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Displaying posts with tag Lore.Reset Filter
TheMaestroNoob
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Lore - Feet Republic / Fleet of Feet

The most known army of the Feet Republic, operating in all parts of the planet controlled by the children of Meora, from the calm seas of the Waist Region to the depth surrounding the Ocean of Mud. And the work of the Fleet of Feet is of immense importance to the rest of Meority, so much so that other nations make Concordats with the Republic, signed and overseen by the Herqisitions. According to these Concordats, other nations support the activities of the Fleet of Feet in their waters, providing free resources and supplies, while the Republic undertakes to fulfill the tasks for which it has sworn on the honor of its people
  • Deep Ocean Rangers
The dangerous but commendable activity of the Fleet of Feet. The Deep Ocean Rangers venture further than any other sistren dare – to the borders of the Baned Hemisphere. Thousands of small flotillas sail for years, observing the deathly waters, watching for any signs of upcoming Envasions; when they occur, the Rangers track these shoal from a safe distance and communicate about the approaching danger to the mainland, and by the time the Envasion arrives, it will already be many days as our valiant defenders of Her Gorgeousness are ready to face the Hellish Spawn.
By virtue of the Deep Ocean Rangers, Meority survives the growing Envasions and does not surrender. Their work has eased the burden of uncertainty – the most terrifying feeling that many of our soldiers have experienced over the centuries.
The Rangers themselves are not defenseless. The powerful sonars they use to track their targets are also employed against small shoals as terrifying weapons. The shock waves they generate can rapture internal organs and kill even medium-sized creatures, regardless of the size of their shoals. And if anything survives the sonar’s impact, then the Sollesahrs will finish off that which still lives. These are usually larger Umbral Horrors that can, and WILL, harm Feetic vessels after being angered. According to international agreements, the use of these sonars is prohibited at certain close distances from Her body, as the lifeforms inhabiting these ranges are considered either harmful or useful; thus, the Rangers are ordered not to engage in combat until these distances are reached. However, it is also not required to Cleanse the bodies of the Jealous Beastiary killed far from Allmother’s Gorgeousness, where the water is already heavily polluted by the Mud.
But some flotillas venture even deeper into the Baned Hemisphere – into the Ocean of Mud itself. Some return, but many do not. They conduct exploration activities and data collection using Remote-Controlled Mobile Platforms, whose potential operational capacity depth reaches eight kilometers. Although it is still unclear how deep is the basin of the Ocean of Mud actually is, especially at its center. Their research is aimed at understanding the Baned Hemispher and the malignant creatures that are born there, so that we can better see the state of the gate that lead to the cosmic prison where the Boundless Banqueter burns.
  • Cleansing Fleet
There are certain types of hypothetical weapons banned by the Herquisition, by an agreement signed by all the Great Nations, either because their effects are too harmful to the children of Meora, or to Her Gorgeousness itself, and all of us agree that damaging Her body for the purposes of war, even with holy thoughts, is the unholy actions. For centuries, there has been an imposed limitation on the size, destructive power, and rate of fire of large-caliber weapons; though, in the absence of major wars between the nations of Meority, the fundamental nature of our true enemy, and the inherent might of the Knights of Creation, these weapons have stagnated on their own. But not so long ago, the Republic received authorization to equip and employ its warships with “Downpours” – a type of so-called Heavy Ar… Yarti… Yartilrey… Artillery... Heavy Artillery.
That said, the use of these weapons is permitted only against the Defiled Lands of the Tail Archipelago, Kozara (Her Western Hair), and Kohava (Her Eastern Hair), with the permission of the states responsible for these land. The Supreme Council of Her’s discussed and debated the petition from the Feet Republic and the Tumish state of Napalmia for seventeen years, and ultimately agreed that the harm inflicted on Meora’s fur and hair is not equals to the harm to Her skin and flesh, and is not even close to the sacrilegious abominations that this harm can eradicate.
And so, in collaboration with Napalmia, the Republic constructed numerous squadrons of Downpour carriers. Each ship is armed with dozens of massive heavy artillery pieces that deliver cleansing to the Defiled Lands. They fire cluster munitions filled with acidic fuel gel mixes that burn in the Chaosborn jungles for days, exterminating the unholy beings by the thousands at a time.
Even if the Corruption is as eternal as its creator, and the Cleansing Fleet cannot yet be fully supplied to push it back when new threats sprout from every direction, they are still capable of stopping its further spread.
