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Displaying posts with tag Lore.Reset Filter
TheMaestroNoob
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Millisahriya / Key Art

"Please throw your trash in the trash bin. Because if you don't, next time it will be you."
***
Officially known as the Ministry of Internal Order and Cleanliness, the Millisahriya is a national organization of the Feet Republic compiled of multiple police agencies and, like many other current Ministries, was reorganized following the decree of Chancellor Vulga Sugrifa. The primary function of the Millisahriya include guarding duties of factories, enterprises and transportation lines from illegal or harmful activities; maintaining order during mass events; prevention of civil offenses; protection of the Grazhdanin Rights; maintaining traffic in densely populated cities where private transport is available; punishing littering; and reporting suspicious activity to higher authorities. Any violators should be apprehended and walked on all fours on a leash to the nearest station – such public humiliation are one of the key instruments in preventing people from wrongdoing and hooliganism; individuals of aggressive tribes will find themselves ashamed of being seen by others in such a submissive position, and in the Matriarchal society of Feetland females would be disgraced to be on a leash held by a futale.
Besides that, the Millisahriya serves as an auxiliary organization to the Dommysahrs and agents of the Herqisitorial Police in the course of their activities, assisting both with the allocation of additional personal from own local ranks. And in times of mass unrest (which has never happened under Chancellor Vulga Sugrifa), the National Guard will be deployed.
However, the primary functions of the Millisahriya include not only the supervision of order, but it is also one of the four ways to become a true Grazhdanin of the Republic: almost all lower-ranking Millisahrs are young citizens who serve their eight years for the betterment of the nation, proving their morals and loyalty to the country, after which they officially receive the status of Grazhdanin. These young Millisahrs are assigned to duties in or near their place of residence, which gives them the motivation to maintain order, reinforced by the fear of shaming and humiliation from their community in instance of failure. After eight years of impeccable service, they may receive a promotion to a higher position and continue their honorable service in Millisahriya.
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TheMaestroNoob
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Millisahriya Uniform / Reference Sheet

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Lore / Feet Republic

(A reminder that Meorenell Decade is equal to 8 years, Century to 64 years, and Millennium to 512)
  • General History

“Serve Her Feet!”

The youngest of the Four Great Nations, but well deserving of its status still.
The history of this land is… complicated. Most of the early facts have been lost due to internal cultural conflicts among the Feets themselves, and only splinters of truths can be studied in the haystack if myths. Yet, through all history, the Feets have proven themselves to be exceptionally adaptable to changes in society and nature alike.
It all starts in the Primal Age of Crumbling, when various outcasts – accused of the Envy, wandering vagabonds, or just those who wanted their own place – tried to sought a land where they could discard themselves. Many moved north, but they were driven even further and further over time, until they had no place left to go but beyond the Plaguelands of the Crus, to Her Feet, where no other had yet settled – a homeside that would be mythically known as Feetland to the rest of Meority.
The traversal of our sistren awakened The Brood of the Crus from its slumber – parasites who were brought into the ancient wound with the cosmic saliva, awaiting for orders from their creator still dead. The Infernal Malady begun to spread and eventually blocked all save passages from the Feet Region to the Mainland.
Over few generations, the Feets forgot about the world outside and why we exist. For the next few millennia they were assuming themselves to be the only ones, on this small land surrounded by an endless ocean, knowing only brutality of existence – both towards each other and from the Brood. They believed the land was divided into two world: World of Evil on the west, where the Infernal Malady and Umbral Horrors created by the Evil Gods from below, a plagued land no worth of exploring, and the World of Life on the east, were the creations of Heavenly Deities were sent from above. Both worlds exist as a contest to determine whose creations will evolve to the perfection, and therefore – who will rule after the end of the universe. Perhaps a handful of settlements located along the safest passages through the Crus would encounter strangers from the outside world once a decade, but as not every tribe was present in Feetland, their violent culture saw outsiders as nothing more than creations of the Evil Gods which should be eradicated.
Our mainland ancestors at least knew of Feetland‘s existence, although they never dare to reach it, believing that it was already teeming with the plague from the Crus.
