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[RWBY] RWBY Shorts

Alright, so new topic.

The White Fang as seen on screen doesn't have enough important members.

Two posts I made on the other forum about it:

Post One:

So the White Fang suffers from a lack of characters just like Salem's faction did in the original show. As things stand Sienna Khan and Adam Taurus are the only true higher ups in the organization, which made Adam's takeover a simple matter of stabbing Sienna.

In short there should have been other cell leaders Sienna and Adam would have been playing politics with; Sienna playing them against each other so upstarts like Adam couldn't replace her the same way she replaced Ghira, while Adam would have been looking for allies and supporters just in case he ever needed to replace Sienna.

These other cell leaders would of course need underlings of their own, helping the White Fang feel more like the global organization it was originally presented as while also giving us more mini-boss characters for our heroes to contend with in the build up to the final confrontation with either Sienna, Adam or both.


So I'd like to float around a few ideas for White Fang members that could be further refined later.



To start us off if Sienna's going to be more important than 'shock value death to show that Adam means business' she needs a few characters by her side. At the bare minimum she needs a right hand, but a proper squad of retainers is probably a good idea.

Now Sienna Khan is supposed to be a Rule 63 allusion to Shere Khan from The Jungle Book. In most adaptations of The Jungle Book Shere Khan is a solo act but in the original stories by Rudyard Kipling Shere Khan had a loyal underling called Tabaqui; a golden jackal that would act as Shere Khan's messenger and spy on the other predators of the jungle for Shere Khan.

So a jackal faunus that's an allusion to Tabaqui could work as Sienna Khan's right hand.

The Second Jungle Book also has a short story entitled The Undertakers that features three animals that the story only refers to by their species names; a Jackal (a completely different character from Tabaqui), an Adjutant (a type of stork), and a Mugger Crocodile. All three are presented as rather unpleasant characters thanks to scavenger stereotypes for the Jackal and Adjutant while the Mugger is a man-eater with a twisted ego.

So Sienna could have a hit squad or group of enforcers called The Undertakers as an allusion to the short story, with the most prominent members being faunus based on the animals from the original story.

Andrew's written a scene where Sienna has an older snake faunus woman advisor named Slang, I'm guessing they were an allusion to Kaa?

Take them all together and Sienna would have five satellite characters so she isn't just alone on her throne at White Fang headquarters.

(I'm currently picturing the two Jackals as siblings, the Tabaqui allusion being a Rule 63 character like Sienna making her the older sister and The Undertakers Jackal being a younger brother.)





Now for other cell leaders that would be about the same rank as Adam, his potential rivals and/or allies in any quest to usurp Sienna.

Logically speaking there should be several individuals around Adam's level in the organization; like at least three or four minimum because Adam was specifically in charge of White Fang operations in Vale which would imply there are other people in charge of the operations in the other major kingdoms, and that number goes up if you decide that Adam was in charge of operations in and around Vale the city instead of Vale the kingdom.


Anyways while I don't have ideas for everyone that could be on the same level as Adam within the White Fang I do have this one:

I like the idea of a Rule 63 allusion to Scar from The Lion King whose chief lieutenants are based off of the film's main hyena trio. This Girl-Scar could represent a different path to radicalization; using more and more radical rhetoric as a tool of control before she starts to believe her own propaganda even though she knows it's all lies she penned herself.

I'm picturing her as someone from a top five percent faunus family that felt like she hadn't received what she deserved from the family inheritance, and so she joined the White Fang to use the organization as a tool to take over her family's business, adopted radical positions to gain popularity amongst the lower ranks and ended up drinking her own Kool-Aid somewhere along the way.





What do you guys think of these ideas? How would you further refine them? Any name suggestions?



And post 2:


So giving all of those pre-established White Fang characters more focus and relevance is defiantly something that should be done but on its own isn't sufficient for a simple reason:

Banesaw, Perry, Deery, the Corsac brothers, Yma, Trifa and Ilia are all part of Adam's White Fang sub-faction, what with half of them being with him at Vale and the other half enthusiastically falling in line during his hostile takeover. So if you're trying to to internal White Fang politics and power struggles you still need the other factions.

Sienna needs loyalists, she needs other sub-commanders on the same level as Adam to help explain why she wasn't worried about Adam trying to take over since she'd think they'd challenge Adam if he tried, and so on.


On top of that I'm not really fond of trying to rework Tock into a member of the White Fang; not every faunus villain needs to be part of the Fang and it'd be a case of borrowing from Petter to pay Paul since you're taking from one underdeveloped villain faction to fill out another underdeveloped villain faction.



So what characters would you guys use to flesh out the White Fang?

Well, I do have my Thanh the Immortal. Basically to show that the White Fang will employ monstrous cannibals and gangsters as long as they can fight and support their cause. The thing with radicalized political movements is that the idealists are often shoved aside by criminal elements who want to use the movement to gain power. We see this pattern often throughout history, from the French Revolution to the Russian to the Cuban and so on. Revolutions like these need fighters, people willing to kill and intimidate, and so criminals are a natural choice of recruits.
 
The Great War Images New
I'm rather fond of these images as glimpses into the Great War, at least the later parts:
ddckg9m-179f310d-6c9b-42b1-be78-767bcccf24e5.jpg

the_final_moments_by_small_brown_dog_db4y4t6-pre.jpg

looking_for_trouble_by_small_brown_dog_d9j3ar1-pre.jpg


ura_by_small_brown_dog_dcw70u8-pre.jpg

Basically the world was a gigantic Steampunk/Dieselpunk Call of Duty simulator for ten years and shit got BONKERS.
 