  • Mariners
The Feet Republic Navy Land and Ocean (LACE) units, commonly known as Navy LACEs or Mariners, are the primary naval infantry service of the Fleet of Feet. The Republic's ashore raiding force, better known to soldiers of other nations through many joint military operations. Wearing colorful and vivid uniforms in likeness of the fearless Vagyaru, their vessels arrive when they are needed, and, as fellow warriors of Her Light, they are always needed.
It is also worthy noting, that the Fleet of Feet is known for having the most horniest Feetic futales, who, after months or years of separation from their wives who hold the keys to their tightly locked chastity devices, become heavily addicted to deep prostate massage procedures. They are always intimately hungry for anything with anyone, and the futale Mariners, who regularly visit allied ports, are widely known to locals who enjoy… that sort of thing.
The Mariners’ amphibious warfare flotillas typically operate off the coast of every allied state, always ready to provide assistance in various missions. Among their main functions are destroying lesser Umbral Shoals once they reach land, aiding in post-Envasion cleaning operation, eliminating heretic hideouts along the coast, hydrographic and special reconnaissance
Extremely dangerous are their military operations near the Defiled Lands, sometimes requiring the Mariner units to push deep into enemy territory after a Downpour Bombardment. But their most legendary operation was the landing on the Rusted Archipelago – the one and only successful landing on any of the Cursed Islands. There, they have found and recovered part of a Giant's skeleton. Half of the landing party perished during the landing itself, the rest died on the way to the mainland from an unknown plague, and later the remaining fleet personnel also succumbed to the same sickness. It took months for Ordono Kerno to retrieve the Giant's bones, after which the ships were sent towards the open ocean to sink somewhere out there. Since then, no other attempts have been made to repeat this feat, and even Remote-Controlled Mobile Platforms are frying out before reaching the sands these cursed shores.
  • Petrel’s Fleet
The personal flotilla of Chancellor Vulga Sugrifa, where she spends most of her current days after completing the restructuring of the Republic.
Her hatred for the Serpent's creations had always been deep, but today it is even darker than the colors of her fleet, and with age, she finds less and less joy in anything but hunting, which is the only thing that makes her feel alive. She is not interested in visiting places where an enemy is guaranteed to be found and killed; she want only to hunt the unknown. Twice in her life the Petrel’s fleet was destroyed because of her recklessness, and both time she survived, found stranded in the open ocean, dying not of starvation, but of boredom without a direction for a new Hunt. And as soon as she was back on ships capable of scanning the waters, all she could think about was heading back into the ocean for revenge.
Almost ten years have passed since she was last set foot on land, and it is as well might be that she will never return. It is said, that after completing the quest given to her by the Angel of Hope, she doesn’t see reasons to live, as she believes that anything she achieves in the future will be meaningless. She lost even more hope when the black hole in her right eye grew larger, and she realized that she could no longer control her Anomalous Presence, and became afraid to visit the orphanages she used to love.
A full flotilla consist of many vessels, but all of them are intended for the personal use of the Chancellor herself. At least twenty-two battleboats for her to board; clean and new, which she changes weekly as soon as the current vessels decay too much due to the Anomalous Presence of her Gift. At least two vessels, storing thousands of the Chancellor’s uniforms and Alpha Pikes, which she changes daily as they decay even faster. Two kitchen vessels with spare tableware and her favorite food. A theater-ship for the Chancellor's entertainment between battles. And two auxiliary warships. Not long ago there was a vessel full of prominent Yamerva Sollesahr futales, each of whom hoped to be the one to court Vulga Sugrifa, but after almost two decades they all returned home ashamed because she hadn't even bothered to acknowledge their existence.
To be part of this of fleet is a great honor, regardless of the circumstances. Each of her vessels is guarded by a crew of Hussahrs, and a pair of Sollesahrs who have either already earned Her Deathly Visage, or have distinguished themselves enough to receive it in the foreseeable future. Disabled vessels are sent to the mainland for reconstruction, under the protection of the same crews, who will then deliver replacement ships back to the main fleet.
Currently, the Petrel’s Fleet patrols the borders of the Ocean of Mud and Southern Seas.
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TheMaestroNoob
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Lore - Feet Republic / Feetic Arsenal; part 2

