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[RWBY] RWBY Shorts

On Worldbuilding: Remnant Culture: The Tragicall Historie of Camelot New
Synopsis: The Tragicall Historie of Camelot or King Arthur

Written by the great playwright Billius Schakkenspell, this is a romantic historical tragicomedy in five acts, set in the past of Albion, whose eternal capital remains the gleaming castle of Camelot — a bastion of chivalry and ancient magic perched upon misty cliffs and surrounded by enchanted forests filled with Grimm and other dangers.

Principal Characters (with their Shakespearean correspondences)
  • King Arthur Pendragon — The noble but grieving monarch of Albion (Cymbeline)
  • Queen Morgause — Arthur's ambitious and treacherous second wife, a sorceress of subtle poisons (the Queen)
  • Prince Mordred — Morgause's arrogant and brutish son by her former marriage, covetous of power (Cloten)
  • Princess Guinevere — Arthur's virtuous and courageous daughter by his first queen, named for her (Imogen/Innogen)
  • Sir Lancelot du Lac — A valiant knight of humble origins, raised at court and secretly wed to Guinevere (Posthumus Leonatus)
  • Sir Agravain — A cunning continental knight from Gallia, sly and boastful (Iachimo)
  • Sir Bedivere — Lancelot's loyal companion and servant (Pisanio)
  • Sir Belinus — A banished lord, living as a hermit in the wilds of Albion (Belarius)
  • Sir Gawain and Sir Gaheris — Belinus's adopted "sons," brave young warriors unaware of their true birth (Guiderius and Arviragus — in truth, Arthur's long-lost sons, kidnapped in infancy)
  • Merlin — The enigmatic prophet and advisor, appearing in visions (Jupiter/the Soothsayer)

Act I: Courtly Intrigue at Camelot
In the grand hall of Camelot, King Arthur mourns the disappearance twenty years prior of his two infant sons, taken in the night. Influenced by his cunning second wife, Queen Morgause, he seeks to secure his line by wedding his beloved daughter Guinevere to her son, the vainglorious Prince Mordred.

Yet Guinevere has secretly married Sir Lancelot du Lac, a peerless knight of mysterious low birth raised at Arthur's court. Furious at this defiance, Arthur banishes Lancelot to the continent. Before departing, the lovers exchange tokens: Guinevere gives Lancelot a sacred bracelet woven with her hair, and he bestows upon her a ring bearing the Pendragon crest.

Queen Morgause, plotting to elevate Mordred, feigns support for the lovers while secretly brewing poisons and schemes.

Act II: The Wager and Deception
Exiled in Gallia, Lancelot boasts of Guinevere's unmatched fidelity among the knights there. Sir Agravain, a smooth-tongued Gallian, wagers a fortune against Lancelot's ring that he can seduce the princess. Lancelot accepts, staking his honor.

Agravain travels to Camelot bearing gifts and flattery. Failing to woo Guinevere openly, he hides in a great chest delivered to her chamber (under pretense of safeguarding treasures). By night, he emerges, memorizes the secrets of her room — including a mark upon her breast — and steals the bracelet from her arm as she sleeps.

Returning to Gallia, Agravain presents the "proofs" to Lancelot, convincing him of Guinevere's betrayal. Maddened with jealousy, Lancelot orders his servant Bedivere to slay her upon her arrival in the wilds.

Act III: Flight and the Wilds
Guinevere, warned by Bedivere of the order, disguises herself as a young page named Fidelio and flees Camelot to seek Lancelot. Prince Mordred, enraged at her rejection, pursues her clad in Lancelot's armor.

Lost in Albion's ancient forests, Guinevere encounters a cave dwelling where the exiled lord Belinus lives with his two valiant "sons," Gawain and Gaheris. Touched by their noble bearing, she joins them as Fidelio. Unbeknownst to all, Gawain and Gaheris are Arthur's kidnapped heirs, raised in rustic honor.

Mordred confronts the brothers; in the ensuing duel, Gawain beheads the prince. Guinevere, taking a potion from Morgause's physician (believing it a restorative), falls into a death-like sleep.

