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Displaying posts with tag Lore.Reset Filter
TheMaestroNoob
Public post

Lore - Realms of Bosom / Bosomian Arsenal; part 2


Bossotuhr Armor:
“Titan’s Dress” – is neoteric Armor Pattern, composed of a heavy and stout full-plate panoply, melded and supported by an advanced exo-muscle garment underneath it. Highly expensive in production and maintenance, after two decades a complete set was produced and issued to merely half of Bossotuhrs in the Realms. While the rest are still limited to pre-electrification era Patterns like “Adamant Shell”, in due time all of them will be provided with these technological wonders. Bossotuhrs call themselves a Wall, and this armor is worthy to reinforce such name.
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 an impact from the mightiest personal firearms created in Meority, be that ballistic armor-piercing or energy shots, and of course something as pathetic as Hellish Spawn will just break its teeth and splinter its claws. Helmet provided with all essentials to observe full situation on a battlefield and inside own armor. Small reactor installed inside backplate supports functionality of internal armor systems; enough only for a few hours of active duty, but its small size is compensated by simplicity of recharge procedure for Engifted. Visually a complete panoply repeats old designs in honor of traditions and Brestocratic Order. 
Exo-muscle garment modified with a chest opening on demand of Bossotuhrs themselves: “the Soft is most precious blessing to thy given – it shall not be hidden, the Gift shall be its armor; if thee fail to protect Her givenst blessing – thereat thy failed to protect Her Light.” Bust is conserved only with a military-grade transparent-colorless latex bra, tailored for each Bossotuhr individually. Muscles themselves are peak of modern exoskeleton technology made o///[REDACTED]///ic fiber, enhancing already fearsome physical capabilities of Bossotuhrs, allowing them to strike with immense force and tirelessly carry all the weight of armor naturally, without invoking the Gift. Additionally, it perfectly insulates from harmful elements, high temperatures and disperse external electric discharges.
Overall design may be modified to accommodate nonuniform tribal features (horns, tails or other) for comfort and protection. To proudly represent colors of own Fellowship and Fortress City Bossotuhr adorns her armor with wearproof kirtrle-petticoat and paned sleeves tucked between plate chambers, and a round drapery with a Coat of Arms imagery pinned at the back of a helmet.
Bossotuhr Doctrines:
First two Engifted Doctrines to be learned are rudimentary and necessary for all Knights of Creation of every nations. Stability Doctrine, specifically Tome of Remedy, is essential to shield own flesh and equipment from the unholy Taint and Corruption; entirety of Enchantment Doctrine is another valuable art – in training or battle, so that the body never tire nor exhaust, so the armor can devour enemy attacks or 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 – miracles which shift and manipulate ground to utilize it as a weapon: spikes, crushing pits, lithic walls and piercing shrapnel – rock and stone is a resource in abundance no matter where you walk. The only thing Bosomian Knights of Creation prefer not to care about in regards of Geomancy are sand-manipulation techniques.
Tome of Metal is the key to Bossotuhr’s defensive miracles. Even before Age of Aspects they developed the Fortification Technique which prevents desecration of gorgeous armor. By preserving molecular structures of metals at the moment of impact it is possible to diminish or even completely negate all damage if applied correctly. Although the armor plates of Titan’s Dress are Multilayered Composites in structure, the exterior decorative casing of each plate (and weapon) is made of unalloyed metal specifically for Fortification Technique.
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 creating Cryomancy miracles, but many find it more convenient to wait until harsh Bosomian winters to reach full potential of this Tome, for there are very few creatures that can withstand against deadly forces of cold nature, even when they are unnatural themselves.
Bosomian melee arsenal:
A simple small mace. Last-resort weapon for Knights – a situation where it needs to be used is a situation which preferably should never come. And of course, something as puny as this would never be in mighty hands of Bossotuhrs.
Boobava is the most common weapon you can find in Bossotuhr’s arsenal. Noble and Elegant. It spills no fountains of ichor or blood – it just delivers death.
Flail is no less popular for its functional flexibility: chain position can be manipulated by the Gift, even straightened to be used as a regular Boobava instead of flail.
Warpickaxe and Warshovel are next in prevalence for various reasons, and Berdish is the least popular amongst common melee arsenal of Bossotuhrs, but popular still.
Although robust Armor and the Gift are enough to protect Bossotuhrs from any threat, some of them prefer to reduce strain on both when dealing with weak creatures or ranged combatants by carrying expendable Shields.
War Anvil is a ceremonial weapon of Lady-Smith which she bears into various rituals and battle celebrations of her Fellowship.
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TheMaestroNoob
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Lore - Realms of Bosom / Bossotuhrs