Sollesahr Combat Suits:
Several variants of the low-end Sollesahr combat suits, such as the Giselle-11, are practically identical to the advanced Hussahr combat suits, but when compared, the Hardening protective functionality is much smoother and has little to no movement restriction. These suits are issued to low-ranking Sollesahrs, or those assigned to low-risk activities.
But what is truly outstanding is the Swan-2 – another greatest achievement of the glorious Feetic science. The versatile and extremely innovative w///[REDACTED]///er liquid Nano-fabric, can be programmed for a wide variety of purposes, and even in its current novel state, it has became the basis for the Swan-series. 
The upper body of the Swan-2 is made of flexible polymer- and diamond-based materials, providing reliable protection for the electronic components required to regulate the active operation of the suit. All functions of the Nano-fabric are controlled by just nine small processors, which set the priority order for key parameters. The first parameters are to tightly envelop the wearer’s body, creating a layer of seamless second skin that reacts to the activity of the muscle and nervous system in order to maintain the lightweight movement and flexibility intrinsic to the agile bodies of the Sollesahrs. The second parameters are the protection of the wearer from hostile activity: the Nano-fabric can calculate and harden it surface at a speed of tenths of a millisecond in a pattern capable of withstanding impacts, absorbing damaging forces, and not restricting movement. The third parameters are the adaptive insulation of the wearer from adverse environments, while simultaneously capturing elements that are beneficial to the wearer's skin. The fourth parameters are the enhancement of the wearer’s physical capabilities; the Nano-fabric is not an appropriate exoskeleton technology, but with the correct application of the Hardening process, it has become possible to achieve minor worthwhile results. The fifth parameters are the absorption of useful external elements for the reconstruction of damaged or missing nano-cells of the liquid.
Due to the naturally harmful influence of the Gift’s Anomalous Presence on electronics and complex technology, some Sollesahrs of higher Grades require regular re-calibration of their suits to preserve their efficiency and functionality, sometimes even every few hours of intensive use.
The battery, necessary for the suit's uninterrupted operation, was resized to fit the design, but its charge barely lasts for a few dozen minutes. Therefore, the Sollesahrs, especially those issued the Swan-2 model, train their Gift to keep the battery active and charge it within shorts moments of rest even during combat.
Feetic Melee Arsenal:
The Patriot’s Bar is not just a weapon of the Hussahrs, but proof that they have honorably completed their Military Comradeship. Each Hussahr receives one on the day of the Graduation Parade and proudly marches through the streets with the fellow Grazhdanins, demonstrating their loyalty to the Republic, embodied in this Bar.
The Feetic Machete is an iconic weapon of the Plaguefighters, vital for their survival in the Crus. The newer models are essentially a Hot Blade, reaching temperature of thousands of degrees and capable of cutting through most thickets and creatures.
The Alpha Pike is a status weapon, issued to all Grey Dommysahrs and military officers. Its mere presence instills courage and raises moral in the unit, but when it kills the enemy, fear becomes forgotten, impermissible, and illegal emotion for the Hussahrs.
As for the Sollesahrs, their arsenal composed of various single-edged blades. These weapons are both works of art and instruments of death, and their possession is barred to all but the Feetic Knights of Creation for the inherent quality and symbolism. They teach the wielder to be disciplined and orderly, to abandon chaotic movements, and require the exactitude and elegance appropriate to the Ballerinas of Death. With these weapons, the Sollesahrs learn to kill Hellish Spawn with a single, perfect cut, even without channeling the Gift. A cut so swift and flawless that the body dies unharmed, and the Umbral Ichor does not spill from the invisible wound. When Sollesahrs decorate their blades, they usually adorn them with the green tendons of sea wyverns.
Sollesahr’s Doctrines:
The Engifted education, that each Sollesahr receives, is largely based on the Service they have chosen; they must master these predetermined Doctrines before they can study others to which their hearts yearn. But the key distinguishing strength of the Feetic Knighs of Creations has always been their Adaptability – the efficiency of being a powerful stream of a mighty river that does not submit to the rules of pitiful obstacles in its path.
The Sollesahrs of the Fleet of Feet, for example, will study Doctrines such as Solithurgy and Liquithurgy for traversing during battles at sea. Solithurgy allows them to dance on the surface of the water, by solidifying its molecular structure under their toes in gradual layers, while Liquithurgy will allow any Sollesahr to move in the water at a speed unattainable for any modern vessel, even a Feetic one (a technique that was used by the Deep Ocean Rangers for communication before the invention of the first radio receivers).
Thinking about it, various combination of Solithurgy and Liquithurgy are the most common Doctrines for Sollesahrs. Those who serve among the Plaguefighter often plunge their blades into the resin of mutated trees and shroud them in acidic sheathes; Sollesahrs of the Fleet of Feet can use all the surrounding water to increase the reach of their blades, or manacle and immobilize creatures for easier strikes; and even the Mercury Sword is an ancient weapon type of Yamsgyaru, dating back to the early Vagyaru Era – a weapon that can be anything.
Nevertheless, the first two Doctrines are the same as those for the Knight of Creation of other nations. The Stability Doctrine and its Tome of Remedy are essential not only for protection against Umbral corruption, but also because many low-ranking Sollesahr participate in Purification and Cleansing rituals alongside dedicated Remedy Forces. The Enchantment Doctrine is fundamental for every Knight of Creation, but is especially vital for the Sollesahrs: they rely far less on their combat suits for protection and focus on deft maneuvers of their agile bodies, completely avoiding enemy attacks even when surrounded. Such uninterrupted physical activity, which may last for hours or days, requires supernatural stamina, endurance and flexibility, possible only with mastery of the Enchantment Doctrine (although there are rumors that the Republic actually uses Chemical Augmentation for these purposes).
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TheMaestroNoob
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Lore - Feet Republic / Sollesahrs

