While we rejoice and prosper upon Meora’s body, basking in Her Light and protecting Her in return, on the opposite side of this planet the scourge of all that exist is brewing. A place for which many people abhor eating fish that live and flourish in Her tears alongside the corruption and Hellish Spawn, and for the same reason some of Meora’s children detest the aquatic-adjacent sistren tribes. Marked by The Ocean of Mud, from which no ship returns – it is here that the terror shoals of Jealous Beastiary are born, parasites begotten from the mind of the Eternal Serpent, formless and mindless. Surrounded by three archipelagos called the Cursed Islands, where no life can thrive anymore, where the Leviathans evolve and breed no lesser horrors to unleash upon us.
There are two popular explanations of the Baned Hemisphere – for the different minds to believe while living in the world where It exists.
The scientific one understands that the Ocean of Mud is located on top of a colossal chasm, which Meora dug out in order to then shove the still lifeless carcass of the Serpent inside this planet. She had prepared the place to be Her resting bed after wrapping the entire surface in own silken hair and truly sealing the creature within, but tired and wounded, She no longer had the strength to complete own plans. To such, the planet’s crust remains thinnest at the bottom of the chasm, made mere of Her hair, allowing the Serpent’s influence and deathly dreams to pierce high enough above the surface and birth nightmares into reality. The Cursed Islands themselves are believed to be little more than mounds of earth left over from the opening of the planet’s core, once as green as Her Hips, but now unable to sustain true life because of rot and poison spread through the vomit and ichor of Umbral Horrors spawned. Oceanic Mud is assumed to be the result of unknown natural subterranean activity of the planet – gooey mass quickly reaches the surface with hot rising streams, and then rapidly settles down before reaching the borders of the oceanic bowl. The only redeemable existence for this place is the easterly winds, which pickup particles and dust from the Rusted Archipelago, rich with natural elements and minerals, carry them across the Tempestuous Ocean and bring them to the Northern Continent, where throughout the year millions of tonnes of this Rusted Dust fall with rains, providing the soil of these regions with nutrients.
Ecclesiastical explanation of the Baned Hemisphere is more direct and horrifying. As that side of the planet is opposite to where Meora rests, the Alleater holds greater authority there. The oceanic bowl is Its attempts to erase reality; the Cursed Islands – are the traces of Its spine trying to break through the planet’s crust, directly mortifying any life that treads them; and the Ocean of Mud is made of Its terror-hungered saliva which slowly erodes the walls of Its personal tomb, seeping through the cracks and creating a brine where unholy creations are born. Its essence affects us, turning us into Envious, turning us against each other, turning us against the Allmother – the winds bring Umbral Dust from the Ocean of Mud, which we inhale and become more susceptible to Its influence, but some of us breath more than our minds can handle, and fall under control of the Evil. If what this explanation says is true… how long it be before the Fathomless Feaster breaks free into the world?… and what… will we have the power to stop It?… will She?…
[CLASSIFIED]
Meorenell standard calendar year, as constituted by Herquisition administration and approved by the Supreme Council of Her’s in Year 22, starts with the First Day, followed by 8 months, and ends with the Last Day. Each month is solemnized by one of Eight Sacred Tribes in honor of Holy Aspects of Her they are blessed with. Months are, in order: Feetruary, Kneevember, Thightober, Thiccpril, Tumtober, Absegins, Bustegnis, Neckus. Each month consist of 29 days.
A week cycle lasts 8 days, for Her every final Breaths of Creation, which are: Breethday, Wavesday, Grothday, Zversday, Bornday, Wisday, Voxday, Mournday. In most nations Zversday and Mournday are considered resting days; Mournday is always the day of mourning for our Allmother, as imposed by Herquisition after the First Assembly, albeit was traditioned before Age of Aspects.
Additionally, every 29 years a Seductive/Horny/Naughty/Lusty Day is added, between the Last Day of that year and the First Day of next year, to keep calendar years synchronized with planet’s orbital years.
A day is 32 Hours, one hours is 48 minutes, one minute is 64 seconds.
Thanks to recent inventions and scientific revolutions, including those provided to us by our brilliant Angel of Prudence, astronomy too has been touched and advanced. We have been able to study far beyond than was previously possible, understanding not just our star system, but the limitless vastness of space too. Although sometimes the stray lights from our planet’s ring system interfere with the exploration of night sky from certain regions, making it difficult to track even local planets, but a twin set of newest telescopes on Toe Cape of Feet Republic and Southern Promontory of Hewa (Her Western Forearm) Peninsula are coordinating with each other, glancing as far as couple of galaxy clusters away. Astronomers believe that the next step in cosmic observation would be to send powerful telescopes into orbit, or even beyond our planet… but given that every atom of physical matter we use is gathered from Her flesh, with allowance by Her grace, Herquisition is considering this speech unforgiving and ignorant, though no longer blasphemous.
At the center of our system is a contact binary: two equally -ized hydrogen-helium stars, Shata and Nata (Delightful and Beautiful in the ancient language of the Giants), slowly orbiting and barely touching each other. Considering how young their contact is, we should have no fear of them merging into a luminous explosion for hundreds of millions of years, and hopefully by that time we will find a way to get rid of verminous Serpent from this Existence. When Nata and Shata are perfectly positioned it in the sky resembling Her holy symbol it is considered a great day for the body or spirit (depending which star rises first).
Main planetary formation of our star system comprised of eight planets: Salameni, Junaarta, Proteramon, Meorenell, Naurolan, Circel-Pata, Pharofarus and Zarosharil. All named after virtues of the Giants on their language, except for our home – Meorenell, which translates to “Meora’s rest”. In ancient times we believed that other these planets are seven shards of Her lost eye, and each shard observes and judges our purity for one of seven sins.
Salameni (Patience) is the smallest and closest planet to Shata-Nata. Scorching hot with a hostile environment of constant volcanic activities, greenschist slush and pools of molten copper deposits should dominate the surface even at night. The atmosphere is dense and thick, mainly composed of carbon dioxide and argon. Two formless rock surround it on a very low orbit as natural satellites for a time being.
Junaarta (Temperance) and Proteramon (Kindness) sisters are second and third planet respectfully. Both planets are barren, with no activity and fully depleted atmosphere. Their orbit paths are just 0.06 light seconds apart from each other, and they will most likely collapse when get in close proximity, but this contact should not happen for the next 255 million years, as right now they are orbiting on relatively same speed with a current orbital distance of 67 degrees.
Junaarta’s many dried volcanic creeks and craggy basaltic highlands are covered in thick layer of sulfuric sand and potassium dust. Traces on equatorial deserts suggest that the planet had at least some thin layer of atmosphere less than a thirty thousand years ago, but eventually lost even that for some reason. Barely any impact craters can be seen on a planet’s wrinkled landscape, many suggest anything that would reach Junaarta was attracted by Proteramon. A single gray moon Rian follows it.
Proteramon show signs for plentiful of metal deposits on its smooth ammonia-oxidized surface, and a network of subterranean tunnels with ammonia water under the crust of its northern pole is present. Many impact craters scattered on the southern hemisphere, half of which is a consequence of a meteor swarm from billions of years ago; but the most important one is on equator – fresh, a few thousand years. Every Engifted knows where it is without seeing it, as it always calls for us.
Meorenell is the Fourth Planet, chosen by Meora to be our home… and a prison for the Alleater. It has no moons, but a faint ring system that is composed of ice dust and small rocks laced with Her gorgeous arms broken into billions of shards. It is almost impossible to tell anything about what Meorenell was before Meora arrived – she covered the entire planet with her locks and tails, a layer of a dozen kilometers thick. No one dares to dig to deep, as a respect of Her will and as a fear of Its Envy. Considering other bodies in our system, this planet could be similar to Proteramon.
Naurolan (Charity) is the only planet in this system that can be naturally habitable for us. Lush terrain, with an oxygen-rich thick atmosphere, and liquid, hopefully drinkable, water. Night side is often wreathed in haze. Most exciting fact is that after prolonged observation it was concluded that unknown intelligent tribe lives on this planet, and right now they should be in their bronze age of development. A lot of scenarios and questions were raised about this new civilization: was it Meora who gave birth to them? Can they be influenced by the Serpent? Or they already are? How they should be treated when we meet?… How should we treat our own kin, when they are born and raised on another world, not from Her flesh and tears? Observation of this civilization is what made Herquistion reconsider views on space exploration and rewrite many social laws, prompting heated debates in their chambers on how to advance and progress our civilization beyond Meorenell.
Circel-Pata (Humility) is the sixth, largest and last terrestrial world of our system. Massive crater on one hemisphere and thick natural Kessler syndrome tells about cataclysm that happened on this planet billions of years ago, causing significant damage and wiping any ecosystem clean – making it impossible for future life to exist there. Extensive deposits of platinum, silver, nickel and cobalt can be observed inside rim area of the great crater. Not a lot more to tell about this dead planet.
Pharofarus (Chastity) is a mostly hydrogen-helium gas giant. Vast lightning storm fronts, constant ammonia rainfalls and lethal radiation emissions as the result of helium ionization. It unsurprisingly have only a handful of survived satellites, while other were either swallowed by Pharofarus itself or stolen by Zarosharil billions of years ago.
On the edge of our system is Zarosharil (Diligence) – another gas giant. Traces for high content of sodium and chlorine in its atmosphere. With a mass approximately six time that of Pharofarus, it is the biggest planet in the system and a source of deep gravity well which tugs many outer system travelers. It has 225 satellites, ranging from captured asteroids to a couple moons the size of Salameni. An immense ring can be observed even with basic telescopes.
Beyond that is a massive asteroid belt and scattered discs of smaller rocks, ammonia ice, asteroids, dwarf planets and space radiation.
A classification of many dangerous animals, ranging from insects to mammals. The specific principles of how and why Draconic Lifeforms are born are still unknown, but the most prominent theory is that it is an active mutation within organisms created by the Gift, just as we, the children of Meora, are also change by its influence. Yet, the results of these mutations are very distinct and in odds to what we know about the Gift and how it affects us.
Draconic Lifeforms are undoubtedly larger, tougher, and meaner than their regular counterparts, from which they evolve. The number of individuals born that evolve into Dragons, varies depending on the group: for example, one in a couple thousand among mammals, but one in several millions among insects. Many of them exhibit similar mutations such as high inner temperatures, supergrowth, scales, bone outgrowth, and high resistance to Umbral particles. Unlike for us, the children of Meora, these mutations are not as drastic, but are quite homogeneous: a Dragon Wasp from Feetland will resemble a Dragon Wasp from Milkland in size, structure, and other characteristics. Therefore, it was decided not to differentiate or separate comparable Draconic Lifeforms born from different species, but to recognize them as a single Dragon Specie.
Many Dragons do not reproduce with each other and would rather fight with the rival, however, there have been recorded cases of Draconic Avians forming families and laying eggs, although no offspring have ever been reported.
The smallest recorded Draconic Lifeform was the Dragon Mite – it was likely born as an ant mite, but by the end of its life it had reached the size of a cat, and caused the near-extinction of livestock in surrounding villages. The largest Dragon is known only from ancient stories from the Feet and Thigh regions: the Dragon Whale. This creature is said to have been as large as the young Leviathan of the Crus, and even fought It to the death, but it is difficult to say whether it was the Dragon Whale, a rival Leviathan, or an Umbral Horror too arrogant and eager to overthrow its maker.
Taming Draconic Lifeforms is nearly impossible. One problems is that by the time a creature begins to evolve into a Dragon and is noticed, a substantial amount of time will pass, and it will be too late to establish bonds that will lead to positive results. Another problem, of course, is their innate aggression, which should always be directed towards something. Only a few places dare to practice the taming of Draconic Lifeforms, and all of them happen to be located near active routes of Envasions.
Because Draconic Lifeforms are so aggressive and dangerous, any reports would be investigated and, if necessary, hunted. In some cases, herds of certain Monstrous Animals are actively monitored – these creatures already pose a serious threat in their natural forms, but will become even more dangerous if the newborn evolves into a Dragon. Regardless, the remains of Draconic creatures are highly valued, especially among collectors, who are willing to pay handsomely for their heavy bones, tough scales and delicious meat.
///…in progress…///
***
Translations of known words from an ancient language of the Giants:
Serra – North / Loyal
Ussa – South / Hardy
Zatta – West / Faithful
Vassa – East / Friendly
Graia – City
Straia – Country
Grad – Border / A place sworn to protect / The Eesponsibility of The nation
Gop – Backyard / Dark alley / Tiny street
Targa – Mountain
Vag – Sea
Shata – Delightful
Nata – Beautiful
Merata – Good
Orata – Gorgeous
Bosso – Mighty
Abba – Brave
Solle – Elegant
Dommy – Powerful / Commanding / Respectable
Salla – Patient
Junna – Temperant
Protte – Kind
Nurro – Charitable
Patta – Humble
Farru – Reasonable
Zarro – Diligent
Merro – Festive / Cheerful
Motohr – Great Warrior / High-status Warrior / Knight
Tuhr – Guardian / Selfless Defender / One Who Sacrifices Oneself
Octahr – Sentinel / Dutiful Protector / Tireless Watcher
Sahr – Comrade / Like-minded Friend / Helpful Enthusiast
Horrs – Terrifying
Mahn – Punisher / Executioner / One Who Delivers Justice
Yaru – Dangerous woman / Dominant female in heat / Violent and vulgar
Ordono – Office / Court / Council
Nell – Bed / A place to rest
Hus – Hunting Weapon
Yamsg – Big axe / Three-handed axe / A weapon that can cut a person in half
Zhezhe – Born / Begotten / Created
[CLASSIFIED]
“Depiction of Khazula-Zashat, based on the maintained description and retrieved bones of the Giants from the Frosted Archipelago”.