Nevertheless, The Feets’ ideas about the world were close to reality. The Evil Gods they believed in were the representations of The Eternal Serpent; Jealous Beastiary were regarded as the evil spirits, while the Envious and Infernal Miscreations – are those who were possessed by such spirits; the Gift of Creation is deemed a blessing of reincarnation, earned after achieving incredible feats in previous lives… but the knowledge about Meora was shattered into multiple Heavenly Deities.
Albeit many Feets were farmers, hunters and craftsmen, they would honor only one law – of strength and violence… sometimes too much to cultivate the Envy within their own clans. People banded together into barbarian villages, fighting over scares arable land and resources, or gather into bands of raiders, showing only weak signs of a coherent culture. Feets fought among themselves so much that numerous Envious cults and villages sprang up across the region, and though this is not unexpected, these were fighting each other as vigorously as they did with anyone else. In their desperate survival, the Feets ate fish without regret or shame, but the most horizonless would even feed on carcasses of Jealous Beastiary after they had dried out of poisonous Malady.
This isolation lasted until around twenty-second century UAA, when several explorer ships of Yagodus Kingdom headed straight north and never returned. Presumably, most ships were attacked and sunk, by either Umbral Horrors or warsome locals. However, two of them landed too close to a village of a decidedly canny all-female Yamazon clan. Both crews were captured and interrogated. Knowledge was taken: of the shipbuilding, of seafaring, of the world outside, and of riches beyond the southern waters.
The Yamazons attempted to cross the Sea – and they succeeded, bringing home spoils and loot of plunder, and, of course a full ship of hot, innocent futales of unknown tribes, to endlessly own and breed.
***
While the Yamazons continued to raids in secrecy from other clans, rumors eventually spread. Feets begun seafaring, pillaging and trading. Although their vessels were mere a parody of Yagodus expeditionary fleet, they made rapid progress, and those Feets who participated in such voyages were called Vagyaru.
Most Vagyaru organized raids as a way to provide themselves with the entertainment rather than to loot unique goods (which was just a nice bonus), which is not surprising given the tribes they were made up of: these were mostly Kuror, Datars, Purscesses and Feral Tofar. Only a few, like Yangee, or Hemi, were interested in non-violent trading… when it was less annoying to them. These raider were known for their flashy armor painted in vibrant colors and leopard patterns, bright blonde or lime plumes of their helmets, and heavy, wild war makeup – a fashion of death, because whether Vagyaru is killing or killed, they wanted the Heavenly Deities to find them ob the battlefield and witness their heroic deeds.
For all this time, the Leviathan of the Crus cared little for the Feets, or more likely saw them as a trophy and a mockery of the Allmother, allowing our sistren to breed so that its children could then feast on something tasty while gathering strength for the main dish. When the Pestilential Envasion of the Northern Continent came, and the people of Thigh Region abandoned their lands, the Vagyaru took the opportunity to conquer some Thigh lands for themselves, but a couple centuries later they were driven back by, the yet noble, legions of the Hegemony.
Albeit the Vagyaru were a small faction of Feets, their historical impact made over most of the Northern Continent during the last fifteen centuries of the Age of Crumbling, remembered as the Vagyaru Era, overshadowed only by the Hegemony itself, but despite all their might, even the Hegemony failed to achieve any substantial progress in the conquest of Feetland.
When news of the Grievous Strife reached Feetic clans, a new great raid was sailed into the warring lands, yet as suddenly as they arrived to pillage, as suddenly they left, hearing the words of the Aspects Begotten – perhaps accepting the approach of a new Age. And when the First Angel of Candor fought the Leviathan of the Crus, many of the Envious Vagyaru clans also perished, and with the pressure and need for violence lessened, a more civilized culture started to rise in Feetland.
The sixth century AA was the pivotal moment: for a long time the Ralamians had been concerned about the food sustainability of the entire tribe, questioning if they should eventually limit their birthrates, but with the rediscovery of Feetalnd and its subsequent taming by Meority, a kingdom was established by the Queen Eriza-Ren. She found the local soil to be too infertile on its own, but ideal for farming certain silica-rich plants. By making alliances and trading with the less aggressive Feetic clans, she was able to contain the others who were not keen on friendship with outsiders, or any peace in general. Eventually, most of the smaller provinces submitted their crowns to the will of Eriza-Ren quick enough for her to advance before other influential sovereign were able to react and arrange their own alliances. In less than a decade, most of Feetland was united under the rule of Eriza-Ren as the Great Feetraia. The already established Matriarchy was used to implement the class system as a way to maintain civilized order, and most of Feetland gradually turned into a rural agrarian-aquacultural society, united together by the cultural bond of past and present Matriarchal customs.