My art is dance, for I am an artiste of theater.
My art is death, for I am an artiste of war.
I answer the call of Loyalty, for I am a patriot.
In the river of history I am but a drop,
But its mighty currents are unstoppable.
I vow to exterminate our enemies;
And their blood will become the rain,
Which will irrigate the gardens of our victory.

The concept of the Knights of Creation is relatively new to Feetic society and was adopted not that many centuries ago. Because Feets believe in reincarnations, and that the Gift is Meora’s reward for the great triumphs of previous lives, the Engifted have always been highly respected, and the greater one’s vehemence as an Engifted – that greater is the respect. That is why the Feets did not care to make a specific definition to their high-grade Engifted warriors for so long, until they became the Republic. After all, the Allmother made us all equal… it is just that some have earned the right to be more equal than others.
Although, in old times, the Feets were known for their Yamsgyaru, who were the elite members of the Vagyaru – these were the Engifted chiefs who were the first to rush into battle and lead their fellow warriors. The respect and might they possessed can undoubtedly be compared to that of the Knight of Creation of that era.
The Sollesahrs are the Knights of Creation of the Feet Republic in this era – Ballerinas of Death, Dancing Executioners. Elegant, agile and graceful killers. For them, slaughtering and dancing are one and the same art; a performances differing only in the audience, with the exception of one seat – our Allmother, who watches every performance of Her daughters.
Ballet is a traditional Feetic theatrical art, intended exclusively for war stories and epic tales. It became the basis for the image of the first Sollesahrs at the founding of the Republic, because the death of the Alleater and its creations is an art form, and the best of us are the main players on the stage. It should be understandable that futales are often excluded from the ranks of Sollesahrs, because many of them have two big disadvantages that prevent them from becoming perfect Dancing Executioners, which is yet another example of female superiority in a Matriarchal society.
To be deemed worthy of Her Deathly Visage, Sollesahr must not only receive the Herquisition’s approval for heroic deeds, but also become an exemplar of elegance and artistry. Over the years, one will be judged and observed by the superiors, who will, with all honesty, deliver a verdict determining Sollesahr’s right to Her Deathly Visage. Once endorsed, she should prepare a theatrical play, acting as both director and lead actor, based on established principles befitting such a ceremony, assisted by experienced actors who will perform the other roles. Through this play she will demonstrate her honed mastery of the art of death and tell the story of her life that led to this moment, when she rightfully deserves the greatest treasure in Meority. And at the end, the performance and real life will merge – the final scene of the story unfolding in the present moment; the noble Inquisitors will present Sollesahr with Her Deathly Visage, where she will hold it in her hands for the first time. As both character and actor, she will repeat the oath of the Feetic Knight of Creation, surrounded by the singing of the Herquisitorial Choir, and then don the golden mask before the audience, for all to see and remember this moment – when another mighty daughter of Meora becomes the one who makes even the darkest nightmares cower in fear.
***
A person begins the path of a Sollesahr from childhood, when the Herquisition assesses her Engifted Grade for the first time, which must be either Spark, Blaze or Enshined. Lower grades do not possess enough power to be one of these heroes, while higher-grade Engifted are either too destruptive for modern delicate technologies, or are unable to grasp the art and beauty of ballet.
A healthy body and spirit must be developed to a level worthy of a Knight of Creation. Young Candidates will be enrolled in specialized gymnastics and etiquette classes to train their agility, endurance, fitness and elegance; will receive a special Engifted education; and will be taught loyalty and patriotism – towards their parents, the Republic, and especially toward our Gorgeous and Joyful Meora. And even if a person, for whatever reasons, is found unfit to serve in the ranks of the Sollesahrs, by decree of the Chancellor she still automatically receive Grazhdaninship, with a place in the theater.
On the day of her coming of age, after the Herqisition has assigned the Engifted Grade for the last time, the Candidate is drafted into the Comradeship like all other young Feets, but a special one. By this time, the body is prepared and developed for much more complex training: she will learn about different art – the Dance of Slaughter on the Theater of War.
After a year of primary training, depending on the Tribe and the individual’s Engifted Grade, in instead of choosing the Comradeship, the Candidate will be offered several Sollesahric service options (also depending on the availability of vacancies). The different services will require the Candidates to perform different roles, and the duration of their further training will vary accordingly. Regardless, by the fourth year, every Candidate must be physically and mentally ready to combat the Nightmarish enemies of Meority, but some may require additional years to be fully prepared to fulfill their specific roles.
Many of the Sparks grades, the weakest of Candidates, will either serve in the Submerged Watch or become officers of Hussahr units; the strongest Sollesahrs form the elite units of the Crus Plaguefighters and Mariners, participating in the most dangerous military operations, and being more likely to earn Her Deathly Visage; and even those who are too frail for physical combat may serve their Battle-comrades as the War Musician, bringing the melody to the noble art of holy slaughter, and washing away the deformed minds of Hellish Spawn with a downpour of heavenly music.
Officially, a Candidate becomes a full-fledged Sollesahr after the first nine kills, and until then, calling oneself a Knight of Creation would be extremely inappropriate, disrespectful to battle-comrades, and punishable by a week of cleaning the Sollesahr's feet with one's tongue.
The Sollesahrs are obliged to serve a certain number of years to repay their patriotic debt to the Motherland, after which they can willfully retire at any moment. However, a true Loyal Grazhdanin will serve to the end, because for the virtuous and hardworking children of Meora, there is never time for rest.
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TheMaestroNoob
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Lore - Feet Republic / Motherland Army