***
Legend says that Khazula-Zashat took a nap beneath a mountain and overslept by twenty-seven years, both the announcement and the departure her tribe to the not-yet-Cursed Islands. When she awoke, the other tribes celebrated, believing to see the Giants had finally returned, but were to be disappointed.
Being in her senile age and not knowing where are the lands her sistren voyaged to, Khazula decided to wait for them to come back, only to never see her own kin again. She died shortly after… seventy years later, at the age of five hundred, surrounded by thousands companions from the cities she had helped to build and foster.
Her body was buried with all honors, and left undisturbed for four millennia, until the heartless vassals of the Hegemony intended to unearth the bones of the Last Giant and turn them into fine ivory furniture for their newly crowned Empress. The local Ardem rebels decided to get ahead of the Hegemony’s minions and dustify Khazula’s remains rather than letting them be ravaged and desecrated for an amusement of [REDACTED].
It is not known what exactly happened to the rest of Khazula’s bones, but her Pelvis was preserved and kept hidden by Ardem and Feys deep in the steppes of the Great Thigh Plateau until the Age of Aspects begun, when it was entrusted into the care of the First Angel of Love. Today, Khazula’s giant Pelvis is exhibited as a holy saint’s remains under the protection of Praethighrian Guard inside Mother-Church of all Thighs – the Grand Cathedral of the Golden City, drawing faithful Thigh-devotees for pilgrimage from all over Meorenell to venerate them.
There are constant rules imposed by the Existence, some we know through centuries of discoveries, and some we still need to uncover. With each discovery we understand more, and with more understanding we gather about reality – the easier it is to grasp what and how we can transform, be you Engifted or not.
Meora granted the Knowledges to our first ancestors when they were born into a new world, so we could proceed and prosper without Her. Sadly some were lost or alternated during first Crumblings and Primal conflicts. We left motherless and scared, diving into superstition to soothe our fears and privation, distorting what we knew about reality to make it feel like we control it. And of course, Engifted would prove our fallacies through wonderful powers they exert.
Overdependence on miracles manifested by the Gift was hindering our technological progress and impeding understanding of this world through most of the Age of Crumbling, but bits of knowledge discovered in remote neighborhoods, shared to each other and eventually gathered together created a full view of what really is and what is just imaginations of Engifted contrive. In time it was not just Meority which progressed technologically, but Engifted possibilities were elevated as well.
One big question still stands after all this time: do we understand the reality as it is, or do we understand the reality which was designed for us by our Allmother?
[CLASSIFIED]
It is a leverage to tap into the essence of the Existence and become a single reason with it. A way to unobey its laws, or structure new ones. One who is blessed by our Joyful and Gorgeous with this Gift is empowered to ask questions to the Stars and hear the Existence to give its answers.
Modern scientific believe is that the Gift is part of Her being – what we poses are just mere splinters of shattered true power we absorb through our lives. Same as when we consume harvest grown from Her flesh and drink Her tears – the Gift becomes part of us, for some more, for some less, but eventually it returns back to Her with our bodies, and then granted anew to others.
The vehemence of all Engifted depends first on intensity of Gifts bestowed to them by Meora. Most can suspect they are blessed, but never powerful enough to manifest miracles, as it is far from their control than own heartbeat. Some are able to bend tangibility without realizing it as much as people who surround them, attributing strange events to normality of luck. Those few who are truly aware of their potentials use the Gift and toil hard in Her name, accepting duties of being blessed ones. Rarest of all wield tremendous might – their’st actions reshape Meorenell and its history.
Alas true potential of Engifted comes from creativity and perception of reality in their own minds; to bend the reality is to understand it first. One can imagine how a metal rod gets hued with myriads of hot white colors before it melts, another can go deeper into atomic level and comprehend how every of trillions of atoms move in chaos transforming solid mass into liquid, but a few would befriend Miss Rod and make her blushing with embarrassment – variable approaches for different minds.
Most Engifted understand logic of the Existence surrounding us, and therefore can briefly transform that logic to create miracles. But the greater one’s Gift – the heavier its weight on one’s mind and sanity: if not for our understanding then most powerful Enifted would be considered insane and deranged, but in actuality they see the truth of surrounding reality in different planes, and these truths seep out of their minds, allowing them to create something that shouldn’t exist and suppress that which already exist.
The Gift doesn’t manifest in mind alone, but in flesh too: Engifted body is destined to live longer, it don’t get sick with pity illnesses and suppress viruses, very quick to heal wound and even grow back limbs. As well bodily anomalies and even environment changes they unable to control and can only accept as part of themselves. Inherently, our Engifted sisters are more perfected in Her image than others.
Through benefaction and permission of our Allmother on whose body we live and to whom our lives are beholden, The Gift of Creation can manifests its miracles in various forms, sometimes not easy to abstruse or comprehend, especially when they are originated from highly-vehement Engifted, but by the wisdom of Herquisitorial Supreme Council of Her’s a simple type-classification was devised: to streamline understanding of common and major groups of miracles.
Channeling
The most basic way to understand, classify and consciously use own Gift. Envisioning an act of worldbending upon the world you sensate and casting it forth into reality. It all depends on what an Engifted desires and can truly perceive in her mind in most perfect detail. Hence concentration and reaction are significant qualities for an Engifted: a full control over own body and mind when emotions and senses can easily become mental distractions, severing a thought and prevent miracles from unfolding, but as much they can become a catalyst that veils vision with a fright imagination – an unfinished though can lead to wrong results. In most cases the reality heals itself when Engifted meddle with its nature… or is it Meora rectifies mischief of Her children? Yet in cases of faulty miracles it is better if nothing happens at all when Engifted can burn a wound on actuality.
Although power is not unlimited, as much as range at which Engifted can deed a worldbending: the Channeling is still partially a physical process of a dynamic brain activity, which burns a significant amount of one’s body’s energy, but the greater one’s Gift – the further and easier are borders of possibilities. Low-grade Engifted require greater continuous concentration, knowledge and visualization to create miracles – a process which boring and tiring mind; mid-grades can show greater results with concise effort of thinking and less sensitivity to distractions, although more effort will bring even better effects as well as more knowledge of natural and physical laws will carry more flawless miracles; high-grade Engifted need not to understand how the world exist, nor they need to indulge in detailed imagination – what they fantasy will happen, a miracle will be even if unnatural to reality.
However, what happens when two equally-powerful Engifted warriors meet, and a shield that can halt anything is hit by a spear which pierce through everything?
Artifacts
Objects filled to the brim with the essence of its’ Engifted users, endowed with abilities and powers that can be wielded even by regular people… if its safe and stable enough.
Though Engifted can channel the Gift directly into any objects to transform their properties, tehy dry out to a normal state the moment they are not in use. True Artifact are made without intentions – through years and decades of use and bearing. Trinkets, weapons of war, tools of creation alike, and more. It is not always clear what is and Artifact and what powers they posses. Most common are remains of Engifted of course, specifically their bones – after soaking in the Gift for an entire bodily life, they can become pure source of vitality and healing for others; sometimes text written by vehement Engifted are filled with control over minds, or a paintings made by them may become animated.
Many of Artifacts are allowed and propitious to be used as soon as possible when a befit bearer found, before these dry out of inner powers. However, some are protected and venerated for their sacred and historical nature, eventually being withered by the time itself.
Of course same logic and understanding is applied to pestigeous degenerations created by the followers of the Serpent – Cursed Artifacts. Whenever one is found it shall be destroyed, no matter how weak or useful it is may be. It is a cancer on Her body and shall not continue sickening Her.
An uncontrollable Aura of change surrounding high-grade Engifted, which alters the reality into what it shouldn’t be, driven by broken sanity and twisted understanding of the world.
Lord’s Domain
Engifted Lords of Creation are known to shape the Existence itself – not just transform surroundings, but expanding what shouldn’t exist into an alongside realities, creating cove worlds their sub-consciousness demands.
Domains a truly rare and precious miracles which may be manifested only when a Solsticed Engifted dwells too much time in one place and gives it substantial meaning, affecting it with prolonged and intense abnormality of own presence. Eventually a World to her likeness would be created – a simple shallow well will lead into a deepless ocean and a painting on a teapot becomes a gate to an imagined tangibility.
Creator of such Domain can come and go as she pleases, it is part her of her worldview after all, yet others don’t even realize when or if they enter or escape… as a reflection of its creators, Domains are never static and stable.
As far as it is explored Domains are small expansions of reality: they may contain own laws, but alike to bulges and folds on a fabric of a cosmic dress upon Her’s body, Domains are derivative fragments of much powerful and vast Existence, and once you straighten them into normality – everything unnatural inside them will be forever dispersed like it never was there, but returning what truly is real back to us.
Animation
Although creation of life by the Gift is forbidden, different art is allowed. Animated – classification of a life’s parody, a creature without mind, organs, goal nor emotions. A clump of matter given short functions to fulfill, extension of its creator’s will, exists only to follow order: never to question, never to anguish, never to joy.
There are various forms, techniques and uses of Animated: from a full-sized puppets to a liquid-mimics, from a command of an endlessly repeating movement to an artificial awareness with corresponding predetermined actions towards surrounding activity, from a child’s toy to a war gear. Albeit, Animations becoming less popular among Engifted in current times as drones and automatons become more available and advanced.
Today it is widely believed that every child of Meora is blessed with the Gift, but as not all are destined to be born with a spectacular bosom or elegant feet, not all are born with the Gift of any significance too. Whenever it is true or not, vast majority of people in Meority are bereft of ability to form miracles.
Classification System, as constituted by Herquisition administration and approved by the Supreme Council of Her’s in Year 20 AA, to qualify mentality and vehemence of Engifted, blessed in Her Light they are twice. Encompasses eight individual grades, from those who poses limited potential to those who are exemplar of Creation. In rising order they are: Glimmer, Glint, Spark, Blaze, Enshined, Luminant, Radiant and Solsticed. First four grades also divided into Dim and Bright ranks.
Upon evaluation of own grade, it is required for sistren to accept themselves and find proper values to own possibilities as an Engifted. As well this classification helps through Meority in simplifying recognition of obligations a person can and shall bring with their Gift, for the engoodening of fellow sistren and protection of Allmother’s Gorgeousness.
Although this Classification System created only this age, Herqistion historians were carefully researching known and famous Engifted from the Age of Crumbling and awarded most possibly proper grades to heroes and queens of the past. Though it is hard for their work to be accurate with so many missing or oversaturated stories.
They display the weakest possibilities of the Gift and not even considered or required to learn Doctrines. Herquisition researches believe that three forth of Glimmer-grade Engifted who live in rural or remote areas never to know about own abilities at all. In most cases Glimmers don’t recognize themselves as Engifted and thus grade themselves as Muten, while friends and neighbors around them consider slightly strange events as a result of accidental luck or mishap. When truly channeling the Gift, Glimmers can do miracles that are not much beneficial, but at least can be situationally useful in everyday life: create a flame as big as of candle or close small wounds by drawing a finger over it. No permanent physical changes appear on bodies of Glimmers as well.
It is concluded by Herquistion researchers that ninety million is most likely number of people who live today can receive Glimmer grade.
Engifted of this grade are fully aware of it, even if their abilities are not as magnificent as what higher grade peers can manifest. They are encouraged to join Doctrines, at least basic ones, to nurture and constrain abilities they already show. With some effort and training Glints can use their Gift in regular work when it is applicable: they can easily generate a dense continuous flame big enough to cover own palm or freeze fresh meat just by touching it. Small physical changes can be observed on Glints’ bodies, but not very unnatural – a lock of hair is forever of contrast-different color or a birthmark of an interesting appearance.
Less than ten million as of current population is plausible number of sistren who can be graded as Glints, per Herquisition last official report.
The Gift can be effectively used in a civil life, but sadly for prospects of destructive energies its primary utilization is against the enemies of Meority – from within and without. Engifted of Spark grade and higher are forthwith drafted for military service in most nations, or by demand of Herquistion, and decreed to complete Basic Doctrines with additional ones depending on their future assignment. Most Sparks serve in Remedy Forces or in support to Knights of Creation. Engifted of this grade are powerful enough to depend on their Gift in a short fight one-on-one; but their miracles are still fundamentally based on rules of scientific reality we in Meority understand, without too paranormal contortions: like creating balls of fire size of a head or slow movements of matter in surrounding bubble-area.
Freely visible are extended bodily anomalies, be that unique shape of horns and ears, or somewhat aberrant skin changes.