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On Worldbuilding: Wayland Air Motors VACV-55 "Valiant-class" Airborne Aircraft Carrier New
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Wayland Air Motors – Technical Data Sheet
Designation:
Wayland Air Motors VACV-55 "Valiant-class" Airborne Aircraft Carrier
Classification: Medium Airborne Aircraft Carrier / Fleet Support & Power Projection Platform
Role: Mobile airbase for strike, reconnaissance, and close air support operations; independent task group command ship
Manufacturer: Wayland Air Motors
Origin: Vale

Physical Specifications
  • Length: 265 m
  • Wingspan: 580 m (large single flying-wing configuration with multiple internal decks)
  • Height: 62 m
  • Mass: 145,000 metric tons
  • Configuration: Giant flying-wing design with large internal hangar and deck levels. Large through-deck flight deck with electromagnetic catapults and arrestor wires, resembling a giant whale. Twin command bridges integrated on either side of the main launch flight deck provide command redundancy.
  • Armor: Moderate layered titanium-carbon composite with Dust-reactive panels focused on hangars, flight deck, and vital areas.
  • Powerplant: 10 × Wayland W-720 Dust Reactor Turbofans + 6 × Neith G-48 Gravity Dust Projectors.

Mobility & Performance
  • Maximum Speed: 295 mph (475 km/h)
  • Service Ceiling: 32,000 ft (9,750 m)
  • Range: 9,200 miles (14,800 km)
  • Endurance: 90+ days on station
  • Maneuverability: Good for its size. Can perform sustained high-altitude orbits and has decent low-speed handling thanks to the large wing area and Gravity Dust projectors.
  • Maintenance: Moderate to high. The older flying-wing design is more labor-intensive than the newer Banshee tri-plane configuration, but it is rugged and proven in sustained operations.

Armament & Defenses
  • Point Defense: 14 × Winchester M88 30 mm CIWS autocannons in remote turrets
  • Missile Systems: 4 × Redspot Defensive Missile Launchers (120 rounds total) + 2 × Wallace Arms WAM-19 "Stormlance" air-to-air missile cells.
  • Electronic Warfare: Njord QSA-550 Jammer System.
  • Special Systems: Forward and aft Neith "Sonic Howler" anti-Grimm disruptor arrays (180 m radius).

Air Wing (55 Aircraft – Typical Mix)
  • 24 × Tempest Viper (mix of C, D, and E models)
  • 12 × ALAAT-44 "Darner" Low-Altitude Assault Transports
  • 12 × AV-47 "Tigertail" Medium Utility VTOLs
  • 4 × Tempest Viper-R Reconnaissance variants
  • 3 × AV-88 "Dragonet" Heavy-Lift Transports

Crew & Capacity
  • Crew: 1,850 (includes 420 aviators, 280 maintenance personnel, 180 gunners/sensor operators, and 970 support staff)
  • Troops: 600 VDF soldiers or Hunter teams
  • Cargo: 95,000 tons
  • Medical/Evac: Full hospital with 220 beds + configurable space for 800+ stretchers in emergency.

Key Features & Design Philosophy
  • "Workhorse of the Fleet" Philosophy: The Valiant-class was designed as a rugged, reliable replacement for the vulnerable Great War-era flying-wing carriers. It emphasizes sustained operations, large air wing capacity, and endurance. While not as fast or high-flying as the Banshee-class, it is more heavily protected and carries a very flexible air wing mix.
  • Great War Lessons: Built with multiple redundant systems and open architecture for easy upgrades after the painful losses of Vale's air battleships to Mistralian carrier strikes early in the Great War. The multi-deck flying-wing design allows rapid aircraft turnaround and efficient internal logistics.
  • Hunter & Ground Force Support: The Valiant excels at supporting Hunters and regular military forces through rapid airlift, close air support, and real-time coordination via its large Combat Information Center. It can act as a mobile forward operating base for extended anti-Grimm campaigns.
  • Strategic Role: Frequently deployed on independent patrols with their smaller battlegroups or as a "show of force" when a full Banshee battlegroup would be politically provocative. Its presence signals Vale's reach without the same level of escalation as a Banshee.

History & Service
The Valiant-class was developed in the 1960s AMF specifically to replace the aging Great War-era air carriers (large monowinged flying wings with multiple decks) that had begun to age during the Faunus Revolution era. During the Grear War, Mistral and Mantle's alliance had invested heavily in both heavy air battleships and air carriers, and their surprise carrier strikes had devastated Vale's older battleship force before official hostilities began. As a result, Vale and Vacuo's naval doctrine had heavily favored carriers, and this doctrine carried through the Great War into the post-war era.

The Valiant was designed as a tougher, more survivable platform with better internal protection, redundant systems, and a focus on sustained air operations. It entered service in the early 1970s and became the backbone of Vale's carrier forces.

While the newer Banshee-class has taken over the most prestigious and high-threat missions, the Valiant-class remains in active service as a workhorse. Many forward bases in allied Anima sub-kingdoms and the Hellenic League still host Valiant battlegroups, and the class continues to prove its value in prolonged anti-Grimm campaigns and border patrol duties.

Note: The Valiant-class is a bit like the P-1112 Aigaion-class flying command ships from Ace Combat 6: Fires of Liberation. I find it somewhat amusing if the "Moby Dick" flying carriers had to fight Salem's Monstro.
 

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