  • Coast Guard
The Coast Guard is the Republic's primary shore and littoral domestic defense force. Its mission is to protect Feetland’s coastal and sea borders from Envasions, astray Jealous Beastiary, Infernal Miscreations, Heretic infiltration, and hostile monstrous creatures. The Coast Guard consists of three branches: the Sea Patrol, the Coastal Infantry and the Submerged Watch. 
The Sea Patrol monitor waters near Feetland and communicate to the mainland the movement of any approaching Umbral Shoals, both new and those already reported by the Deep Ocean Rangers, giving the Coastal Infantry, Submerged Watch, and remaining Naval Forces sufficient time to ready their positions. Sea Patrol vessels are small, light but fast reconnaissance vessels, not equipped to combat most threats, and therefore are required to retreat in the presence of most dangers. This it the first assignment for many young recruits of the Fleet of Feet Comradeship.
Although the Envasion the Feets encounter are not as intense nor widespread as those on the Southern Continent, the Feet Republic has built its own fortification system modeled after the likeness of the Bosomian Fortress Cities. The SOCK, or Sentinelship Objective Complex, is a solid continuous beton wall, reinforced by a network of railroads and bunkers, stretching along the entire coastline of Feetland and passing through all ports on its route that serve as legal entrances into the Republic. Beyond the aforementioned ports, the wall is constructed approximately three hundred meters from beaches and coastal cliffs – an ideal distance for the effective elimination of emerging hostile creatures and the subsequent Purification and Cleansing of any Umbral Remains in an easily accessible environment, without excessive contamination of nearby waters. Access to these beaches is permitted only to Grazhdanins for recreation or work activities, and only when the Coast Guard confirms safety. Consisting of thousands of bunkers, the SOCK is home to the The Coastal Infantry: the Hussahrs stationed there are always ready to relocate to other parts of the wall, meet up with their comrades from different bunkers, and prepare defensive equipment before the enemies of the Meority reach Her Gorgeousness.
The Submerged Watch is an exclusively Sollesahr branch of the Coast Guard. Many of them are Spark-grade Engifted or are in training, operating in large detachments and equipped with the low-end Sollesahr combat suits. The Submerged Watch carries out underwater patrols and surveys, assists the Coastal Infantry during Envasion, eliminates stray dangerous creatures based on reports from the Sea Patrol, and, most importantly, protects undersea farms: the endless production of biofuels and polymers is the Republic’s pride and one of its strengths, but everything relies on the productivity of these farms, and interfering with the operation of too many of them will lead to shortages in numerous sectors.

  • Plaguefighters
We do not wait for the beasts to come, We – are the beasts.

The elite of the Eastern Healing Front. The Republic's most well respected and prestigious soldiers, tasked with reclaiming and curing the Crus – an objective that will take not just generations or centuries, but millennia.
Their primary activities are simple in word but perilous in actions: protecting the Remedy Forces during Purification and Cleansing rituals; exploring and mapping the territories of the Crus adjacent to the Healing Grounds for the future rituals; tracking down and destroying the Heretics lurking in the depths of these plaguelands. The Crus is the most dangerous region upon Her body, plagued by the Infernal Malady, teeming with the worst and oldest mutations of Tarfested creatures, and... the Cult of the Snake, who still squirming somewhere within. A land of toxic swamps, radioactive forests, and flesh-eating jungles. Only Sollesahrs and highly trained battle-hardened Hussahrs from specific, aggressive tribes, who have dedicated their lives to this common goal, are accepted into the ranks of the Plaguefighters, for only they can survive long enough on a path that, for many of them, will end in death. A common saying is that if the Gift was not a requirement for becoming a Knight of Creation, then all Plague Fighters would be the Knights of Creation – for each of their Hussahrs is worth eleven soldiers of any other armed force. They can face, endure and fight what others can’t.
Similar to the Western Healing Front, it is, by international treaty, a training ground for the Engifted dedicated to the Remedy Forces. Allowing the deaths of citizens of other nations would stain the Republic's reputation, therefore Plaguefighters are expected, if necessary, to sacrifice themselves to guarantee the safety and survival of every Remedy Engifted given under their protection.
Plaguefighters units are supplied with specialized Remote-Controlled Mobile Armed Platforms designed for reconnaissance, surveillance, and combat-assistance in the impassible and dangerous conditions of the Crus. The only reason they are not mass-deployed is the documented phenomenon that some Tarfested plants produce passive transient electromagnetic disturbances that can interfere or disable deployed RCMAPs.
The Tumish Sky Fleets have long since discovered the corpse of the Leviathan of the Crus, close to the southern borders of Feetland, amidst the Torn Mountains. Slain by the first Angel of Candor twenty-two centuries ago, it still rots and decays. Any attempts to fly above even the nearby jungles, even with the smallest and fastest drones, have failed, and sending the entire Sky Fleet would only end in peril. Thence, only distorted images were taken from afar, of giant ribs protruding above the mountains. Regardless, the Cleansing of something so immense and sinister will require the combined forces of both Healing Fronts at their full potential – a day too distant for those alive today to even dream of.