My will is mend by steel,

Mountain glaciers purified my body,

And thoughts I bear are benign like mother's milk.

My Armor is my duty. Boobava is my art.

I smite with a wrath of polar winds.

I smith death for our enemies.

I am the wall,

We are the Fortress.

  • Bossotuhr's ascension:
Ancient Kingdom of Bosom is the birthplace for Knights of Creation, yet here they are known as Bossotuhrs – mighty selfless defenders. And unlike other nations, the Realms still maintain iron rules and require exceptional natural qualities to bestow such venerable name – for that very few candidates of the Realm receive an official title of the Knight of Creation, which Bosomians see as a reputable act, and accuse other nations of watering down the good name of estimable heroes by lowering their own qualifications.
To be one is a path of tremendous endeavor, but only descendants of Muneles and Yeomams families with exceptional busts, and who are Engifted of a grade from Blaze to Luminant, have a privilege to even try. While Aspirants of Fortress Cities will be initiated where they are born, those who come from Milkland will migrate and be assigned into service of a Fortress City based on an ancestry of own family, or a family to whom they answer.
However, first, a young candidate should receive suitable basic training and schooling until her age is proper, after which the decision will be made by authorities in recognition of her as a suitable Aspirant. If approved, she will dedicate eight restless and grueling years of her life in drilling and Doctrine education: under Lady-Mason her body will become a chiseled masterpiece and Lady-Winter will shape her Gift into an impeccable weapon, but most importantly – through all these years will be tested calmness of a mind and purity of thoughts, to ensure Aspirant’s absolute love for Allmother and an unyielding resolve against tempting whispers of the Envy. Depending on a Fortress City, or even a predetermined Fellowship, undergo experience may deviate, but in most cases these deviations mount further hard work rather than difference.
After first five years, if an Aspirant was yet rejected, a final decision on her ensuing development will be made based on already achieved results, after which she will finally get personalized with Bossotuhr’s arsenal – through maintenance and understanding of majestic designs already worn by her superiors.
When the final three of eight years will conclude, an Aspirant will be finally invited into a Fellowship Casern to complete her last trials. Failing these trials is shameful… not just for a contender, but as well to her teachers who after so many years have failed to forge a proper warrior of Her Light, because the only way to fail these trials is through death – Bossotuhr is a wall, and walls either stand or scattered into rubble.
If trials are to be passed, an Aspirant should then patiently await for the next Envasion, when she will finally be clad in Bossotuhr's armor for the first time and march outside Fortress City together with her new Battle-sisters; and when the last heinous creature be smeared into the ground, the Lady-Smith will hit her anvil eight times, and each time an Aspirant will speak a line from the Oath, and when the last line is spoken she will be officially proclaimed as a new member of the Fellowship – an Aspirant becomes an Esquire, and a step closer to become Bossotuhr.
Many people outside of the Realms see no difference between Esquires and Bossotuhrs, but these are insulting thoughts – to place them as equals. Still, it doesn't mean you should dare to dismiss Esquires because of their title, for it is all that separates them from being officially recognized as Knights of Creations. After all, they received equal privileges, armaments, training and Doctrines, and fight no less mighty as heroes they are striving to be.
For many next decades an Esquire will be selflessly defending the Realms, and eventually one day, after many hallowed battles, admirable feats and exemplary endeavor, she would be invited behind General-Governor’s Army House into the Cemetery of Adamant. There, surrounded by marble busts of Bossotuhrs who already gave their lives for Allmother, she will repeat an oath, quaff a mixture of milks from sistren Bossotuhrs who honored her with own presence, and then soak in a bath of mammoth milk awaiting for Lady-Smith to finish Her Deathly Visage. After Lady-Smith completes her new masterpiece an Esquire will submerge in full and re-emerge with the mask on – exalted as a legitimate Bossotuhr – as a Knights of Creation.
Yet only a person of venerable Munelity social class are worthy of Bossotuhr title, for such, forever Yeomams stay Esquires, unless their deeds are tremendous, duty unbroken and breasts are bouncy – then a suitable marriage or adoption into Munele family may be found to open a path forward, but for a person who achieved so much founding of own minor Munele house happens more often than not, and much sooner than you think.