***
Great Feetraia became a new point of interest for other tribes, adding to the already growing migration of those who hoped to shape a new nation, away from the old norms. Eventually, in thirteenth century, along with industrialization, radical changes were brewing in Feetland society. A new movement has begun demanding for the abolition of the Monarchy and a re-imagining of the old class system. In the early fourteenth century, after a quick civil war and the fall of the old crown, the country was reborn as the Feet Republic, and the first fair election to the House of Representative were held in the capital. It took additional four decades of careful transition for society to rise from a rural life and embrace technology, build new cities on shallow lakes and lagoons, and put roads connecting every province. Relaxed scientific and economic laws attracted many bright minds and opportunists to the country, giving the Republic a foot in technological race against other nations, including already established and powerful Three Great Nations. For continuous decades, The Republic had demonstrated fastest economic growth.
As a nation on the edge of Her Gorgeousness, in a world where the economy was already driven by a maritime trade, the Feet Republic focused on building fast and efficient ships to be part of that economy. Though it didn't bring them much profit at first, save for a few local beverage brands, they were fearless enough to trade with other remote nations, which were as inaccessible and ignored by most of the Meority as the Republic, helping them develop and then, many decades latter, reap the benefits.
After numerous Envasion threatened to disrupt the stability of trade routes even further than they already did, the Republic decided to developed technologies to construct a strong navy to effectively monitor and prevent the terror of Jealous Beastiary in the waters they sail. As such, Feets were the first to produce concrete ships, while other nation still relied on wood, then later they were the first to build steel ships, and now they employ the biggest navy constructed from polymer-based materials.
In due course, the Feet Republic became the most powerful naval force in all the sea and ocean. With such might they were able to not only effectively fight the Serpent’s shoals, but also establish a near-monopoly on shipbuilding, maritime trade and travel. It was then, when the Three Great Nation were united to build the fortress cities of Taranel and Ratanel on the island of the same name that the Feet Republic displayed its technological development and cultural values to the rest of Meority, and by the end of the sixteenth century, it was officially recognized as the Fourth Great Nation.
But who was behind all the successes of the Republic? Foot’s Ussa Company (FUC) – became globally-spanning trade empire the Meority had ever seen, first established before industrialization as a small enterprise in a small town. It brought an enormous wealth to the Feet Republic, but also an even greater influence to itself, so much so that the Feetic Nation could no longer survive, let alone prosper, without FUC. In the early seventeenth centuries, at the peak of its supremacy, Foot’s Ussa Company was nationalized. The military arm of FUC became the official navy force of the Republic, still known as the Fleet of Feet, while the trading and transportation branch was re-branded into the World Economic Transportation (WET).
The Naval Ministry of Legislative and Executive Authority became, as its name suggests, the central executive body of the Republic, with Admiralty Board at the head of the state. Rapid militarization was enforced and fortifications were erected on shores and borders of Feetland, after all, this country is not surrounded by allies – to the west are the Plaguelands of the Crus, where Tarfested still breed, and any other direction leads to the oceans overrun by hungry Umbral Horrors.
This day, some historians suspect that it was the Foot’s Ussa Company that first financially supported and propagated political unrest with the aim of overthrowing the residing Monarchy, then exerted economic pressure and influence on the new leadership, and then, several generations later, directly took control of the government under the guise of its own nationalization.
Still, this was not the final political shift in Feetland, hence why it is possible to write the previous paragraph with no fear of penalty. In the year one thousand ninety-two, during a supply recession and economical unrest caused by corporate mishandling, corrupt bureaucracy, military degradation and… other decade-long suspicious activities, the already famed Admiral Vulga Sugrifa, with the absolute support of the people of the Republic, with the assistance of Marine and Navy Forces, and, above all, with the endorsement of the Fourth Angel of Hope, overthrew the old Admiralty Board and sent its members to the permanent penal servitude in the poorest vineyard, to work as toe-suckers for wine-treaders of the lowest quality wines.