  • Crusian Guard
SOCK-2 is the Republic's second great defensive wall, stretching along western border from north to south. It was constructed to withstand incursions of the Tarfested from the Crus and prevent suspected Heretics from escaping to their allies.
The Crusian Guard works hand-in-hand with the Plaguefighters, relying on their surveillance and providing safe home for their units between missions. As the Eastern Healing Front advances in the northern sector, some parts of the SOCK-2 wall become less manned, and mobile military bases are being deployed to maintain control and surveillance over the Healing Grounds.
The Acid Gardeners are a specialized branch of the Crusian Guard, entrusted with preserving benign mutated orchards and forests, and harvesting the Acids they synthesize. Pivotal to the production processes of various industries, this activity is dangerous for many reasons, and has led to the invention of technologies for the first Remote-Controlled Mobile Platform for the safe materials gathering, which later developed into the production of RCMPs for other activities throughout the Republic. Modern horticultural RCMPs have been re-designed to draw Acids directly from plants and, in the event of hostile activity, to discharge the stored Acids in a form of a high-pressure jet.

  • National Guard
The National Guard of the Feet Republic is a reserve motherland-based military security force dedicated to combating enemies within. Together with the Millisahriya, it is part of the Ministry of Internal Order and Cleanliness. Comprised of numerous units stationed in each province of Feetland, the majority of the National Guard units are tasked with supporting the Coastal Infantry and Crusian Guard, ensuring the prompt elimination of any Jealous Beastiary that breach the SOCK defenses; perimeter security in joint operations with agents of the Herquisition of the Ordono Krano; safeguarding critical military supply chains, infrastructure, manufacturing facilities and government buildings; assisting and bodyguarding Dommysahrs, elected representatives, and other government officials in their valuable work; and performing ceremonial duties as the Guard of Honor.
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TheMaestroNoob
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Lore - Feet Republic / Comradeship

One toe is easy to break, but the bundle of legs is unbreakable!

Grazhdaninship equals respect, but both must be deserved. Not a single person living on the lands of Feet Republic was born as its Grazhdanin, but earned the right to be called one through the sweat on their brows. By proving one’s moral, you are guaranteed liberty; by proving one’s loyalty, you merit respect.
The only change introduced by Chancellor Vulga Sugrifa, who harbors compassion for children, especially orphans, concerned them specifically: by her decree, every juvenile bears the right to live freely in Feetalnd under the care of official guardians, or the Orphanage, and provided with all the necessary free state benefits during these years. “Kids should live as kids” – the first precept signed by the Lord High Admiral. During these short years, they are unconditionally ordered, under penalty of punishment, to enjoy peaceful carefree days of childhood, for they will not be able to return to this springtime of their lives once they grow up and assume responsibility of protecting harmony for the younger generations born after them. 
On the summer of coming of age, every person is drafted for the Comradeship – a National Service of their choice: either the Motherland Army, the Fleet of Feet, the Internal Order, or the Administrative Office. Upon completing their patriotic duty, a person becomes a full-fledged Grazhdanin of the Feet Republic, forever provided with national benefits and public respect. Along with the other new Grazhdanins, they will parade through the streets; millions will march in perfect synchrony, and the sound of their footsteps will echo across Feetland like a rainstorm that waters the gardens of our future and washes away corruption.
***
It is not obligatory to serve right away, or at all; one can postpone their service indefinitely, and live an ordinary life without any pressure, until finally deciding to contribute to the Great Nation… it is just that during this time of voluntarily resting, one will no longer have access to free national benefits, and lose many liberties, protections, licenses, opportunities, equalities, permissions, immunities, exemptions, exclusions, freedoms, securities, rights, and support, just like any other heel-kissing non-Grazhdanin.
Of course, the average lifespan of the various tribes is not taken into consideration, and each patriot serves for eight years with their new comrades regardless of the chosen assignment, for this indifference shows the true equality of Meora’s children within the Great Nation of Feetland, who contribute to the great future of the world.
During these eight years, the sistren are bound to the motto “If I’m walking – I’m serving”. And the one who pledges own life to this motto is by definition considered a highly moral person and loyal patriot. Most of the young comrades will be appointed to support positions, and in the case of a military service, to the safest non-combat work, or under the protection of responsible superiors. Meanwhile, every patriot can receive free education, training, and internship for a workplace closely associated to their chosen Comradeship, with a vast range of options covering virtually every registered profession in the Republic: those who serve in the Crusian Guard can obtain a degree in agriculture and biology, service in the Coastal Infantry will provide enough experience in construction work, shipbuilding, or railway maintenance, including management positions, and the Administrative Office graduates many future engineers and scientists. That is, of course, if the individual does not plan to continue her patriotic service to the Nation in higher positions, which may even be recommended by their superiors.
Furthermore, young people, especially futales, are encouraged to form close personal relationships among their peers as early as possible and nurture them into potential families. “Marry and have children, make the Allmother happy!”, the Chancellor said. She even decreed that for each child, the family has the right to housing equal to the size of the family, so that their happy laughter would echo even louder.
One need to remember that the age is neither a limit nor an excuse for a true loyal patriot to refrain from contributing to the prosperity of the Meority and the safety of its kids: the principle “If I am walking – I am serving” is for life, for hard work is a virtue. Once you become a Grazhdanin, the Republic and your fellow patriots expect you to follow the “seven-two-repeat” system to prove your continued loyalty and extend your Grazhdaninship: seven months of honest labor for the betterment of the Feet Republic, awarded with two months of a fully supported retirement worthy of a loyal Grazhdanin. The cycle repeats continuously for as long as one lives. Only the most grievous reasons can exempt you from any service and work, granting a permanent retirement.
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TheMaestroNoob
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Lore - Feet Republic / Feetic Arsenal; part 1