According to Herquisition officials estimate number of Spark-grade sistren who live among us today is around a million and a hundred thousand.
Around a hundred twenty thousands is a number of known Blaze-grade sistren, and at this very moment many of them risk their lives for us, as Knights of Creation.
It is an honor to be born one, but too it is a responsibility – parasites are Infinite, and so does thou’s service in Her name. From early childhood Blazes are destined to become Knights of Creation for home nation. Intense Doctrine and military trainings will be administered under supervision of Herquistion, and as great results are expected. With a greater power and without significant effort Blazes can channel their blades to pass through toughest armor, set an enemy aflame just when walking nearby, manipulate earth to impale foes and make fists shatter when one dared to be raised, or they can easily enhance constants of themselves – toughening body and sharpening mind.
Unique physical anomalies manifest on bodies of Blazes, often not standard to their biology, but still beautiful in their forms, be that fingers covered in reptile scales when not of reptilian-type tribe or greatly unusual skin coloration and patterns.
First of unstable. Engifted of this grade are merely more vehement than Blazes, but weight of the Gift on their minds is already starts showing. It is still easy to train and educate Doctrines to Enshined, but their mind has a chance to grasp wrong ideas, affecting future usage of the Gift. As well not every of them are disciplined or obey orders, often follow decision of their own, and use the Gift in irregular and eccentric ways, though that doesn’t mean inefficient. Miracles of Enshined may display superstitious elements, important and logical only for their insight, but largely useless to truly work (or it seems) – something like praying words and runes weaved into manipulated shapes and substances, or specific colors determining various characteristics of created miracles.
Bodily anomalies of Enshined are larger in size and may include more unnatural growths of originally non-organic matter as well as dermis patterns of… what some called, “magical origins”.
A little less than fourteen thousands people are of Enshined grade, as per Herquistion office.
Close to thirteen hundreds sistren who live on Her Gorgeousness today are officially received status of Luminants, and many of them serve among Ordono Krano with given freedoms and authorities.
Even more volatile in mind under pressure of the Gift they bear, not all of them are capable become Knights of Creation – first of all because only a handful few can learn rule of authority and follow orders, but as well not many Luminants can be taught Doctrines and keep themselves restrained from unsound actions and disturbing stability of surrounding reality. Yet, they always find their abode among Red Capes of Herquisition – enemies withing are growing, evolving under no control, follow no rules, and so the one who hunts them shall have no restrains either.
On top of greater bodily anomalies, Luminant presence may constantly graze surroundings, especially on direct touch, leaving behind changes very much differ to laws of nature – and that is before they even use the Gift with intentions. When Luminants use fire they not just simply incinerate their foes, but may set themselves in frozen flame too, sweeping entire room with a swarm of sparks only to walk away unburned, leaving behind shattered insect-eaten bodies.
Radiants are blessed with the Gift, but also cursed. They are not hated, but venerated – their enjoyment of live is unwillingly sacrificed for an elevating power they might never wanted. Just a bare Anomalous Presence of Radiants is affecting the reality around them even in unconscious state – be that abnormal temperatures or appearance of ghostly paint on surroundings – a results of unintentionally insane and frantic worldview somewhere deep in their consciousness, which make them believe in these anomalies to be part of the real world, amplifying these believes in return. Same can be said about their social sanity – if you dare to communicate with a Radiant, you unceasingly walk on a glass shards, where a wrong word can make you drown deeper in a sea of sharpness. Thus it is advised not to approach such Engifted or risk irreversible changes permeating withing you, often denying you life to continue, even when neither of you want this to happen.
As a result they can’t understand the same reality we do, they can’t commune with us as we can, they can’t wield technologies we able – the Gift of theirs is too vehement and mind is fever with frenzy thoughts. Even Herquisition not always finds a place for them to stay. All they can do in life is to seek for a purpose, one which they always find in battles against nightmares born from the Envy, and when a Radiant step on a battlefields against Umbral Horrors, she resembles a comet on an empty night sky, shining like the first candle through a bog of darkness, leading the way out of it.
Herquistion office recognizes a hundred sixty one of our sistren who of a Radiant grade.
The most powerful and puissant of Engifted receive titles of Solsticed – Paragon of an Engifted. The very few of them live at the same time, let alone met, but a far away presence of one is already enough for all of us to awe. As such, every Solsticed receives a unique title of the Lord of Creation they will be known and remembered with in history.
After recently passed away Flattia Bellus, Lord of Perpetual Calm, there are only twenty other known confirmed Solsticed who live on Meorenell at this very moment, and act on this world in ways they freely desire.
No Herquisitors nor Queens nor Empresses can command them – Solsticed do not obey anyone, kneel only to Aspects, and heed solely to calls of own conscience. Some are hiding in their chaotic Domains forever alone, some gather honorable Retinues to march against Nightmares of Envy, some rule over nations, and some… become even frenzier than they already are. Whatever they do – their actions leave marks on our world.
Although compared to might and powers of Aspects they still look like children with toys, Solsticed’s Anomalous Presence changes reality in a way we can only describe by a simple word from a language of the Giant – “Magic”, for what is happening often has no logic or science behind it. It doesn’t matter if they are awake or slumber, vehemence of their Gift is continuously altering the Existence around them: when they believe white colors are indestructible – then it is true, when they believe a shape of circle is magnifying view – it does so, when they believe to levitate – so be it, and when they believe that a normal world is set aflame – then all they look at is burning. With such, under influence of the Gift bodies of Solsticed are shaped into that of a greater beauty, recognizable but distant ones of their tribes.
Very often it refers to rare occurrences of people (or living creatures in general) who can’t be affected by anomalous presence of a high-grade Engifted. Usually it is a person so dear to said Engifted, that her fear of harming repercussions unintentionally subdues and nullifies effects of the Gift on or around such person. After all, life of most high-grade Engifted is lone and sad, they can’t even find kinship in each other, for their perceptions and delirium of reality clash when they meet. Forever they wish to share lives with sistren in full someday, a wish that never to come true. And so they travel upon Her Gorgeousness to find those few we call Resonants, who they can touch and who in return can be kindred to them not from a distance. And when they find – they dear it greatly.
As well it refers to two or more Engifted of the same grade and vehemence, who perfectly synchronized and unintentionally suppress each other because of flawless understanding of how an opponent think and uses the Gift, and therefore mutually restricting its use.
Too it refers to a very few historic high-grade Enigfted who saw the world as it is, whose insight of reality was not torn by madness under influence of the Gift, and therefore their presence kept reality as it shall be, stopping other Engifted from altering it in any ways.
Those Engifted who are vehement and judicious enough, can be taught standardized knowledge and disciplines, to aid wielding their Gift more effectively. Basic knowledge of our world is taught in regular schools enough to shape and mend perception for physics and maths, even more can be learned in higher academies, but Engifted sistren require something more than that – a deep comprehension of mind possibilities, to train insight, to nurture imagination – this is a task beholden on numerous Engifted Doctrines.
Varying in lore, design and purpose, but intentions of most is to simplify and excite use of the Gift, with a goal of providing understanding for future self-improvement. Doctrines also teach ideas of already conventional miracles, one of key techniques familiar among all Doctrines is to train own brain in recreation of memories, ideas, envisions and knowledge by associating them with specific words and gestures – which would become mental triggers, allowing an Engifted. even surrounded by constant distraction and stress pressures. to efficiently recreate miracles binded to these signs. Sometimes it is achieved by ceaseless drilling, but some Doctrines use physical or mental sensations (pain or pleasure) to become associated with said signs.
There are countless Doctrines, ranging from worldwide fundamentals branching into multiple distinctive Tomes, to a community-niche ones, but here are examples of a few:
The first and main Doctrine: great unnatural miracles can affect the entirety of Meorenell, causing unforeseen chains of disasters to our only home we all share, and of course to Her Gorgeous body. Young Engifted first educated on how NOT to use the Gift and discipline themselves from foolish unreasonable actions, nor disturb others while actively contributing to society with their blessing. Too, Stability may teach about self-preservation, be that against natural hazards, another Engifted, or something much worse. Nor least important, Remedy is a key Tome within Stability Doctrine: it instructs alike named Remedy Forces on how to confront parasitic influence of the Serpent and Its creations on reality, how to purify Umbral Carcasses and cleanse Infernal Malady from Her body.
Another example of common Doctrines – it extends mind’s comprehension of how true elements and substances work and can be transformed through absence or presence of heat. With basic gestures Engifted can easily create balls of fire and walls of ice. In case of ever deeper learning, Temperathurgy divided into more specific Tomes inside Tomes: like Cryomancy, which teaches about utilization of commonly liquid or gas substacnes through generation of temperatures lesser than freezing point of water, or Pyromancy, which teaches about specific plasmic state and flammability.
This Doctrine is especially favored by the Knights of Creation. Ability to enhance active attributes of own body and equipment. By continuously applying the Gift an armor never be damaged, sword never crack, a mind never falls asleep and muscles never tire of fighting. As well can be helpful in achieving phenomenal physique during exercises, improve memory and reaction time. Although prolonged self-enchantment or permanent changes to body parts is not advised still – sum of natural biology is more complex than one’s mind can comprehend.
Doctrine of Illusions exist still, though it is… not much legal – manipulation of another’s innocent thoughts through the Gift is outlawed, and most specified uses are authorized to be utilized by Herquisition Agents only. Such as for pacification of some highly-vehement Engifted: as many of them can’t control own Anomalous Presence, its effect is somewhat tied to their perception of reality, thus through Illusions it is possible to change that perception and reduce effects of Anomalous Presence for a fracture. Alternatively, Police forces are permitted to use Illusions under Herquisitorial supervision. Though, lesser Illusions are allowed in public when not used directly on a person: such as puppeteers compel their puppets to look more alive or hunters who keep themselves concealed from beasts.
There are two main Tomes of this Doctrine: first one edifies to use natural surrounding light and atmosphere to fool senses or create mirages, another instructs to directly manipulate biology of a brain with chemical alterations and hallucinations (which is bordering with plain brainwashing, hence this Tome is reserved for Herquistion authority only).
This is… It is not hard to guess a purpose of such Doctrine considering it was created by Vammabelle al Apole – an Ardem Engifted, who is elevated to a status of Saint among Libidant Thigh Clergy, with already prepared and maintained place for her Pelvic Girdle preservation at the Grand Cathedral of the Golden City itself, for when she will pass away. When the Slime and Tentacles Doctrine was first presented to Thigh Bishops it became so popular an edict was issued in a week for every Libidant Thigh Chapel to dedicate a corner of their Horny Attics specifically to this Doctrine. At its foundation is principally simple technique: a body-safe fluid is Animated in various shapes and motions for carnal pleasure purposes, ranging in volumes from a wiggling girthy rod to a chest overflowing with dominant hungry tentacles.
Re-creation and transformation of sentient life through the Gift is a forbidden art.
It was a cosmic miracle when Allmother gave birth to all life on Meorenell, but no Engifted of any vehemence will ever be successful to repeat what She did even if amalgamate together. Very Angels of Grace themselves sacrifice own flesh to let Hallow Trees sprung, so what a lesser Engifted can hope for?
Our minds never comprehend enough understanding of a Life as She does – any complex creature designed by the Gift of Creation does not exist for long, as any attempt creates only a suffering pulp of flesh. A result, if trying one, is abhorrent to see. Even plants and tress are withering fast and produce the most repugnant fruits worthy only a poison, though it is possible to gently manipulate some of flora for its biological simplicity – supporting it growth and harvest.
Engifted interdicts on biology as well include advanced medical use of the Gift: a mistake done during an attempt to heal grievous wounds of another can lead to a worse ramifications, thus solely a supportive use of the Gift is more practical, or a basic help and alleviation by a trained iatric Engifted is advised, especially if its a personal doctor. A self-heal is more preferred for an Engifted anyway – the Gift affect body of its bearer much differently than other organisms, more like restructuring itself to befit healing calls of an afflicted mind and then slowly revert it back to a natural state while functionality stays as if never changed. It is innate for all Engifted after all – to live longer and healthier lives.
The Gift of Creation is a name given by us, Her children, but as well behind this name is a tool of destruction. There are activities and uses of the Gift which are forbidden and regulated by Herquistion. Even Knowledge about most of them is classified, in fear of someone trying to find a way to repeat and maybe achieve much worse outcomes.
Historical catastrophic miracles are known – it is hard to hide truth about them, but there is no need when they are not often talked about. One of such was an aftermath of Ekunarian battle, year forty five UAA. The Hegemony forces were chasing defeated rebels to the Great Thigh Plateau for two weeks after the battle. Eventually they caught on and slaughtered what left of the rebel group, setting a celebratory encampment same night. And same night a colossal and terrific cloud of fire was risen from where the festive to be, visible from far away cities. Her body could be felt shaking through entire Thigh Region. All life was exterminated around that site, nor more would reside there for decades. When centuries later people were able to safely explore that land again, what was found is a horrific mark on Her body – a crater as vast as biggest cities known.
No aware of who caused it, what grade that Engifted may be, or was it a single Engifted anyway, but it is concurred to be a result of the Gift usage. And whenever Herquistion knows the truth or not, such knowledge is proscribed for exploration. Although, people can only guess if there are more and baleful miracles are hidden in Herquisitorial archives.