Act IV: War and Vision
Gallia's King Josef Arc in Lutetia demands renewed tribute from Albion, refused by the King's nationalist fervor. Gallian legions, led by Caius Lucius, invade. Lancelot, repentant yet despairing, returns disguised to fight for Albion but is imprisoned, as he is seen as a spy.

In prison, Lancelot dreams a vision: the ghosts of his ancestors beseech Merlin, the then deceased wizard and advisor to Arthur, who descends in thunderous glory, promising that the lion's whelps shall reunite with the Pendragon and bring peace.

Act V: Reconciliation and Revelation
In a fierce battle near Camelot's walls, Arthur is captured — but rescued by Belinus, Gawain, Gaheris, and the disguised Lancelot who escaped from his prison to save his King. Albion triumphs.

Captured Gallians are brought before Arthur. In a cascade of revelations: Guinevere awakens and is reunited with Lancelot; Agravain confesses his deceit; Queen Morgause's poisons and plots are exposed (she commits suicide, unrepentant); Belinus reveals the true identity of Gawain and Gaheris as Arthur's sons.

Mordred's headless body confirms his fate. Merlin interprets the prophecy fulfilled. Arthur pardons all, restores tribute to Lutetia in a gesture of wise peace, and blesses the unions of Guinevere and Lancelot, welcoming his lost sons home.

The play ends in Camelot's great hall with feasting, forgiveness, and the promise of a renewed golden age — though shadows of future strife linger unspoken.

Notes:

This play, one of Billius Schakkenspell's later works, is difficult to categorize. It is technically a history but alters the events so dramatically from what was commonly believed at the time to have been the true events of Arthur I's reign as the first true King of Albion it hardly qualifies, even compared to liberties taken with plays such as Lūteus Imperator. It has comedic elements but these are also accompanied by significant drama and tragedy. It's slightly rushed third act is also a rarity for the great playwright, though as it was a commission from Lord Ozymandias of Furth-on-River who insisted on being present at every step of the play, it is understandable. It was one of Schakkenspell's most ambitious undertakings, though this would pale next to his later play (also commissioned by Lord Ozymandias) entitled The Witch and the Knight, based upon a play by an ancient Quitalan playwright known only as "The Pale Scribe".

OOC Notes:

Well you gotta have a Shakespeare equivalent if you have a British Empire equivalent, right? So here's a take on Shakespeare's Cymbeline, featuring many of Arturia (and subsequently Jaune's) ancestors. And yes, the names were so legendary people still kept getting named them and ending up in somewhat similar positions, though they often had much happier endings.
 
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An naruto crossover but its just naruto and Sauke from at the valley of End in part 1when the got transport . So for this when they havent had the 3 year time slip.now they are forced to cork together to survive as the grimm would be attracted to them especially with how they are at this point
Attract? Sasuke's entire personality is trauma and Naruto carries an endless engine of rage in his stomach. Grimm would kill each other to reach the pair.
 
If Adam Meet A Human Girl That Wants To Burn The SDC To The Ground
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Never Ask A Racist His Wife Race

Which Couple Is This
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Or Duel Confession

Christmas Colors
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Sorry For The Quality found it like this
 
On Worldbuilding: Remnant Culture: An Extract from the Annals of Unclean Faiths and Calamities Upon Remnant New
Time for some forbidden history.

An Extract from the Annals of Unclean Faiths and Calamities Upon Remnant

Collected and transcribed in the later Age of Kingdoms, from fractured testimonies, censored monastic records, and the words of those who did not long survive the telling.


On the Sect Known Only as the Drowned Star

Let it be stated plainly, before ink is committed too deeply: much of what follows is uncertain, contradictory, and drawn from accounts twice or thrice removed from the event itself. No scholar has claimed direct observation and lived. Those who insist otherwise were found raving, or were not found at all.

The sect is referred to in scattered records as the Drowned Star, the Congregation Below, or most commonly in warning edicts simply as the Forbidden Cult. Its true name, if such a thing exists, is not written here. Where it has been written elsewhere, the parchment has rotted black, or the eyes of the reader have failed soon after.


