So, for those curious, here is a bit of world knowledge about the Yamu.  Came up with the idea on my own, it's not canon to the RRWBY, but is for this rp.  In case anyone is curious. Most of it is creative re-imaginings of real world places, though.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> About Yamu</div><div class="spoiler_body">Yamu is the name of a tropical jungle island in the northern parts of the world.  Though rich in Dust, and other natural resources, it is exceedingly difficult to cultivate any of it, due to not only the terrain, but an overabundance of Grimm and poisonous animals.  Yamu is also the name of the nomadic tribes that live in the jungle.<br/><br/>The Yamu are made up of five tribes, who move between various campgrounds throughout the year. The five tribes are known as  Tigre (Tiger), Grúa (Crane), Leopardo (Leopard), Serpiente (Snake), and Dragón (Dragon). (Professor T comes from the Serpiente tribe). While each tribe has their own set of customs and beliefs, the majority of it overlaps; for instance, the reason they are nomads is because of a deep-seated belief that settling in one spot permanently will anchor their souls to the world, and prevent them from passing on to Heaven at death.<br/><br/>Other common customs invite the Rite of Ascension, where a child becomes an adult. In all tribes, this begins as training at the age of 10. At the age of 13, the child is sent out into the jungle, alone, at night. They must hunt, and kill, a Grimm, and bring back a trophy, before morning. Some kids do not survive; those who do, but don't make it back before first light, are exiled.  It's a rather extreme form of Darwinism, but it's practiced out of a strong desire to keep the tribes small but strong. <br/><br/>Those that survive are branded with a tattoo made of a combination of ink, venom, crushed Dust powder, and a few other hallucinogenic compounds. This triggers a sort of drug-induced "spirit quest"; although rare, some times it will kill the child undergoing it. Others come back from it, but a bit... touched in the head. "Ravers" are kept in the tribe, and are allowed to live out their lives, but don't get to mate or do much of anything. This is, again, seen as a good thing; weeding out the weak. Weakness is an abject sin to the Yamu. "Better to die, than be weak." These savages are known for their resilience, and not much else.<br/><br/>Once a child has passed through the spirit quest, they are left with two tattoos. One is a tattoo of the Grimm they killed; the other, is a tribal band.  After that, the child is considered an adult in the Yamu culture, and undergoes training in a practical skill (in T's case, it was being a Wise Woman/Medicine Man). After seven years of training, they receive another band tattoo, and then set out on a journey into the world. This is called World-walking. <br/><br/>The Yamu are fatalistic to a fault. <strong>Everything</strong> happens for a reason, and this grand reason is known as the Wheel (although other people might think of it as Fate or Karma). World-walking is meant to enlighten the Walker, and teach them about their place in the Wheel of Life.  Once they have World-walked for a sufficient period of time (there is no exact period. "You know when you have completed the Walk"), they return to their tribe, to share their wisdom and knowledge with the next generation, to serve their tribe, and eventually help give birth to a  new generation.<br/><br/>Each tribe also practices in its own forms of enlightenment. These are collectively referred to as Spokes On The Wheel. Just as a wheel traditionally has five spokes, there are five levels of each 'path'. Each time they complete a spoke, they get another band tattoo (for a grand total of 7 to indicate a fully enlightened person). <br/><br/>For the Serpiente, the first Spoke of the wheel is Mithradatism.  It's the willing ingestion of small doses of poison, in order to raise the body's natural resistance to toxins; some times, to the point of total immunity. <br/><br/>The Second Spoke is known as The Slippery Mind.  It's about "outside the box" thinking, about not getting trapped by emotions <em>or</em> logic, and to hone your mind. Only by freeing yourself from conventional thought, can you begin to even grasp the Turning of the Wheel.<br/><br/>The Third Spoke is Fangs and Rattlers. It's about learning about who you are, what you can and can't do. It's a journey towards self-actualization and understanding. The name is a reference to a Serpiente saying "The smart snake knows what to use his fangs for, and what to use his rattler for." <br/><br/>The Fourth Spoke is Transmutation. Turning venom into medicine; antidotes to poisons are commonly concocted from the same source as the poison itself.  It's also, on the more cerebral side of things, about learning to turn bad situations into good, enemies into friends, and generally, changing the state of affairs in your sphere of influence for the "better". <br/><br/>The Fifth Spoke is Sharing The Fruit of Knowledge. At this point, there is only one real thing for someone to do: return to the tribe, and enrich and enlighten the next generation. At this point, Serpiente's become tribal leaders, recorders of history, teachers, etc. The fifth band is only tattooed onto the skin after death, and only if it is believed they have truly shared the "Fruit of Knowledge". <br/><br/>Professor T, for those curious, is on the Third Spoke, on the cusp of the Fourth. <br/><br/></div></div><br/>Anybody have any questions, go ahead, throw them at me. I'm not even sure how much all of this would even be truly relevant to anything beyond the character, but it's fun for me to create things.