[CLASSIFIED]
Blissful but Frail
With the exception of their hardened limbs and foreheads, Zemali are a really fragile and delicate people. They live, move and think slowly, because their bodies can’t withstand the prolonged pressure and physical stress that are normal to sistren of other tribes. Even their internal bodily fluids are slow and thick.
Zemali bodies are a synthesis of flesh and fungal trama – the puffy parts are lightweight and squishy-soft on the touch; thick skin isn’t very elastic and is easily damaged physically (but much less so thermally), smooth, covered with very short and soft trichomes, and faintly fluoresces; the skeletal structure of their torso is mostly made up of something similar to cartilage rather than bone; even the nociceptors are simplistic in order to reduce plausible discomfort or pain. The muscles are stiff and tight, but easy to build up and hard to lose mass (though Zemali remain relatively weak compared to other tribes), moreover they have very little fat of any kind in their bodies. On the very good side, Zemali have a strong immune system; few intertribal viruses or parasites are attracted to Zemali, just as wild animals and most insects ignore them, which is attributed to the calming earthy-tomatoe odor; they are virtually invulnerable to long-term low-level emissions and many toxins; and can regenerate tissues in response to injury. Zemali also seem to never be in danger of starvation: during the primal aridification and consecutive famine years, they hibernated, living for years without food, yet were barely active even to think and recognize when the famine season ended.
More than half of the Zemali suffer from vocal cord dysfunction or their complete absence, and those who can still speak are perceived by sistren tribes as monotonous and plane. Since the Zemali initially learn sign and hip languages, they are now used more often in their culture than spoken language, even by kin who do not have vocal cord impairments. Zemali generally not fond of noise (and bright artificial lights), so almost all of them live away from big cities and rely less on recent flashy technologies.
However, their fragile state does not last forever. A process similar to transdifferentiation occurs when Zemali reach elderhood: the skin and bones become harder and stronger, the muscles – denser; they grow larger and heavier; their mindset become belligerent, cruel and competitive. Such Elders can’t be considered weak even by the standards of other tribes. Today, thanks to the all-directional progress and social stability in Meority, Zemali can live more safely and therefore longer than previous generations, thus much more of them survive to become the Elders. There is no known strict limit to how big Zemali can grow, but eventually their bodies shut down when even the Elder’s powerful immune system cannot maintain the progressing internal malfunctions.
Zemali don’t bury the bodies of their deceased nor perform funerary rites like other tribes do, partly because the decomposition of their flesh is odorless and dry: the dead is simply laid on the open ground deep in the forest, head against the base of a tree, where the body withers, turning into a brittle papery shell. Therefore, it’s important to be careful when traveling, as some thickets you see from afar might actually be Zemalic Cemetery Forests.
***
Elderhood, of course, is not the only stage in the life of Zemali when they undergo a transformation: at birth, their leaflings look like cute leafy four-legged caterpillars. After several months of proper feeding, the little body overgrows with even more leaves, which begin to glue together, forming a cocoon. Inside this cocoon, for another month, through metamorphosis, the little Zemali grows proper bones, limbs, and a head, until the old leaves fall off.
Zemali Biology is heavily influenced by the surrounding environment and conditions of growth during childhood. That, the shape of their horns and the color of the leaf-hair depend on the biome in which the Zemali grew up, as well as the developed tolerance to the local climate, while in adults, migration to another area will only lead to minor changes in coloration even after decades. Peak height also affected by the local environment during childhood, but even more so by the balance of hydration and nutrition level relative to that environment during the growth period.
Surprisingly, Zemali prefer raw animal meat and insects in their died, but they are even more fond of… fish… and likewise, they savor to drink a cup of fresh animal blood instead of juice. Most of plant-based food tastes bland, they say, unless it is fried almost to the blackness. Though any heavily burnt meal is appealing to the Zemali’s tastes, it’s ironic that they dislike fire, for obvious reasons.
Talking of fire: as all true children of Meora should, the Zemali retain an artistic love for gorgeous bodies and erotic poses, but due to their weak sensory system, sexual drive among Zemali is very low – for them, sex is solely a means of reproduction, and not a source of physical pleasure. Nevertheless, the experience of romantic love is in high regard, and the mating ritual is of great importance to them, providing mental enjoyment from the very fact of performing the ritual, rather than physical sensations.
Being closer to the trees not only visually but also mentally, Zemali are inclined to eidetic memory and strict circadian rhythm. For their unhurried nature, they have never been known for adventurous spirit, and for their vulnerabilities – they are still considered the least intimidating warriors. They are neither in a daily chase for personal glory, nor strive for great goals in life – Zemali take pleasure in the humble life of tranquility and familiarity which they sprang from.
Very polite and benignant, they can easily be offended by something as simple as at improper language, but will maintain a genial composure even with those they deeply hate. No matter what others do, Zemali are gentle and benevolent towards them. To aggressive tribes, they appear cowardly: easily forgive old enemies, very few of them are willing to experience anything extremal, and in general, they behave overly-pacifistic. As the Aspect of Grace teaches, Zemali too feel pity for criminals and traitors: not out of a desire to forgive them, but because they can no longer be forgiven and deserve punishment, but they show even more pity for the sistren who must now deliver these punishments.
***
Before the Paleolithicc period began, and even before the First Settlements were drowned in the Sea of Birth, most of the Zemali ancestors, together with the Giants, migrated to the southern Thigh Region of Her Gorgeousness, to more fertile and stable lands where the Crumblings were less frequent and less stressful. There they were able to preserve the knowledge of agriculture, given to us by Meora, long enough for it to survive the first Crumblings and later be perfected with the help of sistren tribes. However, for being soft in spirit and body, after the Giants departed to the yet-Cursed Islands, the villages of Zemali were very often subjected to invasions, plundering and conquest during the primal wars and in the centuries that followed. But, during the tyrannical reign of the Hegemony, the Zemali were the only subdued Tribe that had at least relative sense of peace, which is ascribed to the fact that [REDACTED] didn’t even consider the Zemali to be living beings and therefore had no interest in their suffering as long as they continued plowing the fields and feed their empire.
Although the Zemali population have now spread and live in every region of Her Gorgeousness, thousands of years later many descendants of the first settlers still inhabit the Thigh region, spiritually inrooted there and never thinking of leaving their ancestral home. The massive farmlands and orchards of The Empire of Hips and Thighs belong to many Zemalic houses, for they are unmatched in their attentiveness to the needs of plants and earth. Zemali fingers can perceive the chemicals produced by vegetation – a sense through which they understand the current condition of the plants they care for, while the feet are able to identify the soil amenities. Through this comprehension, Zemali aid trees and crops by natural means, precisely determining the necessary measures, or finding the best fields for young plants, hence achieving greater yields than agriculturalist of other tribes. Although the help of sistren tribes is still required for the efficient harvesting. After which, the Zemali-Thighlanders gather for the feasts and holy celebrations that they hold in the name of food and fertility, to which strangers are always welcome to join. They do not speak nor laugh there, of course, but soft music and sounds of merriment are present. Often, Zemali houses celebrate together under the nearest Hallow Tree, and on some marvelous days, a newborn Angel of Grace joins to contemplate the results of the previous life.
Because of these abilities, the Zemali regularly provide assistance to the Remedy Forces, even those who are not blessed with the Gift of Creation, and some are actively assigned to noble activities around the Crus, where they help to heal and pacify the wild vegetation of Her Plagued Wound, bringing closer the day when the Infernal Malady will be extinguished and the Allmother will no longer suffer from this ancient bite.
***
Current Population as of Year 1170 of the Age of Aspects: ~72,000,000
Four Great Nations Affinity: Empire of Hips and Thighs > Kingdom of Tum > Realms of Bosom > Feet Republic
Solemn Month: Thiccpril
Aspect: Grace
Females:
Av. Height: 215
Av. Weight: 85
Av. Age: 140
Futales:
Av. Height: 223
Av. Weight: 92
Av. Age: 148
Av. Length: 28
Loyal but Ferocious
Tofar’s most notable physical features are their faintly-poisoned keratin spines, but especially their ominous bone masks. Like deciduous teeth, it breaks and sheds several times during childhood, until the permanent one starts to form in teenage years. It grows from the temporal and mandible parts of the skull, tightly adhering to the skin, with a layer of microflora between – a kind of protection from dirt, dust, infections and diseases that can occur in these hard-to-clean crevices.
The remains of primal and feral ancestors show that the ancient Tofar had a significantly different mask from that of their modern, specially Noble, descendants. It was longer, with a deformed nostril airway inside the mask and an actual skull; the bones were thicker, with sharp teeth and tightly-clenched jaw; the mask itself was also covered with a superficial layer of powerful muscles and skin. Presumably, it was used mainly for biting off large chunks of raw meat and grinding them into smaller pieces before chewing them once more in the inner mouth. Another use would also be as a natural weapon during primal hunting and wars.
Nevertheless, such basic craft as cooking, and then future technological advances, drastically reduced the Tofar’s dependence on their bone masks, even for food consumption. Over thousands of years it has shrunk, exposing the mouth, with only the basic muscles around it remaining. Loosing or even badly damaging the mask, hence exposing real face underneath, is still a very embarrassing and shameful experience for any Tofar, and they afraid it more than pain and torture.
***
As a tribe, today’s Tofar learn to be devoted to family, pack, and nation, obeying the orders of the social hierarchy and putting the interests of a group ahead their own ambitions, developing a strong incline for self-sacrifice… and they as well learn about the history of deep-seated aversion towards their tribe, which has became mutual, converting them into isolationists.
During the early Age of Crumbling, the Tofar kin was driven away from the Sea of Birth and the Thigh Region by other tribes for their erratic brutal nature, high prospects of becoming the Envious, and especially for their indiscriminate meat-based diet – abhorrently, othertribe sistren were not an exception for Tofar in the primal era. As a result, the Tofar were among the first to settle in the unexplored lands of Her Gorgeousness as a whole tribe, rather than just a handful castaways. Most of them went south, to Her Mountains, founding the first settlements there – they were the forerunners of the Noble Tofar; and centuries later, having subdued inner primal ferocity, they would establish the Kingdom of Bosom, alter later became the Realms of Bosom. Still, their views on being civilized and courteous differ from what most othertribe sistren consider polite and amiable – they are aggressive and ruffian even among the Royal Family, who represent themselves as the best of own kin.
Hair poses a special meaning in Noble Tofar society. Higher-status members grow it long and fashion into various coiffures to indicate their current sentiment or professional mood: hair gathered in a knob is neutral, a sign of fairness, or an indication that they are engaged in an important undertaking and should not be disturbed by petty reasons; a ponytail or single braid thrown over the right shoulder is a sign of dominance and command, aggression, self-confidence and libido, or disapproval of circumstances; a ponytail or a single braid thrown over left shoulder is a show of friendliness, respect, approval of the current situation, willingness to act and cooperate; setting hair loose means exactly that – being free of duties and responsibilities, in which case tilting head left or right is equivalent to what was described previously. It is also traditioned for Tofar who are married, engaged, or not looking for relationship to retain at least a few visible braids in public.
One of the other Noble Tofar beliefs, which spread and deepened in the Bosom and Waist Regions, is the physical and mental bonds we make when we eat food of the same source: from a family that eats their dinners prepared in the same oven, to a nation eating bread baked from the same harvest; but most importantly – we are all always bound, as we all feed on what is bestowal and gathered from Meora’s Gorgeous Body.
Other Tofar, who were fierce and uncultured even for their own people (and still are), discarded themselves to the far north with other outcasts – they are called Feral, and they rightfully earned this name in those times. There aren’t many of their kind left now – throughout the hardships of history, many perished in virulent swamps, malignant jungles and hot deserts of the Crus, from bane and hunger, by the claws and thorns of the Tarfested animals and plants, by the Brood of the Crus, and then the storms brought by the First Angel of Candor during her battle with the Leviathan, took the lives of many. The torments of the Feral Tofar lasted even into the current age, until the thirteenth century, when the Chiefess-great-grandmother Tagara Fohr united the hidden clans of her people before they all shamelessly succumbed to the influence of the Serpent. She had the only dream – redemption: to prove her children’s loyalty to Her Light, even if animus by other tribes.
Today, Tagara’s dream lives on, today the Feral Tofar are twice proclaimed citizens of the Feet Republic, and many of them are ravenously committed to become Hussahr and Jagers in their mission to eradicate the verminous Cult of the Snake that still nests and incarnates in the perilous plaguelands: for they see it as their duty to erase from existence their kin who shamelessly flocked to a false salvation.
***
Modern Tofar can be brilliant in mind, well-educated and disciplined, but don’t ask them to focus and participate in activities that require significant precision, tidy, recurrence and calmness – they still retain a bestial temper, and such activities drive them really mad. What irritates and vexing them most, fueling their hotheaded temper, is this modern, more polite way of life with repetitive values and artificial restrains of own nature, which the Tofar reluctantly force on own society. You should especially worry that even so the Tofar today control their savagery better than their predecessors millennia ago, they still retain the highest number of the Envious and Abominations among the Eight Sacred Tribes, but without the culture they now abide to, things would be much worse.