Of Their Nature and Practices

Unlike the common heresies that plague frontier villages, this cult did not seek power, wealth, or even dominion. All surviving testimony agrees on one point: they sought remembrance by something vast and ancient, a presence not native to Remnant, yet aware of it long before humanity learned to fear the Grimm.

Witnesses describe their rites as slow, patient, and performed in places where the land itself seemed old and wounded, coastal chasms, drowned cities, caverns beneath stagnant seas, and ruins that predated recorded history. They wore no consistent symbols, only scars, brands, and masks that suggested not beasts, but depth. It is said they did not pray in words, but in waiting.


The Behavior of the Grimm

Here the accounts grow most troubling.

Multiple military logs, village records, and Huntsman testimonies, later sealed by Kingdom decree, describe Grimm behaving in ways that defy all known instinct. Rather than attack nearby settlements, caravans, or even manifest Maidens, the Grimm would divert, converge, and hunt the cultists themselves.

One account from the Vale frontier states:

"The Beowolves did not howl. They did not rage. They moved as if drawn by a current, ignoring us entirely. A Nevermore passed overhead without striking. It followed the chanting."



Another record, attributed to an Atlesian observer centuries later, notes that Grimm would circle cult sites but not cross certain boundaries, as though fearful of what the cult sought rather than the cult itself.

This alone caused early Huntsman orders to classify the sect as Extinction-Level Heresy.


The Account of the Storm-Woman

A single ancient chronicle, heavily damaged by water and salt, tells of an event now considered apocryphal but repeated too often to dismiss.

It speaks of a woman of great power, unnamed, who stood upon a coastal rise as the sky tore itself apart. Thunder bent to her will. The seas rose and fell at her command. Many later scholars believe this to have been an early Maiden or something akin to one.

Yet when the cult emerged from the black surf below, chanting in rhythms that "hurt the wind," the Grimm did not turn upon her.

Instead, they turned away.

The storm broke around her, but the Grimm surged past, heedless of lightning and wrath, to descend upon the robed figures below. The chronicle ends with the line:

"She was mighty. They were expected."



Of Giles and the Warped Flame

In later centuries, fragments of the cult surfaced within human history itself, most notably through the infamous Giles, remembered in common texts as a murderer and war criminal, but named in suppressed archives as the Drowned Flame.

Giles was not alone.

He served a master whose name has been struck from nearly every surviving document, though marginal notes describe him as learned, charismatic, and unafraid of the deep places. This master is believed to have introduced coastal rites, star-aligned calendars, and the practice of "answering dreams."

Giles, it is said, did not understand the full scope of the cult's purpose. He merely believed he was preparing the world for a cleansing fire. His master knew better, and vanished before judgment could be passed.




Final Warnings and Suppression

All records agree on the cult's ultimate goal only in the vaguest terms. They did not seek to control the Grimm, nor to destroy the Kingdoms directly. They sought to call something awake.
Something that even the Grimm: creatures born of endless hatred, refused to stand near.

The final sealed edict of the old Vale Council ends with a warning never meant for public eyes:

"Whatever name they whisper into the abyss, it is not a god that answers.
The Grimm fear it.
And the Grimm are not known for fear."


Thus ends this extract. May it remain forgotten.
 
On Worldbuilding: Bubble Towns New
Bubble Towns in Remnant

Definition and Origins

Bubble Towns (sometimes derisively called "Grimm Bubbles," "Wall Blisters," or simply "Outskirts") are formal and semi-formal satellite settlements that form adjacent to the primary defensive walls of Remnant's major cities and fortified towns. They are constructed in many ways, from scavenged materials—leftover Dust-mining slag, ruined stone from abandoned outposts, broken airship hulls, corrugated metal, or local rock quarried from nearby terrain. These communities "bubble" outward from the main city's perimeter, often connected by narrow gates, elevated walkways, or long walled corridors reminiscent of ancient historical designs (e.g., the Long Walls of Athens, which linked the city to its port).