  • Bossotuhr Fellowships:
Each active Fortress City maintain numerous Fellowships based on population and a number of qualified Bossotuhrs, ranging between young Esquire, experienced Jagers, Cult-hunters or the Elite of the fiefdom. These Fellowships take orders from no one except of high-command, and thus can freely commit to own missions and follow own decisions they see best for safety of the city.
Fortress Cities lavishly provide their Fellowships with all required and demanded, not sparing any resources on their most valuable defenders, and each is housed in own Casern inside city walls – being immediate to a battle if such need occurs. There, between Envasion, Battles-sisters live, train and art. If such need arise – arenas would be constructed for Fellowships to compete, improve and entertain.
Generally all Fellowships agree that the betterment of the City comes through the betterment of future Bossotuhrs, and for that every Fellowship commit own members for training and education of Aspirant even if none will be joining them at the end.
Because most of Fellowships maintain barely a couple hundred Bossotuhrs and Esquires, they follow a flat hierarchy – besides Milky Mistress at the head of the Fellowship there are only a handful of officers in her round table who lead dozens of Battle-sisters of equal rank, but some additional duties are granted within Fellowship.
Lady-Mason is a specialist officer who is in charge of corporeal excellence of the Fellowship. She ensure proper diet, physical fitness, combat training and healthcare of each battle-sister. Additional duties include fortification and defensive strategies on missions outside of Fortress City walls, and physical training of Aspirants.
Lady-Winter is the master of the Gift. She helps Esquires in the Fellowship to understand own mind – its natural wiring and preferred fantasies – an understanding which helps them to smelt and re-forge the Gift into an arsenal that makes Knight of Creation into who they are. Yet no less significant her role when she digs deep into sistren thoughts to find seeds of corruption before these grow too deep – worry, fear and anger… she will be the one to shatter them, and bring warmth to mind.
Lady-Smith is an armorer of the Fellowship. She assure quality, conformity, fit and proper repair of wargear worn by her Battle-sister. Each mace, each armor plate and exo-muscle will be inspected, each dent will be flattened and malfunction fixed, and whoever of servants fault restoration duties – they will be punished. Too, Lady-Smith is responsible for ceremonies and rituals within Fellowship.
Lady-Duty is a second-in-command, a Seneschal in charge of general supply and servants, but also a dedicated historian who keeps memories of past Battle-sisters alive. During combat she hold the Banner of the Fellowship as its supreme protector and uses her Gift to amplify melody of war-musician.
Ladies of Drums are Bossotuhr war-musicians: a group of five half-naked drummers encircling Lady-Duty during intense Envasions, enforcing rhythm to righteous slaughter. Like a thunder their melody can be smelled across the battlefield, imbuing Battle-sisters with heroic thoughts and adrenalin, as well as devitalizing Jealous Beastiary with sounds of orderly beauty.
On demand an additional personal is assured to the Fellowship as their servants, to help in tasks which are below noble hands of Bosomian Knights of Creation.
Bossotuhrs and Esquires are not exempt from Dairy Duty though, and it is the most precious award defenders of City-Guardians can dream of: traditioned to happen only after Envasions, drawn milk will be award to those Knights who contributed the most in slaughter of Hellish Spawn. Otherwise they share milk only between each other.
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TheMaestroNoob
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Lore / Knights of Creation