Abhorred by other and loathing these others, the Tofar have chosen to remain on the same side with them and live the same live as they do – not for forgiveness, nor out of fear of corruption… but for Meora alone, because they too are Her children, Joyful and Gorgeous, like Her. They understand own problems, and from a young age many Tofar mold within themselves a willingness to axe own life in the last moments of conscience, rather than succumb to the Serpent and betray the Allmother; and they do so in fear of the burden and dishonor they will leave to their sistren when they no longer be in control of own bodies and thoughts. At best, they go on the Sacrificial Hunt, to seek an honorable death in combat, hoping to take as many of the heinous procreations of the Serpent with them as possible; those who are too powerful to perish even in this way can still ask to avoid the dreadful fate in the most noble way they recognize – the Warm Embrace of Soft Death – death by breast smothering. In any case, Tofar refuse to surrender to the Black Capes of the Herquisition, as this would be tantamount to proclaiming oneself a traitor, which is not so far removed from the views of other tribes.
Nevertheless, the Tofar ARE exalted by Meora with the Aspect of Hope, vindicated by Her Light; and so even the most mindless zealots of the Red Capes do not dare to vacuously question the rights to exist not only of the Tofar, but of other envy-pliable tribes as well: if the Tofar are blessed with Her Aspect – then our Allmother still loves them, and therefore She loves all of us with the flaws we bear.
***
Current Population as of Year 1170 of the Age of Aspects: ~120,000,000
Resolute but Reckless
For being biologically close to aquatic creatures they cause qualms among other tribes, but today Dova are known as the Sea People and Ghosts of the Ocean – not in a foul way. Even so Dova openly show preying aggressiveness towards less intelligent species, they are actually one of the kindest of all tribes to others, cheerful and blithe in mind, holding heads high, altruistic and first to sacrifice themselves for another kin. Almost motherly they are protective of smaller sistren. Whence it often feels like they treat us as children, disregard our opinions as immature, and view all our actions as mere childsplay. They even accept hostility as easy as a game – once you declare Dova an enemy, then without question they will see themselves as your enemy, but they will not see you as their enemy, and so facile it is to end a conflict just by accept their friendly hand.
Along with the fact that even mainland Dova prefer to live by saltwater shores of open seas where other tribes don bother them, culturally they are somewhat separated from Meority: they not care for most technologies or science – utilize only very few most useful for them products, like diving gear, watercraft or basic tools; yet most visible difference and a way to understand Dova mindset is to become aware of their attire manners. They make own clothing from tanned and dyed fish skin or kelp fabric, which are very light in design but durable in water, it is primary functionality is to shade gills during swimming from dirt, self-designation purposes, a show of trophy or to maintain moisture on land. These clothes are so minimal and unseemly revealing in structure because Dova don’t recognize smaller sistern as those who appreciate muscles well enough since we will never be as physically powerful as Dova – for that they can be regularly seen as much as naked in public, because they don’t care what smaller sistren will sight, and when futales get blood pumping while bodybuilding, there is a lot to witness… The only time you see them wearing something really tangible is profession-related, and Dova do not care about many “peaceful” jobs of regular society, nor there is a tendency to remodel uniform designs for them.
Nevertheless, during early Age of Crumbling Dova contributed greatly to the people who lived around Sea of Birth, and other tribes commend them for it. At the times when survival was harsh and people begun were lingering into superstition, other tribes were telling stories to their kids about Ghosts emerging from seas, so they are not afraid to seek aid from the Sea People who come to help – who are to protect from evil creatures of the Ocean, to feed when you hunger, to help rebuild after disasters, and to force peace upon sworn enemies. Parables and myths of their deeds remain till this day, thus many folklore figures are based on ancient achievements of Dova kin.
One of such legendary folklore figures would be the generous Ghost of Grandma Zanada Graoza, a gift-giver emissary of Allmother. At the last night of every month she would reward virtuous kids who listen to their parent: emerging from earth and ground as if it is ocean itself and leaving presents under beds they sleep, but those kids who dare to stay awake would disappoint her and be dragged into bottomless abyss for punishment. So it became a long-lasting tradition for parents to reward their children under disguise of Grandma Zanada, and of course the more helpful and obedient kids were to parents, the great was “her” present.
At some point Dova too started to migrate and spread to other coasts and isles. A great deal remained on shores of Waist and Thigh regions to watch over other tribes, but a decent population was settled on Tail Archipelago. This was Her Crumbling Gorgeousness for the longest period, with many emergent problems. Aside from foraging of native stubborn trees, continuous large-scale agriculture was barely possible on grounds so unstable; no serious towns would stand for long before earth crack under them; and while fishing was already dangerous near these islands, it become even more straining when Serpent’s spawn begun setting lairs there. Other tribes adjourn any attempt to settle on Tail Archipelago even into current Age as now we recognize its perilous proximity to the Ocean of Mud… except for Dova: they are people of action and obstinate courage, yearning for risks and unpredictability, especially when it means to protect others. Dova spirit is obstinate, made of contest and rivalry against the nature and existence itself, challenging the tremendous or dying while trying – “The worth of our lives should be measured by scars” they say, and fortunately for them there is no greater challenge right now than the Ocean… and what slumber deep beneath it… Besides, they deserve to have at least some hunting grounds they can have all for themselves.
Dova of Tail Islands would organize as nomadic culture: a few villages were build with a handful of families to permanently live and take care of shores, while the rest would regularly move between these villages following seasonal fish migrations, forest fruitfulness and Envasion occurrences.
Although, as Dova populations grew, some clans decided to venture beyond. Other tribes and nations claim to be the first to settle by various coasts, but eroded sites of primal villages built by Dova ancestors can still be discovered in many secluded places, with no burial grounds or traces of mass extinctions found – Dova themselves believe that their ancestors didn’t find these beaches inspiring enough to stay there, so they returned until Meority grew big enough to re-settle.
***
Massive frills, for which Dova are called Ghosts, are very light and have a natural use in water: while arms are mostly used to grab and hold onto prey before biting at it with deadly jaws, frills are lagging behind movement of the body to conceal limbs and disorient prey at the moment of an attack. Dova can propel themselves really fast by utilizing quick wavy mirrored movement of twin tails, and these motions together with frills make Dova visually longer and bigger, deceiving other predators on where to bite… before it is already too late.
On land Dova secrete oily sweat to protect dermis and scales from drying out. As they are in regular need for skin to be moisturized, Dova tribe don’t live in areas where they are not guaranteed to get access to saline water on demand, or at least humidity is high enough and rains are common, to stay on land comfortably for extended time. Temperature is not much of a problem for them, blubber layer may easily lose or gain fat to adjust for different biomes and seasons.
Dova do have a set of gills, but just to help them stay submerged for longer – not live underwater like some believe. They can freely swim deep for over an hour without relying on gills, and for almost three hours if actively use them (but with modern diving gear they can stay underwater indefinitely). Dova capable of that because their bodies maintain high amount of myoglobin, and a greater volume of blood than it actually seems, and since Dova depend on their twin tails to actively swim – these muscles accumulate more myoglobin to stay fresh for prolonged periods.
As a protection for vast and powerful circulatory system Dova developed strong immunity against many natural toxins, paralyzers and unnatural-made poison. Some ancient text say that Dova could consume Umbral Flesh that of Jealous Beastiary raw and survive. It is impossible to confirm if it is true, since practice of eating Serpent’s Offspring became forbidden long ago, but no one ever seen Dova to become Hellgrafted. Its like not just their minds reject negative emotions, but physique as well.
***
Having mention that, the same antitoxin production inside Dova bodies wield a side-effect of overdosing organ systems with hormones for a very extended time, which of course forces drastically different psychological behavior between futales and females.
Futales feel rising urge to proof the quality of own might, to show themselves as the absolute hunters and protectors. When hormone dosage is low they just flex their muscles, test limitations of own physique or spar with each other; they of course do not care to challenge othertribe sistren, as they do not see them “dangerous” or “powerful” enough compared to perfect Dova physique. However, when hormone level is really high – Dova futales depart homes to hunt. They may swim for weeks and hundreds of kilometers to find the biggest ocean monster and then tote its carcass back to flaunt own performance, but if another futale brings a greater game – they may sail to hunt again for even bigger prey, missing for weeks again or dying deep in the Ocean, which they still accept as a fitting result to own weakness and inability to protect others from future dangers.
Females are prone to hunt for sea creatures themselves, but under hormonal high they feel an unstoppable urge to be mothers and nurture kids. However, if a Dova female yet childless, her brain will be wired to treat smaller othertribe sistren as own children. In this state she will mentally cling to one or two and be protective of them… very protective… too protective. If such Dova chooses you, her watch over your life will never end until it is as perfect as she deems, and then she will stay there forever to make sure it all remain perfect. She be very obsessed and jealous if you interact with anyone else, maybe for an exception of a spouse, but even then she might not like it and attempt to drive away the unworthy. At high level Dova females would not cosset you, but rather prefer to chain you to a wall in a hidden room somewhere in the forgotten lands, where no evil can find you and you can’t harm yourself; never leaving you alone, constantly looking at how you not being hurt, carelessly feeding you away from hunger, warming you with a hug of own body so you do not shiver from cold. Their motherly treatment will never end, but if it does – then it is just temporarily, because when next hormonal overdose happen she will keep looking for you and only you, in fear of missing her only dear “child”. Non of these are theories, considering a few infamous known cases… and who know how many more unknown cases.
Sober-headed Elders try to convince youngsters to reproduce first and only then care about bravery and challenges, yet as a result of these frequent and irregular hormonal spikes, where substantial number of young futales are absent during female estrus cycles or dying on hunts before passing down genes, while females themselves are missing somewhere taking care of othertribe “children”, Dova population is not only stagnated, but in the last two centuries it dwindled due to exponentially increased Envasions on Tail Archipelago and Dova inhabiting them. Today they are the smallest of Eight Sacred Tribes. In fact their numbers would already reach lower than that of some subservient tribes if not for Military Entente between Feet Republic and Free States of Tail Archipelago.
***
Current Population as of Year 1170 of the Age of Aspects: ~32,000,000
Four Great Nations Affinity: Kingdom of Tum > Realms of Bosom > Feet Republic > Empire of Hips
Solemn Month: Absegnis
Aspect: Courage
Females:
Av. Height: 301
Av. Weight: 406
Av. Age: 153
Futales:
Av. Height: 332
Av. Weight: 498
Av. Age: 137
Av. Length: 41
Inquisitive but Aloof
The history of the Ralamians does not show any particular migration pattern: families would travel with sistren tribes and settle among sistren tribes. Although, they prefer a perfect balance of temperature, humidity, atmospheric pressure, and windiness, to ensure comfortable conditions for their unique physiology. If one of these meteorological variables is too low or too high, the others should compensate for that. Additionally, Ralamians choose regions where continuous and extensive cultivation of silica-rich plants is possible for most of the year; and plenty suitable soil is found in the Eastern Feet Region.
At birth, the cells in a Ralamian’s body are still soft and carbon-based, but after a couple of months they get hungry and begin actively absorb enormous amounts of silica, minerals, and metals (the latter are needed in significant quantities for bone formation). Hence, after infancy, the diet of a Ralamian consists mainly of the aforementioned silica-rich plants. They can still consume carbon-based products, but because the Ralamians digestive system can’t easily dissolve them, they do so in lesser quantities and not as a source of nutrients, but just to add flavor to the bland and meager selection of products on which they actually depend.
After several more months, gem-like structures develop on the wrist joints and rib cage (primarily in the sternum area). While the former serve decorative purposes, the gems located on the sternum are external organs crucial for eliminating respiratory and hydration waste products from the silicon-rich bodies of the Ralamians. Crystalline (mostly quartz) formations grow on these gemorgans throughout the day, and every nights the Ralamians scrape off these outgrowth as part of a hygiene procedure, similar to brushing teeth. If left untreated for a couple of weeks, this can cause serious physical damage to the body; and if left unsupervised for even longer, it can result in death from intoxication.
The scalp produces homogeneous substance made of hydrogen-abundant radioloria-like cells; wet to the touch, soft and elastic, luminescent, harmless; functionally comparable to the hair of other tribes. It can retain a desired shape under the influence of a weak electric current. Chunks of the mass can be detached and reabsorbed again before the cells begin to die. The coloration of this substance, as much as that of the gemorgans, is genetically determined and is permanent, yet skin color is largely depends on consistent dietary choices and can changed in just a few months depending on the type and part of silica-rich plants regularly consumed. Thus, it is also easy to discern when Ralamians are ailing or malnutritioned – their skin looses its hue and turns more ashen and pale.
With a specific diet followed from birth, the gemorgans of Ralamian can transform into genuine precious crystals, valuable enough to be turned into gemstones. After this became widely known towards the end of the Age of Crumbling, Ralamian lives became a valuable resource for the [REDACTED] cruelty of the Hegemony… but these lives would last short, filled with suffering, serving as livestock for the sole purpose of mass-producing jewelry. For that, Ralamians generally avoid such diets, feeling detest towards the past, but some still following them for the sake of their own beauty.