The phenomenon has existed throughout Remnant's post-Moonshatter history, but emerged most prominently in the post-Great War era, as populations swelled due to migration, refugees, industrial booms, and better Grimm control technologies. With main city walls already at capacity and expansion costly (requiring massive expenditures of labor and resources), authorities often turned a blind eye to squatters building just outside. Over time, some Bubble Towns have been retroactively incorporated during city expansions, becoming new districts (e.g., the lower terraces of Mistral's capital or suburbs and industrial fringes of Vale).

Types of Bubble Towns
  1. Organic/Squatter Bubble Towns: Informal settlements inhabited by the poor, immigrants, refugees, outcasts, and day laborers. Walls are patchwork and hastily built, offering minimal protection.
  2. Corridor-Linked Towns: Purpose-built extensions connected by long, fortified roads or walls to the main city, allowing safe transit for workers or trade to smaller communities near the major cities.
  3. Planned Industrial/Expansion Zones: Government- or corporate-sponsored bubbles for factories, mines, or housing booms, often starting as temporary worker camps.
  4. Penal Bubble Towns: Deliberately isolated prison communities, designed as "Grimm traps" (detailed below).

The Penal Bubble Town Strategy: "Bait Districts"
One of the most controversial applications is in penal policy. Certain Kingdoms (notably Atlas, Vacuo, and some Vale and Mistral sub-provinces) construct prisons as isolated Bubble Towns far from core populations but linked by guarded corridors. The rationale is coldly pragmatic: concentrated negative emotions—despair, anger, regret—from prisoners act as a powerful Grimm attractant. This draws hordes to the site's walls, where automated turrets, Huntsman patrols, or military/paramilitary forces can cull them efficiently.

  • Mechanism: Grimm are lured in predictable waves, preventing scattered attacks on civilian areas. Prisoners are told this "serves the greater good" by thinning Grimm numbers.
  • Examples: The infamous "ICE-17" outside old Mantle (now destroyed) was a walled compound where inmates mined Dust under guard; Grimm sieges provided "live-fire training" for Atlas cadets. In Mistral, remote island-like bubble towns off the coast or in grasslands serve similar roles. Some high security prisons in Vale and many normal prisons in Vacuo are kept outside the main walls of major cities and act in this capacity,
  • Ethical Debate: Officially framed as utilitarian defense, critics call it state-sanctioned cruelty, exploiting prisoners as bait.

Societal Implications
Bubble Towns can be a sign of class divides across Remnant, while simultaneously enabling survival in a Grimm-dominated world.

  • Economic Role: They house the labor force for undesirable or dangerous jobs outside the city walls (mining, waste processing, menial services). Incorporation brings taxes and infrastructure; neglect breeds black markets.
  • Demographic Concentration: Many have high Faunus populations due to discrimination pushing them outward in some provinces of the Kingdoms. Many White Fang recruits emerge from these areas. Most however are a reflection of the demographics of their cities and reflective of their roles.
  • Grimm Dynamics: Proximity to walls offers some safety, but overcrowding and poverty generate constant low-level negativity, attracting smaller Grimm packs. This creates a feedback loop: more attacks → more fear → more Grimm.
  • Political Tension: Councils debate "cleansing" vs. integration depending on the type of bubble town. Radical voices (e.g., hardline White Fang) view them as proof of systemic oppression; more pragmatic voices see them as necessary to allow the population to expand, vital resources to be exploited, or defense in depth against Grimm incursions.
 
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A mission goes wrong when JNPR goes to a large settlement to conduct a routine check up.

Nora accidentally triggers her hammer too close to Jaune. He starts crying and yelling desperately to run away. They don't get it, there were only 7 people in their group, why is he crying about missing people?

Wait, why are there 12 sleeping bags in their campsite?

Please, roll initiative :)

Grimm Idea: False Hydra - Calliope
 
A mission goes wrong when JNPR goes to a large settlement to conduct a routine check up.

Nora accidentally triggers her hammer too close to Jaune. He starts crying and yelling desperately to run away. They don't get it, there were only 7 people in their group, why is he crying about missing people?

Wait, why are there 12 sleeping bags in their campsite?

Please, roll initiative :)

Grimm Idea: False Hydra - Calliope
You are EVIL
 

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