Vulga Sugrifa was proclaimed Chancellor and Lord High Admiral of the Feet Republic. Most of the nation’s agencies and departments were repurposed to perfection to fuel the mighty machine that is the Feet Republic today. Only the Naval Ministry of Legislative and Executive Authority and its Admiralty Board were reorganized and relegated into a simple Admiralty in charge of the Fleet of Feet, and the House of Representative regained its lost powers. Since then, there has not been a single bribe, no sistren has starving, no child has been homeless, and no futale has been maidenless. All people have found a purpose, moving the body of the nation forward, to an era of prosperity. As the left and right legs – each Grazhdanin became equally important to each other and to the Great Nation as a whole… it is just that some are more equally important than others...

  • General Geography and Economy

Being located at the highest altitude among of all the civilized nations of Meority, the inhabitants of the Feet Region experience dramatic changes in daylight hours from one season to the next. One might also expect to see drastic differences in temperature between seasons, but Warm Ocean Currents keep the local climate wonderfully temperate in most of Feetland for such a high latitude, bringing only cold rains and fog instead of snow most of the time, but the downside is the high frequency of the storms, heavy rains and flooding in the southern provinces. Only a few northwestern provinces behind mountains witness frozen beaches in winter and dried grass in summer. Another pleasant factor is the absence of a ring shadow, even during winter it barely reaches across the southern coasts.
Much of Feetland is wetland, dotted in hundreds of thousands of shallow lakes, swamps and marshes, which still provide an astonishing source of bog ore and peat for local use. It is therefore common for Feetic towns to be constructed on groups of small islands in shoal waters, where streets and houses are separated by dozens of canals and connected by hundreds of bridges.
Yet, the soil quality in the Feet Region is too sterile by itself, making it difficult to grow many common crops efficiently, but perfect for specific silica-rich plants, harvested on the scale without which the Ralamians can’t sustain their current population. Only the regular winds coming from the Rusted Archipelago feed the native plants: they carry dust rich with natural elements and minerals across the Northern Ocean to Feetland, where millions of tonnes of this Rusted Dust falling with the rains throughout a year, providing local plants with sought ought nutrients. But because the rains are too regular, these newly arrived nutrients are getting washed out too quickly from the soil, thus the native flora is highly competitive. The trees have adapted in many ways: they promptly absorb all the nutrients as soon as the rain comes, or kill rivals and turn them into additional compost, or feed directly off of them, or grow massive heavy and wide crowns to store and filter additional rainwater, etc. The most prominent are the Succulent Trees which greedily drink all water before other plants do, and store it inside their leaves, where all the nutrients are quietly ingested; and when rains are plenty, these leaves engorge like balloons. Both Hallow Trees in this region are similarly Succulent, and you can only imagine the size of their leaves – water stored in them is so pure that it is recognized as the source of the cleanest natural drinking water on Meorenell. Which cannot be said about any flora on the border with the plaguelands of the Crus: perfectly in limbo between becoming Tarfested and staying natural, these plants produce corrosive acids, which are crucial in the production process of many factories, and play a key role in the modern armament of the glorious Feetic science.
Safe crops that evolved to grow quickly, spread their seeds, and die just as fast, rather than competing, became common in Feetic farming: fruits, berries and seeds are used to produce wines, vegetable oil, beverage and tea that are now popular in other parts of Meority. Mushrooms were once harvested to make mycelium leather for clothing, but at this moment this is not so viable. Instead, today Feets use polymer textile or silk from the Dragon Mosquito larvae, for which the Republic is the largest exporter of footwear and stockings.
The local fauna consist mainly of small cowardly creatures, and very few dangerous predators, but people are wary of them anyway; like, Dragon Crabs, giant centipedes, swamp bears. But the scariest of them all are the Dragon Insects. If you see one, just run, never try to slap it, because it is big enough to slap you back.
What really flourished and fed the people of Feetland was Aquaculture. Even more so now – massive underwater farms cultivate Feetic seaweed and algae for the biofuel and polymer production on a scale impossible to other nations. The Republic is already a major exporter of plastics, but it also buys up unused byproducts of agriculture and food production from the Empire of Hips and Thighs to turn that into more plastics or use as fertilizer. In general, much of of The Republic’s international trade involves buying basic material and turning them into complex products to sell back, like packaged medicine or silicone microchips. Although the Republic has the technology to produce many types of electronics, and the quality and speed of production of general goods is beyond the reach for other countries, there are enough valuable items that Feetic factories can’t manufacture or that are cost-inefficient in terms of transporting the materials and then the product itself.