Hussahrs:
In the era of firearms and war machines, even ordinary people have the power to fight and assist the Engifted and Knights of Creation in the war against the Serpent’s spawn. For some nations this is not a voluntary, especially for the Feet Republic, surrounded by monsters on all sides, and whose factories can supply all its citizen if needed. The Hussahrs are the most loyal patriots, soldiers of Feetland: the first Comradeship, initially convoked with the founding of the Republic. And since then, by law, the title of Grazhdanin must be earned through service to the Nation, including military one.
During their eight years of the Comradeship, young Hussahrs will be under the responsibility of the designated Veterans, Dommysahrs, or Sollesahrs, who will ensure their recruits' survival, moral growth, combat experience, and physical fitness. Recruits are kept away from the majority of active combat, and are only performing support and maintenance work, whether it be construction, transportation, communication, survey, repairs, etc. The only time they are authorized to take up real weapons is when the threat level is too low and merits to be used for combat exercise under the supervision of their senior comrades, or too high and requires the deployment and involvement of the entire present personnel. 
Upon completing their military Comradeship and receiving the Grazhadninship, a person can continue her patriotic military carrier, ready to sacrifice own life for Feetland and our Joyful and Gorgeous Allmother. Along with the new battle-comrades, they will be re-assigned to armed units and sent to combat the enemies of Meority: some on the doorstep of the Republic, and some will journey far from their motherland, aiding other nations by demonstrating the undeniable superiority of Feetic engineering and science.
Personal Hussahr Combat Suit:
The Hussars’ combat suits makeup of two layers: the first layers is for thermal and environmental insulation, composed of foamed f///[REDACTED]///er and latex materials, created to keep the wearer comfortable in most of environments where Feetic military personnel operates, and to shield against harmful Umbral particles; the outer layer is protective one, it is made of f///[REDACTED]///et polymer fabric, consisting of microscopic formations that are connected in an intricate multi-layered chainmail pattern, its is durable enough to withstand the claws and bites of most pest-sized and some small-sized creatures. Despite their appearance, the boots are heavily armored with lamellar scale lining, protecting the Hussahr’s feet from direct harm and accidental hits, restricting the mobility of the joints and toes only beyond the unnatural bending.
Feetic fabrication technology can effortlessly fine-tune and customize the parameters of these suits right on the production line, providing unique kits for every wearer of varying tribes and complexity, ensuring the effectiveness of all Hussahrs as long as they maintain their physical fitness; it is even possible to alter the transparency of the material, which some Hussahrs occasionally request... to raise morale in the unit?… probably.
Some Hussahr units, that regularly engage in dangerous military operations, receive advanced technological variants: the protective capabilities of these suits are controlled by the Algorithm via external sensors, hardening the outer layer a short time before potential attacks connect, making it resilient even to strikes that would otherwise severe the limbs; the drawbacks of these variants include short-term rigidity during hardening (which can impair mobility, especially when it occurs near or around the wearer's joints), the Algorithm is not always quick to recognize an attack nor always can detect hostile activity, and, most significant, the force of an impact can still cause serious damage to the wearer, and sometimes it is better to lose a leg from a single clean cut and replace it with a modern prosthesis. An additional upgrade includes state-of-the-art environmental sensor devices installed in the soles, with a range of up to ninety meters. For effective use, multiple devices must be connect to the same network carried by the unit's commanding officer, providing the Algorithm with constant reconnaissance on the surroundings, which can then analyze and notify of ongoing changes, warning of potentially hostile targets directly on the helmet screens.
Arms of the Feet Republic:
 Feets possesses the manufacturing capabilities to produce modern Non-ballistic firearms, but without the technology and readily available resources for key components, it is falling behind other nation in the development of any type of Energy Weapon, thus, they still constitute only a small portion of the Republic’s Arsenal. Regardless, many of the Military Operations of the Feetic armed forces take place in areas where the native climate and environment naturally decrease the effectiveness of most Energy Weapons, so the Republic does not recognize the development of Non-ballistic firearms as a priority at this time.
Instead, to enhance their effectiveness, Feetic weapons utilize locally available natural resources, such as acids and toxins extracted from flora sprouting near the Crus region. Not only are these effective against Jealous Beastiary and Infernal Miscreations, but they also burn away at least some of the corruption, minimizing the time required for subsequent Cleansing and Purification rituals. Most of the ammunition manufactured for present Feetic firearms are either: conventional hollow point bullets, armor-piercing with the Acid Filling for internal damage, or frangible with the Acid Filling for external damage. The last two types are not always available for acquisition outside Feetland, as it primarily ensures its own reserves are being stocked for several years in advance, and trade only surplus production or ammunition that soon to expire due to critical corrosion of the casings from the inside.
Speaking of which, the Feet Republic is the second largest supplier of Ballistic Weapons in Meority. Because of the abundance of polymer production, they are able to manufacture guns that are light, reliable, inexpensive, wear- and corrosion-resistant, made of parts that can be quickly replaced in the field, and can be repaired as a whole by applying innovative Green Duct Tape; additionally, they produce firearms accommodated in three different frame sizes, for the convenience of most tribes, unlest they are as big as Dova or as small as Feyas. Majority of the Republic's modern military operations are expedition-type missions, requiring an arsenal with such qualities. However, the reasons why Feetic arms are only second in demand are their physical fragility, sensitivity to arid climates and high temperatures, strong recoil, average lethality potential without exclusive acid ammo, and, no less important for some tribes, the lack of a sensation of damage – too quite when fired and too sterile when hitting: “What's the point if the limbs don't explode?” as someone put it.
Lately, further types of ammunition fillings have been produced and tested, but they have not yet been widely issued; these are mainly flammable, aqua-reactive, and cryonic.