***
Ralamians grow really quickly until their bodies are fully develop to a certain peak, after which they appear eternally young, as their aging process differs from that of purely carbon-based beings. Always their skin is smooth, and movements are elegant, yet there comes a time when they begin to wither just as quickly as they grew. In fact, Ralamians have one of the shortest lifespans among all the tribes – less than forty Meorenellian years at best. Though, it is theorized that they perceive time much more slowly that other tribes, based on the speed of cognitive processes and the reaction time of the Ralamian’s brains.
Whilst the cells of their bodies continuously consume and process silicon atoms, they gradually become heavier and more brittle, until suddenly they fail to sustain themselves as an organic being. The first visible sign of final months of a Ralamian’s life always starts with the eyes – they begin to fade and loose the inner glow, eventually crystallizing; then come the optic nerves; the skin and flesh become hoary as well; then the crystallization process reaches the brain and nervous system, by which point the rest of the body is already cracking, and eventually crumbling into sand. The Ralamian dies as a person, but the body partially remains alive: the cells of some organ tissues (lungs, heart, liver, and bone marrow) continue to grow as symbiotic colonies, creating lustrous crystalline and metallic structures for several more decades before completely mineralizing into an inanimate state naturally or under the influence of natural factors.
It is very easy to identify Ralamian cemeteries: they are fields of crystal formations surrounded by ash and dust. Nowadays, these crystals may find value for technological application, but it is illegal and immoral to collect and use them without the Ralamians’ bequeath, which some of them grant, proudly following the ancient words of Meora:“Take my body and prosper. Take my skin, my flesh, my bones, my tears – use them to flourish. As your mother, I command you, my children. As your mother, I sacrifice myself for your thrive, my children.” Alike She allowed us to exploit Her being and not be ashamed nor feared, these Ralamians wish to aid Meority after their own deaths in Her honor.
***
Thanks to a powerful natural bioelectrical field, Ralamians have the ability to exchange thoughts and memories with each other (and, at least somewhat, to read othertribe’s emotions) by linking their nervous systems. Children inherit the memories their mothers received during pregnancy period, hence Ralamians become ready and experienced for the world much earlier than representatives of sistren tribes. Coupled with accelerated growth, Ralamians regard each other as fully-fledged adults by the age of six.
It is not uncommon to hear Ralamians gently singing and humming; for a long time, even they themselves were obscure to why they do this, but later it was discovered that humming boosts the Ralamians’ cognitive abilities, and the changes in the tune are directly dependent on the present thoughts.
Other tribes characterize Ralamians as solitary, stoic and imperturbable, or even sullen and morose, with a tendency to keep secrets and refuse communicate or cooperate. They are indeed described as individualists, and their core values are family-oriented at best. In truth, many Ralamians experience an existential fear of their minds amalgamating and the personalities stagnating within the entire tribe as an outcome of the ability to share thoughts, even if they reject to use this potentiality for most of their lives. In conjunction with a shorter lifespan, this shapes a specific loner mentality: very personally, they are shy and timid, even docile, keeping to themselves and reserved, because sometimes the idea of mental homogenization is so horrid that they hermit themselves even from othertribe sistren, afraid of losing their uniqueness and the worldviews they have acquired. With such, achieving any close relationships with Ralamians means earning their absolute trust in your values and intentions.
Besides their regular names, Ralamians have Inner Names, which are revealed only to their closest confidants as proof of absolute trust. Ralamians always refer to themselves in the third person, but this is the only time they speak about themselves in the first person, something you might never hear. These names are so sacred to them that very often spouses and their children do not know the Inner Names of each other, because it is the last tear of individuality that they never want to lose. Those who know the Inner Names of others whisper them as intercessor in prayers to Meora while alone, even from the people to whom these names belong, for the sake of their common well-being.
In time, many Ralamians spend their final years amongst their Elder Communities, where, through the excessive use of the bioelectrical field faculties, they advance the ideas accumulated during their short lives, dedicating themselves to science, philosophy, experiments, and inventions; passing down the combined knowledge of decades from generation to generation, often never to be seen outside but of their joint minds, kept secret and eventually forgotten anyway, until someone else reinvents these ideas again. Still, many scientific breakthroughs and discoveries, technological advancements and achievements, owe their existence to the commitment of the Ralamian Elders who strive for the betterment of Meority. As their philosophers say:“Enjoy the life you’ve been given, but accept the inevitable end. Even if you live for yourself, sacrifice your death for others”.
***
Current Population as of Year 1170 of the Age of Aspects: ~76,000,000
Four Great Nations Affinity: Feet Republic > Kingdom of Tum > Realms of Bosom > Empire of Hips and Thighs
Solemn Month: Feetruary
Aspect: Prudence
Females:
Av. Height: 241
Av. Weight: 155
Av. Age: 35
Futales:
Av. Height: 233
Av. Weight: 146
Av. Age: 35
Av. Length: 30
Fervent but Contrite
The Founders of the Holy Herquisition.
Shunai are warm-blooded Mammal-like reptiles; more reptilian than mammalian. In adulthood, most of the Shunai’s body is covered in a smooth yet tough carapace, resembling some sort of exoskeleton, with the exception for the front of the neck, armpits, palms, inner thighs, buttocks, and the base of the tail. The soft frills and scutes upon this carapace are phosphorescence and may glow bright in vivid colors for several hours. The heat emitted by these frill is used for communication, as Shunai perceive light in the infrared spectrum. They also possess a nictitating membrane.
Unlike other egg-laying mammals, Shunai females rarely lay eggs, as they are mostly Ovoviviparous, but sometimes the gestation period can be prolonged, and the egg is expelled intact; the eggs themselves resemble large sacs with a soft leathery shell.
Their sense of smell is heavily developed for direct communication, which (along with their toughened facial skin) has led to a regression of the Shunai’s facial muscles, making their faces less expressive. Two sweating pheromone sacks hang from each side of their temples, emitting a considerably mild scent, with array of tones that only the Shunai’s olfactory senses can fully perceive and discern. However, understanding of different aromas you can still identify is important for your visit to areas densely populated by Shunai. For example: citrus notes with garlic or dirt are a sign of hostility; faint honey or cheese tones indicate friendliness and hospitality; if you smell fresh plums, especially if the scent is so strong that you can taste it on your tongue – it’s an excellent sign if you are into reptiles.
Shunai minds are inherently gullible, confiding and compliant. They are frank in their actions and relationships, never trying to deceive or mislead others, yet they are susceptible to contradicting ideas and are easily manipulated with lies and deception. If they don’t have time to reflect upon things through on their own, or if their closest kin don’t remind them the truth quickly enough, Shunai can effortlessly have their worldviews swayed. Therefore, trust, honesty, and cooperation are highly regarded in their society. As a result of this well-known mental wiring, many Shunai are very paranoid and pedantic, frequently rejecting any type of progress until it have been thoroughly considered and pre-planned. Even new friendships requires a lot of checks to be passed before they are fully accepted. As such, they are very collectivist – family and community bonds are strong and reliable within this tribe, with a widely shared collective vision of the future, and high social cohesion. It is very characteristic for new generations to engage in succession of service and follow many-century-long family traditions, which, however, leads to strong nepotism and a decrease in meritocracy, especially among youngsters who always treat their elders as respectable and experienced masters.
On the positive side, Shunai accept punishment as a group too, not only as a family, but also superiors and subordinates feel guilt for failing to prevent the mistakes of others; and not many of them strive for personal enrichment, but more commonly they desire for purpose and derive satisfaction from the results of their work, considering this in itself a reward when they see that it benefits their fellow sistren in Meority; thus valuing an understanding of own’s role, limitations and fit in larger system. Shunai may even decline greater responsibility and higher awards if they believe themselves to be of more benefit to community by remaining where they already are.
***
Although it is hard to push them to violence, as they favor compromise and cordial, Shunai can choose absolute brutality when it is inevitable; and when it is inevitable, they prefer to crush their adversary to the point that they will never pose a threat again, for they don’t want to resort to violence again. Of course, the latter does not apply to the heretical sistren.
As expected from the founding tribe of the Holy Herquisition, one emotion that remains inevitable and unchanged since the Age of Crumbling is the Shunai’s blind hatred towards the Envious. A rage that incomparable to the simple scorn and disdain that other tribes feel towards the faithless fallen sisters. And this rage grows more intense when the Shunai see a reflection of what their own tribe almost became. Even having been forgiven by Meora Herself, and blessed with Her Aspect as proof, they still feel guilt and disgrace for the actions of their ancestors – for stranding away from Her Light, causing Her to weep in the Legacy of Regret.
The history of the Shunai tribe during the Age of Crumbling is… grim. And the results of that history have carved the social mentality they bear today. As the closest allies of [REDACTED] and second in power in their Hegemony, they committed brutal acts, partake in violent Crusades and other ill atrocities that the Shunai themselves don’t want sistren tribes to forget. They hope never to be expiated for the actions of their ancestors and for the Sorrow they brought to the Allmother and all the sistren.
What truly happens is that from the very birth of the first tribes, the Shunai felt a profound shame towards their own bodies: their feet are not as elegant and delicate, their buttocks are hidden behind massive tails, lay of their muscles and abs is concealed under a thick carapace, and their bosom rarely grow impressive sizes. The shame so deep that they regret being Her children, and now they regret to be blessed with Her Aspect.
Such self-shame was so easy to exploit, to push the Shunai towards despicable actions. They were mislead by [REDACTED] into believing the otherwise, that their tribe was the embodiment perfection, just one step below [REDACTED]. They were deceived into believing that other tribes were disgusting in mind and ugly in body, unworthy of being called sistren, but merely servants of true beauty. Worst of all, they were deceived into unbelieving in the existence of our Allmother, Her Gorgeousness and Joy…
But if Meora absolved Shunai of sin, and blessed them with the Aspect of Honor, then why should we blame them for the past? Especially if they devote all their efforts to remedy that past? Especially if these foul events are bygone and out of minds of people who live today?
***
Shortly after the Grievous Strife begun, the Shunai were, unsurprisingly, betrayed and abandoned by the Hegemony, to be used as meat shield against the other tribes, who were rightfully enraged at them for the crimes they had inflicted. Yet, unlike for [REDACTED], it was not through death and oblivion that the others wanted deliver their retribution upon the Shunai, but through the enthrallment of an entire tribe and subsequent derogation.
The descendants of the survived Shunai abated, fearing to lose the precious gift of existence the Allmother granted us. They were chained, used and abused by those they had previously subjugated. Furthermore, their own minds were once again perverted, to believe that such an existence was all that the Shunai were created for – to be mere thrall to greater beings. Yet, through the grace of Meora, they were kept in shackles for a little over half a century and were reprieved when the first Angel of Honor gave her first order.
When the Grievous Strife ended and a new age begun, the Shunai tribe was still traumatized; the minds of the new generations, who had gained freedom for the first time, surmised it as their fate and duty to forever serve the begotten Aspects, as apostles, spreading their words and erecting their ideas into live – an eternal punishment they had shouldered on themselves. From the construction of the Empyrean and Angelic Lodges to the maintenance of the Holy Herquisition. However, given the nature of the Aspects’ personalities, the public some dissidents doubts sacrilegiously speculate if anything that has been built by Shunai is truly the wishes and demands of the Aspects, or merely exalting delusions grown of the Shunai’s guilt (for what they have done) and zeal (for what they believe they should do from now on).
From the Laws of the Herquisition to the needs of sistren tribes; from the Commandments of the Aspects to the well-being of their families – today, the Shunai are passionate, punctilious, pious and subservient people, seeking beauty in the senescence of existence, living so that the world may thrive and that future generations may endlessly reap the fruits of their labor. They covet to make Meority prosperous, be that through aiding the Faithful or by eradicating the Envious.
***
Current Population as of Year 1170 of the Age of Aspects: ~72,000,000
Four Great Nations Affinity: Kingdom of Tum > Empire of Hips and Thighs > Feet Republic > Realms of Bosom
Solemn Month: Tumtober
Aspect: Honor
Females:
Av. Height: 164
Av. Weight: 80
Av. Age: 107
Futales:
Av. Height: 156
Av. Weight: 73
Av. Age: 98
Av. Length: 20
Devoted but Lecherous
For centuries, the Ardem tribe has been the most numerous in Meority thanks to their immense desire for… procreation; and if not for the low fertility rate of their eggs, it would have been extremely high long before the current age. It comes from the fact that Ardem enter mating season about every other month, during which a faint scent of cinnamon and fruits wafts from their sweat and pheromones. While growing appetite and infatuations may warn about approaching leap in carnality beforehand, it became routinely for sistren of other tribes to expect minor delays or halts in some systems and infrastructures during these weeks.