WET (World Economic Transportation) remains the biggest freight and trade conglomerate thanks to its cargo fleets, but it is not without its problems. Due to the understandable mistrust between the Four Great Nations, WET is not allowed to operate in many other nations beyond of seaports – the delivery of cargo throughout the country is the job of national supply chain management organizations, and only a few ports allow WET to manage logistics on its own. But beside that, WET helps smaller nations export their products to the rest of Meority, these are mostly exotic foods, spices, fresh fruits or cured meat.
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TheMaestroNoob
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Lore / Defenders of Her Visage


There almost nothing is known of Her Gorgeousness south of the Necklace Sea. No Feetic ship can disembark on its beaches, and no Tumish Sky fleet can withstand the unnatural winds. It is the land forbidden to the rest of Meority as much as to the Jealous Beastiary who steer clear from its shores in fear.
It is Her Visage, and it seems we are not yet worthy to witness it. Only the Aspects traverse the border freely, while any other being will confront those who patrol them. Umbral Horrors and Heretics are butchered like the insects, and their bodies turned to dust. But those children faithful to Meora will face lone figures in a white skull-shaped mask without left eyes. They will order you to leave and never return, or face the consequences. They warn you only once, and that warning is forever – never dare to come back ever again, be that a year, a decade or century – you will be remembered, and your bones will become ash.
They do not speak to us, nor leave their homeland. Only through the Aspect of Prudence we know the geography of this land. Whoever these people are, we call them the Defenders of her Visage. They are feared, but also revered. One old story is that a barbarian clan decided to conquer these unknown lands. Led by a fearsome chieftain, their foremost warriors were the ferocious Engifted, dreaded by many south of the Meora Mountains. Yet, they were all slain by a figure who emerged from the blizzard. Only the servants were unharmed and survived to tell the tale, for they fled when the chieftain and her warriors were no more.
Many generations later the Bosomian Platinum Generals came to witness the truth for themselves. They felt the terror crawling down their spine before a blizzard arose and a figure emerged, commanding them to leave and never return – which they did. So much so they abdicated their duty as Platinum Generals and left the Kingdom of Bosom forever. Of the soldiers present that day, none remembered who that figure was, but all remembered its mask – a memory that continued to terrify them as they spoke.
These masks inspire equal terror and admiration among the Knights of Creation and Herquisition, to such an extend that it became a symbol of worship – Her Deathly Visage. But it is doubted that even an army of the mightiest Knight of Creation will be on par with the Defenders of Her Visage.
In the end, only a few dare to enter the land of Her Visage these days, and none of them are sane.
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TheMaestroNoob
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Rough Map of Envasion Routes

I asked Narrator (or Scribe) to explain more clearly where and how the Jealous Beastiary are coming from. She gave me this...
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TheMaestroNoob
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Lore - Realms of Bosom / Bosomian Arsenal; part 2


Bossotuhr Armor:
 “Titan’s Dress” – is neoteric Armor Pattern, consisting of a heavy and stout full-plate panoply, melded and supported by an advanced exo-muscle garment underneath. Highly expensive in production and maintenance, after two decades a complete set has only been produced and issued to merely half of the Bossotuhrs and Esquires in the Realms. While the rest are still limited to pre-electrification era Patterns such as the “Adamant Shell”, in due time they will all be provided with these technological wonders. The Bossotuhrs call themselves the Wall, and this armor lives up to that name.
Armor plates of the Titan’s Dress are metallurgic masterpiece, composed of layers of r///[REDACTED]///um and t///[REDACTED]///er materials. They can withstand and absorb the impact of the mightiest personal firearms created in Meority, be it ballistic armor-piercing or energy shots, and of course, something as pathetic as Hellish Spawn will simply break its teeth and splinter its claws. The helmet is equipped with everything necessary for observing entire situation on the battlefield and inside one’s own armor. A small reactor mounted inside the backplate supports the functionality of the armor’s internal systems; enough for only a few hours of active service, its small size is compensated by the simplicity of the recharge procedure using the Gift. Visually, the complete panoply repeats old designs in honor of tradition and the Brestocratic Order.
