols)
    • Chaac (jungle/mountain city-states; Maya-inspired; independent, ritualistic)
    • Anansi (highland tribal federation; Ethiopian analogue; warrior culture, storytelling tradition)
    • Lusitania (western coastal enclaves; Portuguese analogue; trade and casino-focused, mercantile)
    • Osiris Remnant (ancient desert heartland; Egyptian successor state; scholarly, deeply religious)
    • Nomadic Tribes (rotating delegates from major clans; survivalist, fiercely autonomous)
  • Meets irregularly in Shadovar during the brief "cool season" or in emergencies.
  • Powers:
    • Approves the Grand Vizier.
    • Declares war (almost never used—sub-kingdoms fight their own wars).
    • Sets trade route tolls and water-sharing agreements (the only laws consistently enforced).
    • Can depose the Sultan or Mudij in extreme cases (has happened twice in history).
    • Approves viziers who oversee various functions across Vacuo, from judges to tax collection.
  • In practice: A chaotic bazaar of deal-making, threats, and walkouts. Decisions require near-unanimous consensus among major blocs, making decisive action rare.

Judicial / Religious Authority
Grand Kenbet
  • The Grand Kenbet is a council of elders appointed as judges, supervised by viziers appointed by the Grand Assembly. They consist of 352 Elder Judges from across Vacuo, with 9 selected for lifetime appointments on the High Court by the Grand Vizier and Mudij/Sultan as the ultimate authority and interpreter of the laws. While they carry the authority of the Sultan/Mudij, corruption is common and rulings are often only as strong as the judges' support in the area of the ruling.
  • Answers petitions from all citizens.


Tablebreaker Ecclesiarchy (Parallel power structure)

  • The Tablebreaker Faith has immense influence.
  • High Paladin and Council of Archpriests act as a de facto supreme court for many moral/religious crimes.
  • Paladins and Warrior Nuns operate semi-independently, hunting Grimm cults, Xolotl revivalists, and raiders. They are one of the few forces that can cross sub-kingdom borders with impunity.
  • Many sub-kingdoms defer to Church courts in cases involving heresy, Grimm summoning, or blood rituals rather than the often corrupt Kenbet.

Sub-Kingdoms & Regional Power
Real power rests with the sub-kingdoms and tribal confederations:

  • Hispania – Most organized; elected governors, strong republican institutions, professional military. Leads anti-cult operations in former Xolotl territories. Deeply suspicious of centralized power but pragmatic in alliances.
  • Chaac – Loose alliance of city-states; priest-kings rule individually. Strong warrior tradition, frequent internal wars.
  • Anansi – Tribal federation; leadership rotates among great storytellers/warchiefs. Highly mobile, excellent scouts.
  • Lusitania – Merchant republic; wealthy coastal cities, powerful fleets. Often mediates trade disputes.
  • Osiris Remnant – Scholarly desert kingdom; controls ancient libraries and ruins. Religious conservatives.
  • Nomadic Tribes – Dozens of clans; owe loyalty only when it suits them. Control vast desert routes.

Key Structural Weaknesses (Why Vacuo is "Even Worse")
  • No standing national army – Each sub-kingdom/tribe maintains its own forces. Defense against major Grimm swarms relies on ad-hoc coalitions and Huntsmen.
  • Water and resource control – The ultimate currency. Whoever controls oases and aquifers holds real power.
  • Xolotl Legacy – Underground cults in Hispania and the northwest jungles actively work to undermine stability. Ruins attract Salem's agents and treasure hunters.
  • Foreign influence – Vale and Mistral maintain cultural ties (and lingering resentment in some sub-kingdoms, while others have better relationships). Atlas has quiet trade deals (Dust for security tech) but little direct involvement. SDC exploits the chaos for cheap labor and artifact smuggling.
  • Grimm attraction – Negative emotions from constant infighting draw endless hordes, forcing even rivals to cooperate temporarily.
 
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