This is not to say that outside of these days, Ardem are not sexually active – after all it was the Ardem Engifted who founded Slime and Tentacles Doctrine, and their engineers design various pleasure machines – but at least they are sober enough to be remarkably diligent and endeavorous members of society, committing themselves to making up for “wasted” time, never afraid to take on responsibility or difficult tasks, performing to the best of their ability. For Ardem, laziness is inadmissible both in bed and at work, so they expect each other (and other tribes) to give their all in every aspect of life, or face systemic contempt and scorn. In thought, it is presumed that Ardem want to uphold societal stability for own good, so that they can continue to dedicate themselves to the things they enjoy the most in their free time, without worsening the benefits and qualities of life we have achieved over centuries of progress.
Except… there is another way in which Ardem channel their prurience. As passionate as they are for sexual pleasure, it all comes down to a mental response from physical and psychical sensations, be it receiving or giving, and a minor re-wiring can easily turn the desire for lust and procreation into a frenzy of ruination. A mental switch that converts any Ardem into a vicious berserk who revels in carnage and seeks for pain.
The confrontation face-to-face with the Ardem warriors in such state always terrified other tribes: with razor-sharp blades on their fast-striking tails, and piercing claws and fangs, they swiftly shred their victims in the carnival of flesh; not bothering if they are mangling themselves in the process, for their brain shuts off any physical discomfort – even if the blades and hands are broken, and the earth is soaking wet with their own blood, leaking from bone-shattered limbs – with a smile they will hunger for more pain, their own and the foe’s. The most terrifying thing is to realize that such amorous and seductive people as Ardem can turn into bloodthirsty creature not out of hatred or envy, nor to protect the dearest to them, but for the sake of pure pleasure.
During less peaceful times of our history, some nations have counted their Ardem citizenry to be a major war asset, managing military campaigns according to mating seasons and population size on each side. However, the most disastrously infamous battles occurred when both side would sent their numerous Ardem against each other, which only resulted in a combined wave slaughtering every othertribe sistren around – for Ardem berserks do not attack one another as long as they can sense the presence of another prey.
***
As a result of their highly promiscuous lifestyle, the Ardem immune system is untouchable by venereal diseases (which are so few and innoxious among other tribes anyway). They are generally bisexual and do not shy away from any relations with sistern of other tribes. They as well don’t hold conventional notions of family – when ready for a long-term relationship, usually in their mid-years, Ardem form a group of a dozen or more mutual spouses called Garappe, where together they share one bed, parent responsibilities and household-financial concerns… but especially bed. This include the othertribe sistren who have dared to live in Garappe – entangled in a web of endless love, it is a great challenge to survive emaciation, exhaustion and tortures of pleasure during Ardem mating seasons. In such relationships, Ardem do not resort to outside affairs and dalliance: flirtation is acceptable to find new spouses to share with the rest of Garappe, but they are expected to be faithful to the rest of the relationship from now on, with the sole exception of participating in Carnal Rites within the Libidant Guilds, with the rest of the familiar congregation.
Ardem are comprised of four distinct genetic groups: Ardem De are the most common and most lustful of them all; Ardem Va are truly vicious – they often turn to the violent side of their inner nature instead of procreation, spending their time hunting down the Cults of Envy or Jealous Beastiary, hence they are a genetic minority; Ardem Al are sanguineous in a different way – they are fascinated by the feeling of pain and prefer very rough and extreme activities for the body and mind, so if you don’t make them moan in the pleasures of agony… then it will be you; Ardem Do are the shy ones (for Ardem) – their sexual drive is not as licentious, the mating seasons are shorter, and they can even commit to a single partner for a long-term marriage.
Unlike many other tribes, instead of the commonly structured nose with nostrils, Ardem have four spiracle-like orifices on their necks with “nasal” cavities surrounding the trachea tube before joining with it slightly above clavicles. The respiratory system, however, is still connected to the pharynx for voice modulation via airflow. Below the primary eyes are two smaller ones, capable of seeing ultraviolet light. With the exception of the head, Ardem are absolutely hairless. The syringe-like fangs are designed to quickly deliver a substance from venom glands in one swift bite, and in the case of Ardem, this is an aphrodisiac fluid: compatible with most sistren tribes but highly potent and thence dangerous.
The spinnerets are located on each wrist under the carpus, and are typically segmented into three orifices, each producing its own filament. The silk glands are on the inside of the forearm and between bones. Combining the filaments from both arms can produce a silk thread strong enough to support the weaver’s weight, and when Ardem completely empty their silks glands they can produce a thread of such strength forty times longer than own height. For more precise web work, Ardem use their nails to separate and move the filaments.
***
Ardem adore all bodies – because the body is art. Comfortable with openly exhibiting own beauty and sensuality, they, as a widely spread tribe, set an example that sistren tribes quickly followed, and eventually the Expressions of the Body have been seen as meritorious since before the preserved history (within reasonable suggestive limits, of course, unless Revealing is imposed by religion or status). Expressions of the Body is the Ardemial founding philosophical principle – not sexual lust, but aesthetic love and appreciation for the bodies granted to us by our Allmother, as arousing and hot as She intended. Our flesh is made of Her flesh, we should not be ashamed of our bodies nor hide them, but present them in all their beauty, for each other to admire. This also means the duty of ours is to keep these bodies healthy and fair as they were given – a healthy spirit in a healthy body – a joyful mind in a gorgeous figure.
Evidently, until the middle of the Age of Crumbling, Ardem walked practically naked in good weather, wearing just sandals and a loose scarf to hide from the suns, but over time, other tribes also influenced them, and Ardem realized that clothes shall be, but not to conceal our bodies, no, they believe otherwise – the clothes are first to emphasize and complete our gorgeousness, like adding flair and spice to a hot dish.
There was no peculiarity in Ardem migration patterns during the Age of Crumbling: their rapidly growing population would settle in every new land that was discovered. Ancient ruins all over the Northern Continent suggest that even back then the Ardem already devoted themselves to faiths in Her Bottom and successfully captivating other tribes to join. And despite the forbiddance established by the Hegemony during their tyranny, Ardem kept praying in secrecy for two millennia.
After the Church of Thighs was established, and the second Angel of Love was pronounced as a Matriarch of Thighs in the first century AA, the Ardem flock to the Northern Continent, where the Teaching of Thighs is widely spread, and avoid the Realms of Bosom, where it is less welcomed. Though, Ardem Va find the Bosomian Fortress Cities more hospitable to satisfy their berserk predisposition.
Each Sacred Tribe worships its own Aspect, but Ardem are so passionate and dedicated to the Angel of Love and Her Church of Thighs that they all believe themselves to be her spouses and are not jealous each other. As well it is hard to find any Ardem goods and services which are not adorned with the Runes of Love or the Trigons of Hips and Thighs.
***
Current Population as of Year 1170 of the Age of Aspects: ~200,000,000
Four Great Nations Affinity: Empire of Hips and Thighs > Feet Republic > Kingdom of Tum > Realms of Bosom
Solemn Month: Thightober
Aspect: Love
Females:
Av. Height: 169
Av. Weight: 87
Av. Age: 71
Futales:
Av. Height: 171
Av. Weight: 83
Av. Age: 72
Av. Length: 21
Earnest but Callous
From the moment they first saw the Hellish Spawn, the Yamervas found their true purpose in this world, and it has remained unchanged ever since then – they are the Hunters of the Noctis. They breed bellicose Herpi-Clans throughout the lands of Meora’s body, especially numerous in the Feet Republic and the Empire Hips and Thighs, close to the Healing Fronts of the Crus, where they can battle the malignant Brood and Tarfested who still gnaw at Her plagued wound. All Yamervas see this as the paramount goal of Meority – to cure the Gorgeousness of the Allmother from the Infernal Malady, and restore Her perfection.
Surprisingly, contrary to other predator-like tribes, the Yamervas detest wearing trophies of slain Serpent’s Offspring and Heretics even after purification. They believe such things are fundamentally corrupted by the Evil, and a true warrior shall not embellish oneself with something so disgusting, risking the tainting of spirit and flesh given to her by Allmother. They generally dislike hiding the curves of own bodies, yet most of all, Yamervas dislike those sistren, who do not appreciate to sultriness of the body bestowed to them, and ruin this gift with indulgence and sloth.
After all, the Yamervas are immensely proud of their heritage and Exaltation, often feeling discontent towards Aspectless tribes, even placing themselves as high as above all tribes; they prefer to surround themselves with opulence and exquisites, allowing only the finest fabric and purest gold to touch their skin, as they deserve. Once a Yamerva lays claim to something, be that resources, territory, right for a marriage, or even ideas, she will demand and assert her claim for the rest of her life, for they have a vision of Meority and its hierarchy: Yamervas believe that Meora blesses only the strongest, most loyal, and stoic, and She witnesses every deed we have accomplished. They don’t believe in defense for the defenseless – you don’t deserve what was taken away if it was taken due to your own fragility. Even being defeated by being outnumbered is considered a weakness, because you were either too weak to allow your enemies to unite, or too weak to crush them alone. And so they see the War of Vengeance against the Serpent as the true meaning of our society and its progress, and the lives of those who do not speak the language of domination are hollow and worthless – the weakest link in the great chain our Allmother forged to whip the Alleater. The Yamervas convinced that eventually we will face the Serpent ourselves, and we will have to slaughter It where It slithers… and if we perish doing so, than we were too weak – unworthy of the existence that Meora gave us.
Thus, Yamervas dislike many of the moral and civilized concept and formalities of other tribes, considering them stupid, naive, and narrow-minded. For the Yamerva, everything but lies is justified in order to attain a result: be ruthless and cruel, but do not deceit about your past achievements – for the truth is the result. It is why, they can respect and honor agreements, whether personal promises or national accords, they will refrain from their self-interests; only be wary, that breaking an agreement with them is considered an abominable insult… and punishment is inevitable.
***
Culturally, Yamervas are extremely territorial, brash, haughty and possessive people; personally, they are unsympathetic self-centered individualists, but with a strong sense of personal accountability, owning all decisions they make – both good and bad, even though they consider themselves to be always good.
The early history of Yamervic migration was not unique: they would migrate and settle alongside sistren of other tribes, primarily as leading hunters and warriors, or even installing themselves as settlements’ chiefs. But as the overall population grew, so did their disappointment in other tribes. They begun to wander, seeking far away territories where they could feel silence, without being annoyed by the pity problems of neighboring tribes; scouting unexplored frontiers for Meority, becoming the first to map her Gorgeousness in details for future expansions, finding what the already settled tribes couldn’t. By the late Age of Crumbling, the Yamerva clans became migratory under the covetous threats of the Hegemony, yet joined the war against it when their patience wore thin. Eventually, as the world and Meority progressed, this nomadic lifestyle also rendered obsolete to avoid the headaches that other tribes cause to them, and Yamervas resigned themselves to living among us. Although, some Herpi-Clans have a tradition of vacating into the vast steppe expanses of the Great Thigh Plateau, to undertake a primeval-style journey and test themselves as the natural predators they were born to be – as the Hunters of the Noctis.
Yamervas have multiple vestigial organs, as if they once possessed fully functional wings, hinting at a natural, long-term evolution of extraterrestrial origin, but at the same time, they lack other rudimentary features crucial for flying, like they never existed. Yamervas are the supreme example of the Blessed Evolution, performed by the Joyful and Gorgeous Meora to perfect our bodies in Her image.
And they are perfected, indeed. The only weakness of Yamervas is daylight, which causes itching and discomfort under the skin. Hunters of the Noctis – all their senses are refined to make them ultimate predators. From outstanding eyesight to superb hearing; flawless mimicry of sounds and voices for luring their prey; thick skin is resistant to cuts, and rich in adipose tissue, it keeps bare Yamervas warm at night; and don’t be deceived by their lean, petite bodies – they are highly muscle-dense and agile tools of death, capable of lifting prey three times their weight.
As sapient predators, it is in their blood to prey and dominate others. Even when a Yamerva is not in the mood for violence, few of the sistren dare even think to ill-woe one. When you do so, it is considered a bad omen, literally and figuratively… because they hold their grudges forever. Wherever you hide and no matter how strong you are, they will find you, and they will not let you go unpunished.
***
Like many other egg-laying mammals, Yamervas possess a holistic way of thinking that accentuate on functional relationship between subjects. They have a decent (three-fourths) egg fertility rate; typically, there are two eggs in a single clutch, less often three. However, they bear a demographic problem related to the female ratio.
As a result of the very low population of females (in some periods, it was as low as one in thirty) Yamervas exhibit very expressive sexual dimorphism, which increases the chances of survival for females – they grow larger than futales, with higher muscle density, stronger bones, and sharpened shrewd as defensive traits. Additionally, the futales’ genitals are disgracefully small in flaccid state, but when erect, they engorge proportionally to the female’s body size, rather than their own, which requires a great amount of blood – a process that very much weakens futales physically, restraining them from forcing the female into mating when she does not desire it, and equally preventing them from refusing when she demands it. As well very much noticeable is the difference in the size, ornamentation, and coloration of plumage: it is visually regressive for the females – they are born with colorful feathers, but with age become dull or dark, which helps them blend into their natural environment; meanwhile the futales’ plumage remains vibrant and vivid even in senile age, which they continuously take care of to keep it looking chicly for the females to contemplate, thus, the loss of great tail feathers outside of moulting is considered a dishonor for a futale.