Exo-muscle garment modified with a chest opening at the request of the Bossotuhrs themselves: “the Soft is the most precious blessing given to thee – it shall not be hidden, the Gift will be its armor; if thou cannot protect Her givenst blessing – thereat thou cannot protect Her Light.” The Bust is preserved only by a military-grade transparent-colorless latex bra, individually tailored for each Bossotur. The muscles themselves are the pinnacle of modern exoskeleton technology, made from o///[REDACTED]///ic fiber, enhancing the already fearsome physical capabilities of Bossotuhrs, allowing them to strike with immense force and tirelessly carry the entire weight of armor naturally, without channeling the Gift. In additionally, it perfectly insulates from harmful elements, high temperatures and disperse external electric discharges. 
The Overall design can be modified to accommodate nonuniform tribal features (horns, tails or other) for comfort and protection. To proudly represent the colors of own Fellowship and Fortress City, Bossotuhr adorns her armor with a hard-wearing kirtrle-petticoat and paned sleeves tucked between the plate chambers, and a circular drapery (usually bearing a Coat of Arms) pinned at the back of her helm.
Bossotuhr Doctrines:
The first two Doctrines to be learned are rudimentary and necessary for all Knights of Creation in every nations. The Stability Doctrine, particularly Tome of Remedy, is essential to shield one’s own flesh and equipment from unholy Taint and Corruption; entirety of the Enchantment Doctrine is another valuable art – in training or battle, so that the body never tire nor exhaust, so that armor can devour enemy attacks and weapons deliver devastating blows. The Gift is also how Bossotuhrs keep their breasts in a fixed position and not let them swaying around during combat.
Tome of Geomancy is the basic for Bossotuhrs – miracles that shift and manipulate the earth to utilize as a weapon: spikes, crushing pits, lithic walls, piercing shrapnel and improvised locomotive podiums – rock and stone is a resource in abundance wherever you walk. The only thing many Bosomian Knights of Creation prefer not to care about in regards of Geomancy is Sand-manipulation Techniques.
Tome of Metal is the key to Bossotuhr’s defensive miracles. Even before the Age of Aspects, they developed the Fortification Technique, which prevents desecration of magnificent armor. By preserving the molecular structures of metals at the moment of impact, all damage can be diminished or even completely negated if applied correctly. Although the armor plates of the “Titan’s Dress” are Multi-layered Composites in structure, the exterior decorative casings of each plate (and weapon) ar made of unalloyed metal specifically for Fortification Technique, but for some experienced Engifted, a light coating of metallic paint is more than enough.
There are very few creatures that can withstand the deadly forces of the frozen nature, even when they are unnatural themselves. Tome of Cryomancy is a seasonal craftsmanship for many Engifted, but no less valuable to learn even if it becomes less effective during half a year. For some Bossotuhrs, the hot summers are not a problem when channeling Cryomancy miracles, but many find it more convenient to wait until harsh Bosomian winters to reach the full potential of this Tome. 
Mastery of these teachings is an integral part of the Bossotuhrs’ activities, however the study of any other Doctrines and Tomes is highly encouraged.
Bosomian melee arsenal:
A simple small mace. The last-resort weapon for Knights – a situation in which it needs to be used is a situation that, preferably, should never occur. And of course something as puny as this will never be in the mighty hands of Bossotuhrs.
The Boobava is the most common weapon you can find in the Bossotuhr arsenal. Noble and Elegant. It spills no fountains of ichor or blood – it simply brings death.
The Flail is no less popular for its functional flexibility: the position of the chain can be manipulated with the help of the Gift, even straightened to be used as a regular Boobava instead of flail.
Next in prevalence are the Warpickaxe and Warshovel for various reasons, with the Berdish being the least popular weapon amongst the Bossotuhrs’ conventional melee arsenal (but popular still).
Although the robust Armor and the Gift are enough to protect a Bossotuhr from any threat, some choose to reduce the strain on both when facing weak creatures or ranged combatants by utilizing Expendable Shields. Alternatively, these shields can be channeled with Eruption-type miracles and hurled at a target.
The War Anvil – is Lady-Smith's ceremonial weapon, which she carries during major rituals and battle celebrations.
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