Knights of Creation:
We are Engifted, housing clearest minds and honed ingenuity within; fearless, loyal; clad in magnificent armor and equipped with mightiest armaments created by Meority; we live focused on a single purpose, the purest purpose – to be what even the darkest horrors can dread. We are Her paramount custodians – prophets of good. We are not merely banishing nightmares made by the Timeless Trapeser... we drain Its mind of joy when It sees own creations slaughtered; we deliver infinite despair into Its black heart when It hears our sistren chanting anthems of victory for us; we make Its body tremble in fear when It realizes one simple truth – Its prison will be as Eternal as Itself and Her children will live forever as Its wardens.
Meora is the Light – Knights of Creation are Her burning flame – and what we create is death.

The term was first coined somewhere between 25th and 20th centuries UAA. Kingdom of Bosom was long established armies and tactics against Envasion of Malevolent Swarms, and one simple fact that regular people can not fight Jealous Beastiary without dreadful risks to themselves. Thus only Engifted were armed and trained – to act as the shield and spear of Meora, bringing victory and accepting the highest honors.
Rumors of these heroes were spreading beyond Milkland, and each re-told would enlegend them with greater feats and triumphs, until all that left is an image of the adamant and beautiful flawlessness – an image which eventually became the truth we are striving to.
Today Knights of Creation are not a legend but a venerable military personnel recognized by Herquistion as supreme warrior of Her Light. Each nation has its own standards and qualifications to be one, sometimes varying too much for others to accept, but even then, all of us understand who Knights of Creation are meant to be – craftsmen of death.


Her Deathly Visage:
The greatest reward for a Knight of Creation and an homage to a great ancient sacrifice. In likeness and awe of Defenders of Her Visage – engraving of Allmother’s face on one's helmet is a symbol of highest lionization in Meority, worthy of worship and exaltation. Only most devoted and mighty dare to even dream about wearing it one day – those who wholeheartedly love Allmother, who are Joyful and Gorgeous in Her image, who refuse to die just because they are killed. Granting someone such honor requires Herquisitorial recognition and approval – standards which without exception were accepted by every Great Nations.
Her Deathly Visage makes you what Umbral Horrors dread the most, and in the last moments of their pathetic existence all they will see is the face of one who they dared to defile… as they deserve.
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TheMaestroNoob
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Lore - Realms of Bosom / Fortress Cities