  • Sidearm FAP-34. A fully-automatic pistol, the basic self-defense weapon of the Feetic armed forces. Relatively useful against pest- and small-sized creatures. Due to its light weight and compact size, every military personnel is issued at least one FAP.

  • Submachine Gun STRP-N-47 and Combat Shotgun DLD-38. The staple infantry firearms of all Hussahrs, exhibiting every advantage of the Republic's military engineering. Effective against pest-, small-, and medium-sized creatures. Most Feetic Remote-Controlled Mobile Platform are designed to be mounted with STRP-N or DLD as their weapons. Furthermore, components of the few Feetic Energy Firearms are structured for installation in STRP-N and DLD frames, to reduce production costs and increase availability.

  • Network-Powered Assault Rifle GNG-BNG-62. One of the most outstanding achievements of the Republic’s military complex: a weapon with advanced computing technology. Developed to operate in a group of at least four; expensive and reserved only for the elite units of the Feet Republic. As the biology of the Hellish Spawn is never the same, but only similar in small packs, the GNG-BNG was created to adapt to unforeseen enemies. It utilizes an exclusive type of ammunition: each bullet contains a small survey circuit that analyzes the damage inflicted on the target and reports it to the weapon, which then communicates the data further to the chosen network. All refilling pouches in the same network automatically adjust the quantity and composition of the Chemical Filling for the next batch of ammunition based on the Algorithm’s calculations. This results in increased effectiveness of the following magazines against the target and its breed.

  • Network-Powered Bolt Rifle PEG-59. The predecessor to the GNG-BNG, which still serves its purpose today. It applies the same operating principle, but instead of small bullets, it fires heavy piercing bolts that burst inside the target, preferably medium-sized creatures or larger. As a result of the small magazine capacity and the large amount of Acid Filling required, PEG users are dependent on other Hussahrs in the network to achieve the weapon's full potential, therefore they are never deployed in units without GNG-BNGs. Besides Acid Filling, the bolts can be manually filled with flammable or cryonic substances, but the weapon can also use standard bolts.

  • Net Launcher GAG-56. A specialized device created to immobilize and capture dangerous wild animals, as well as, if needed, Umbral Horrors, Chaosobrn, and Heretics. The net's corners are fitted with short-acting nozzles that activate after the launch, adding speed and power to the elastic net, sufficient to stop the advance of a medium-sized target. Besides to the standard resilient polymer net, different types of cartridges are available that offer additional utility options, like a barbed variant coated with toxins, or a thermite net.

  • Semi-automatic rifle COOM-2220. The pinnacle of Feetic military science. To circumvent the Republic's dependence on international trade for ammunition production, its brightest minds have developed a new type of ballistic projectiles. Instead of conventional metal and alloy bullets, COOM utilizes a d///[REDACTED]///en-m///[REDACTED]///id liquid: small portions of this liquid are ejected at high velocity in a steamlined elliptical shape, held together by a temporary magnetic sheath, it is strong enough to penetrate flesh even at a distance of forty meters. What's more, this type of projectile has demonstrated itself superior to conventional solid bullets underwater, maintaining a straight trajectory and lethality at ranges of up to twenty meters. The weapon is still in the probationary stage, but the Republic continues developing this technology for other weapon types in the future.

  • Rod Launcher HRS-CCK. A heavy weapon, designed for use against large- and giant-sized creatures, especially armored ones. It fires a self-propelled high-speed missile packed with dozens of miniature drills filled with a variety of acidic, flammable and cryonic substances. Upon penetrating a target’s body, the rod opens exit ports and ejects the drills, allowing them to start boring through the flesh in arbitrary paths, slowly discharging their contents and causing catastrophic internal damages.
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