The Realms of Bosom maintain permanent armed forces, or better say: they maintain a society of perpetual war. It is an army which can not be rapidly mustered by other Great Nations even when united. An army an entire majority of which is trained, prepared and equipped to fight with malevolent swarms of the Deathless Devourer. For generations they endure pestilent presence of Its horrific creations so the rest of us can live in calm and bliss Meora wanted for us.
Like bastions, erected around Southern Continent are Fortress Cities, or City-guardians – self-sufficient artificial mountains of Molokoncrete populated by hundreds of thousands of people, impenetrable wall white as chalk but everlasting as diamonds, with towers made of turrets and hammers, they are surrounded by dead roads made of war and murrain. Some – ancient cities repurposed to embrace a new cause, grown over time into giants they are today awaiting to be retired from this duty, and some are novel achievements of Bosomian engineering, constructed as impenetrable gates on most active and common routs of Envasion. Sometimes besieged for mere days, and sometimes for countless months, they attract Jealous Beastiary, appealing their low-rationality and deep hunger, distracting them from marching deeper into continent. And those lone creatures or small swarms which do traverse irregular routes will not escape for long.
People are not just garrisoned in Fortress Cities, they are its citizens – they born, work and fight there, but at the end they all die with glory – for the Queens, for Allmother.. Royal Duches and Munele Matronas preside as General-Governors, their families become officers or, if Engifted, conferred to give Bossotuhr’s oath – a privilege to heroically march into jaws of darkness when sirens howl, and stand themselves as bulwarks of Her Light. Yeomams trained into Knights and cannoneers from childhood, never wasting a day to stop shooting. And even Planks, who are not allowed to bear arms, still contribute to a cause, by maintaining and cleaning Molokoncrete walls, by restlessly producing never-ending crates of ammo and turret shells in heat of factories, by polishing gorgeous armor of superior Ladies and preparing their armaments for future battles. Every citizen here is united for a single goal – and it is not a simple survival nor victory, it is something more…
Outside of Envasional Besiegements every Fortress City act as a normal city would: with groceries, libraries and theaters to attend, with schools, factories and offices to commit. Fields of crops are plowed and harvested leagues outside of City walls where Envasions would not bother. Yet, even in peace, inside of every citizen is a reflex, residing and sleeping until sirens howl again.
In the last seven centuries most of new City-guardians were built inside nations neighboring the Realms of Bosom, to prevent Umbral Horrors from setting their paws too far into Her body, and to defend these nations from a threat they are unable to face on their own, for which they are compelled to contribute resources and new citizens. Although some believe the Realms intentionally use this opportunity to spread Brestocracy.
In general construction of new Fortress Cities is a thoughtful decision – in consideration are taken not just its location and associated logistics, but the colossal expense of resources and prospects of future benefits too: as re-purposing of modern Fortress Cities and their infrastructure would be almost impossible, a decision to construct one would be final and its intended purpose will be everlasting, preventing construction of others beyond this line for centuries.
Attention is given to recognize possible infiltration of Heretic spies, especially after… known incidents: non-citizens are not even considered to be near Fortress Cities without direct authorization from General-Governors or Platinum Generals, reducing communication of citizens with outside world to a minimum.
Only a few of those, who survive until their age becomes an impediment, gain a prerogative to retire inside Milkland, to finally witness results of their lives – peace and prosperity of the Realms of Bosom they protected all this time… or rather seek an Extinguisher, and complete honorable live with honorable death, at last able to rest without guilt, knowing that Meora is proud to see Her expectations being fulfilled.
Yeomam and Plank class citizens from Milkland are not meant to serve in Fortress Cities unless conscripted as a lifetime punishment or Engifted – after all, to see malignant nightmares born from the Evil is to be tainted by the Evil, and citizens of Fortress Cities sacrifice their own purity for others to stay pure. However, every Milkland Munele is drafted to serve inside City-guardian for four years at minimum, in the name of the Realms and Queens: to learn the hardship and sacrifices that are made by her Fortress-abide peers and understand horrors sent upon us by the Envy of Existence, so then she can be focused on prosperity of the Realms and its lasting ability to support City-guardians – for it is responsibility of higher society who were given powers to do so – to protect and prosper those they rule over, sacrifice themselves if needed.
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TheMaestroNoob
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Lore - Realms of Bosom / Bosomian Arsenal; part 1

After centuries of Envasions the Realms perfected defensive and fortification tactics, be that in Fortress Cities or outside of walls, its defenders become immovable walls against any foe dare to step onto Milkland. To compliment these tactics Bosomians maintain a certain quality and complexity of military technologies, which is intentionally lowered.
Unlike other Great Nations, who already utilize laser or circuit weaponry, and keep information about own arsenal classified, Bosomian instrument of war are well known and considered technologically outdated, though doesn’t mean inefficient thanks to sheer volume of firepower they can assemble. The Realms army rejects complicated and gentle devices which require delicacy in use, easily turn defective from environment and demand expensive restorations. They prefer crude simplicity in performance and design – equipment which is less likely to fail during extensive use, easy to replace, and easy to maintain with an endless supply of ammunition straight from fortress factories a floor above.
Mobile Weapon Platform, Mechanical Suits, Autocannon Turrets and Bossotuhrs are the central arsenal of Fortress Cities during Envasional Besiegements, enough to repel most of Umbral Swarms. Only old, small or yet completed Fortress Cities actively employ light infantry to defend themselves. Beside that, regular Knights carry personal firearm mostly during Jager duties, after-Envasion cleaning operations, or Cult Hunts.
Standard Personal Knight Armor:
In current age of predominantly ranged combat, outer plate layer is made of light-weight alloys and serve ornamental and ceremonial purposes, although it can easy protect against indirect shrapnel or some pest-sized creatures which usually aim at limbs. Breast shields bear designation insignias: left is for Knight’s rank, and right is for her Divizion, unless specified differently. Knight Helmet is the most resistant, complex and expensive piece – full headgear set is provided with respiratory insurance, noise suppression, screen feed, communication and sensory systems. Protective pauldrons, vest, cuisses and boots underneath plate armor supplement true protection. Finally, a uniform with a decent insulation, moisture-wickining, comfort and safety against regional insects; most essential piece is a military-grade latex bra tailored for each Knight individually – either transparent-colorless or in colors of the Realms (other sections of uniform can be replaced with latex on Knight’s request). As practiced by armies of other Nations, a layer of Combat-grade aerogel sprayed on nonuniform tribal features (horns, tails or other) in basic colors, to provide isolation against natural elements or Umbral particles.
Advanced or limited sets may be issued depending on season and/or rank and/or temporary assignment and/or circumstances.
Standard Personal Firearms:
  • 15mm Break action Dragon “Mammoth B1” and 10mm Semi-automatic Flintlock “Mare B4”. Although neither use flint-striking ignition, but like with many contemporary firearms, the Realms refuses to apply novel terms like “pistol” and instead re-purposing old names of mechanically retired firearm based on visual design and intend of use. These two are latest variants of modern ballistic Bosomian handguns, with quick-to-reload mechanism. Primarily issued as sidearms to vehicle operators, Divizion officers and Madarmiere, sometimes favored by CHESTs during Cult Hunts, and never seen in hands of Bossotuhrs.

  • 10mm Single-shot Break action Flintlock “Mule B1”. A regressed version of Mare designed for Madarmier department utilization as “minimal force” during regular patrol, to reduce abuse of authority and accidents.

  • 22mm Semi-automatic Blunderbuss “Anvil B2”. One of the most prominent firearms associated with an image of Bosomian Knights. Designed to employ exclusively slug projectiles – heavy, explosive or hollow-point. Its inherent firepower is enough to deal with small and even medium-sized threats with a force of falling anvil. Internal stabilizers greatly reduce powerful kickback, allowing for continuous fire without strain. Second most preferred firearm by Bossotuhrs.

  • 12 mm Automatic Gun “Mallet B6”. Light, fast and reliable. It became another major infantry weapon which comes to association with Knights of the Realms. With basic hollow-point ammunition it is the most perfect personal gun one can have when dealing with a swarm of pest-sized Umbral Horrors.

  • 20mm Automatic Rotary Blunderbuss “Hammer B3”. Most common rounds are dreary pellet shots, thus an uncommon weapon for defenders of Fortress Cities, but nonetheless popular as an assault weapon during Cult Hunts in confines of urban areas, ruins and underground hideouts, praised for its extreme rate of fire. From the first days of manufacturing this weapon is still on Herquisitorial Charity Agreement on behalf of Ordono Krano agents.

  • 10mm Light Machine Gun “Furnace B6”. A hail of explosive metal incarnate and a choice number one ranged weapon for many Bossotuhrs. Of course most of them prefer a Mace and the Gift, but if they need to shred through waves of Hellish Spawn while bravely approaching towards them, then one full-loaded Furnace in each hand become and irresistible idea.

  • 30mm Personal Artillery “Crucible B3”. Most powerful standard-sized infantry ballistic weapon of Meority, adored by many skilled Bosomian Jagers during Hunts, but no less favorite weapon of many Mawls... because “Me pew-pew make demon boom.” With an effective range of four kilometers, its primary purpose is to eliminate individual medium-sized creatures with explosive shells, or suppress groups of smaller targets with fragmentation rounds. Can cripple large-sized Beastiary as much, allowing Knights to provide support to their Bossotuhrs from absolute safety.
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TheMaestroNoob

Dairy Duty Uniform / Reference Sheet

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