Matriarchy and polyfuwary are common societal traits among Yamervas. Marriages are not arranged – they are earned. It is the propensity of futales to entice and convince a female from another Herpi-Clan to welcome them into her harem as Valkiriyas. They do this with gifts of prosperity, achievements in the Hunt, and through show of strength and beauty – all to prove the value of their seeds and future progeny. The females endorse a contender themselves, but sometimes the Yarl (Chief-wife of the clan) decides whether a futale is truly worthy of the honor of joining and continuing the bloodline with her daughter (or sister); but on occasion, it’s up to harem’s head Valkiriya to evaluate, if a new partner is deserving of sharing genes with their beloved. Though, many futales are given only a single chance to mate, unless the offspring will show themselves superior to others.
Once the bond is made and the eggs are laid, the futales are likewise liable for the safety and well-being of the hatchlings, working together as a solid clan. Physically and mentally, the wife is protected and uplifted by her Valkiriyas to ensure her biological longevity and fertility. Therefore, female Yamervas are forbidden from engaging in personal scuffles and great battles alike; or better say, they will be stopped by their beloved Harems, who will not hesitate to use force if necessary – for a Valkyrie, to be banished from the Harem is humiliating, but even greater ignominy is the loss a Wife, so one risk outweigh the other.
Under the pressure of intense competition, it is not rare for young desperate futales to consider the alternative of joining a Harem, and seek for a personal wife outside their own people. And of course, the sistren of subservient tribes are always glad to offer themselves as bearers of a child conceived from the seed of one of the Eight Sacred Tribes, which Yamerva futales treat more as charity towards the lowborn. Be that as it may, having matured a little more, many are eager to return to natural competition and earn the honorable place of Valkiriya in the Harem.
Of course, with many spouses, the Wive doesn’t have the time to tend them all herself, so she takes appropriate measures: she may find paramours from other tribes to provide sexual relief for her harem, either temporarily or permanently; some allow their beloved to find personal concubines, not blessed with the Gift of Creation of course, to prevent unwanted intertribal children, unless they require more servants inside Herpi-Clan; or everyone’s Pride will simply be caged until the Wife needs them. In many cases, the Valkiriyas assist each other, or the weakest omega at the end of the pegging order will be subjugated for everyone’s relieve.
***
Current Population as of Year 1170 of the Age of Aspects: ~68,000,000
Four Great Nations Affinity: Feet Republic > Realms of Bosom > Empire of Hips and Thighs > Kingdom of Tum
Solemn Month: Kneevember
Aspect: Candor
Females:
Av. Height: 181
Av. Weight: 80
Av. Age: 125
Futales:
Av. Height: 151
Av. Weight: 59
Av. Age: 94
Av. Length: 22
Frisky but Rambunctious
Because Mawl eyes and oral cavities take up so much space in their heads, there is less room left for their brains, which makes Mawls… even if it sounds rude – the least intelligent of all the tribes. On the other hand, high-grade Engifted Mawls are usually more powerful due to their low world insight, but for the same reason, low-grade Engifted are weak. Furthermore, their lower intelligence makes them less susceptible to the Envy and the influence of the Serpent, as it steers into the positive side of emotions. It is a rare sight to see a Mawl depressed or angry, few become Envious, and no known cases of Abominations. Some people compare the Mawl mindset to that of a smarter puppy: hyperactive – they act before thinking, always restless and never let other to rest, short on thoughts, and pareidolic.
Even so Mawls have only one eyeball, they actually have four optic nerves – one for each end of their X-shaped pupil, and each end can be closed independently. The nostrils are located at the very corners of the eye, neighboring the lacrimal sacs.
The Mawls’ bodies are remarkable. They are tolerant to harsh weather – can easily regulate temperature and adapt to sharp changes in pressure; they can stay physically restless throughout whole day, barely tired or out of breath, nor hungry, nor sweating, while narrowly burning through nutrients by recycling used energy and the byproducts of internal chemicals reactions; with a circadian rhythm lasting for about three days and an exceptionally long lifespan – all attributed to unique compounds and hormones in their thick bodily fluids, which are toxic and highly hallucinogenic to sistren tribes, but are also helpful in medicine (Mawl blood, for example, is often used to complete the all-tribe anesthesia, painkillers and antibiotics). A total of four elastic heart-like organs are located in each breast and upper thigh to facilitate the fluid circulation and recycling, hence Mawl bodies appear voluptuous.
In general, Mawls are the most genial and social of all the tribes, but others try to reduce any interactions with them to a minimum, and some actually feel contempt towards Mawls for all the troubles and annoyances they usually cause, much of which are related to chemistry – even a Mawls’ diet may include products that are very dangerous to other species, or the environment itself, so there are certain prohibitions exist to prevent possible contamination (after all, they can still eat convenient food with no problem). Mawl biology is badly compatible with any other, but any health complication from interacting with one can be easily avoided with simple common precautions: it is not recommended to allow them to be in direct contact with your body for too long (especially the brightly colored tips of their tendrils), as the outer layer of their skin is infused with slow-acting venoms, thus wash your hands or shower within the same day; do not communicate and breathe the same air for too long; nor drink or eat from the same source, and bring your own water if you visit Mawl-dedicated districts, just in case. Supposing you neglect all the warning – don’t worry, the worst case scenario is that you will just get spaced-out or become mentally impaired for a short time… If this happens, but you are still able to think even a little, avoid looking Mawls in the eyes, as this will very likely produce an additional hypnotic effect on your brain.
At least their microflora is as active as they are, and seldom fatal – most Mawl viruses and bacteria die within minutes outside their native biome, whilst foreign invaders and parasites promptly expire in the Mawls’ adverse environment.
However, there is a dismal fact: almost half of the intertribal children with Mawl futhers are chronically diseased with Cyan Rot, and despite all medical knowledge we have, a cure for it has still not been found, or even close to it; only a couple tribes are truly immune. Thus, many othertribe sistren avoid Mawl-intertribe families.
***
From the first moment you find a place in a Mawl’s heart, her warm feelings towards you are all genuine and sincere… as they are towards everyone else she meets – because Mawl hearts are boundless and open to everyone. Their minds really can’t comprehend any conventional social and familial concepts of Meority, not even recognizing personal boundaries: they see all people as members of one great family – as children with thousands parents and parents with thousands children, as never-before-met sibling-friends with new stories to tell – they want to share love and fun with as many sistren as possible. Because of this social indiscretion, Mawls are unable to form lasting relationships and quickly forget about them unless you directly involve yourself into their daily lives. Only during rare mating seasons, once every decade, do Mawls realize something about biological and social difference; but even then Mawl families are usually compared to just a short-term mutual contract for the betterment of raising multiple offspring, after which everyone in a family part ways, and children of the same biological parents view each other as siblings no more than they view other kids.
Very friendly and tactile, expect Mawls to constantly cuddle, nuzzle and snuggle with you if you are even slightly amiable to them, no matter what you say (for health safety, keep in mind the previous paragraphs); be aware though, as some of them may easily befriend you – others may just as easily indulge in irritating, mischievous, and rascal behavior towards you, not out of detest, but because it might seem amusing and gaiety to their frivolous naughty mood. Worry not, they have very little sexual or reproductive impulses outside of mating seasons unless directly provoked, but they might still be interested in fondling your splendid body, for fun. Moreover, you need to understand the movements of the tendrils on their backs, as this is a secondary method of emotional expression, which they can barely control.
Social problems with Mawls may run beyond personal relationships. Although full of energy, they are not very productive, sometimes incompetent, nor able to concentrate on a task due to their short attention span; Mawls are the least desirable workforce for other tribes, anything from administrative to manufacturing. Still, there are jobs where they are very prominent, like travel and entertainment agencies, for their tireless sociability, or dangerous manual labor, such as deep mining, for their adaptability to hazardous environments. Though it is also depends on their personality – they either can’t get bored doing the same thing every day for many decades, or they become bored in a few days and seek for something new without notice. Ultimately, they rather prefer to fool around, having fun and working as little as possible, while celebrating the various holidays and festivals they have created for each hour and each day of the year.
Mawls also have an unhealthy interest in the fur, wool and hair of other species, something the Mawls themselves lack. Some can be so obsessed with it that they refuse to wear any clothing other than that made from animal fiber, unless a specific uniform is imposed upon them by religious, professional or military standing, and even then they can throw a tantrum.
***
More than half of their tribe regard the Realms of Bosom their homeland, mainly out of loyalty to the Medali royal family (“smarter puppy” mindset?). Furthermore, it is confirmed by historians that their tribe’s name was given to them by sistren tribes because of the “barking” sound they often make when jolly and cheery.
Many believe that a solitary Mawl society wouldn’t be as technologically and infrastructurally advanced as it is today, in a multitribal world, and the core reason for this would be their mental and physical tolerance to harsh reality of existence and survival, rather than indolence or lesser intelligence – they would simply have less reasons to progress in a life they already consider delightful.
The Mawls may not be the brightest in mind, but they understood their biological ability to “pacify” sistren tribes, a power they abused to achieve one selfish goal: “the Big Friendship – as She intended”. The Mawls are perhaps the only tribe that never despised or thought ill of the exiled in the Primal Age. It is consistently noted in the ancient texts that they felt pity and wanted to make peace with every rejected kin, and reunite them with the rest of the joint Meority for the sake of this “Big Friendship”. The best of them were mediators, traveling traders, never-lying bringers of outside news, and peacemakers between various outcast villages and isolator nations – faltering divisions during violent times; but the worst of them, mostly the Engifted, inadvertently brought cities and even small nations to ruin by constantly poisoning the minds and bodies of their leaders, if not every citizen, in an attempt to control and rebuild unity through injudicious means.
Nevertheless, when the Aspects were begotten, the Mawls were helpful to the Herquisition in spreading the Word of the New Age and the Teachings of Aspects, along with some ideas and worldviews from Mawl society were even absorbed into the early creed of the Herquisition.
***
Current Population as of Year 1170 of the Age of Aspects: ~64,000,000
Four Great Nations Affinity: Realms of Bosom > Empire of Hips and Thighs > Kingdom of Tum > Feet Republic
Solemn Month: Neckus
Aspect: Happiness
Females:
Av. Height: 183
Av. Weight: 98
Av. Age: 234
Futales:
Av. Height: 181
Av. Weight: 97
Av. Age: 226
Av. Length: 23
Who are we for Her? Are we Her last children, left to sorrow for our Allmother in the world that should be filled with bliss? Are we the echoes of long dead civilizations, corrupted and consumed by the Serpent in its path, but reborn anew by Her Light? Or are we Her last and most prefect creation, in body and mind beautiful alike Her, made to be wardens of the most Envious and malignant creature in all existences? After centuries of questioning we hear only silence.
Yet, we exist – and we are grateful to Her for that; She gave us alluring bodies – and we are grateful to Her for that too; She gave us free passionate will – and we are grateful to Her for that again… and thus we decided: we choose to be sentinels of Her resting Gorgeous Body and sleeping Joyful Spirit. And whether She wanted it or not, we took to bear Her duties in this world while She is gone: we choose to be the Knights of Creation against the Perpetual Parasite. And we do so in Her name… In Her Light.
Exalted by Her Aspects, perfected in her Gorgeousness, and as Joyful in spirit. Eight Sacred Tribes, Most beloved and preeminent of Her children, revered by sistren, ushered by Angels.
Some believe that the Exaltation could be foretold beforehand: Eight Sacred tribes were already chosen when first born thousands years ago, why else their history was always such bright and exceptional, while population was growing disproportionately and rapidly compared to others. Some believe The Exaltation itself happened the first day all tribes come forth from Her womb, and Aspects lived among us for thousands of years until revealing themselves on our most disgraceful day: while before then they were either hiding careless of our folly, or served to as Engifted Lords and Empresses thought to be most hottest and greatest of their time. Some other believe that Meora was testing Her children through the Age of Crumbling, and Aspects were truly earned through devotion to Her Light: by rejection of Serpent’s temptation, by praising aesthetics of body and artistry of mind – and so at the Exaltation Day She blessed those most deservest and admired by Her and by fellow sistren.
Regardless, today Eight Sacred Tribes are bearers of Her Will and bringer of Her Light. With vivid ardor and fervor of Her Aspects in their mind to burn envious Ugliness, with radiant beauty and seduction of their bodies to enrage the hungry Darkness. Be they Gorgeous and Joyful forever, all carriers of Her Aspect, the greatest of us!
Beside Eight Sacred Tribes there are twenty four lesser ones, who were not sublime enough to bear Her Aspects when the time of Exaltation has come, but still grateful to be Her children and be sistren to the Sacred ones.
When first Angels were begotten: Angles said to aspectless sistren “Serve”, and so we knelt and served. And so twenty four tribes pledge their service, and service of their children, and service of their descendants. Pledging their service twice: in the name of chosen Aspects, and in the name of Allmother Meora – Gorgeous and Joyful.
We not understands how exactly First Angels apportioned subservient Tribes between each other, nor should we really care and question – but be only grateful. Some are physically similar to a Sacred Tribes they serve, some are mentally, some to each other and not to their sovereigns. Regardless, we are twice glad to be servants in two names.
From Hamuns – begone after crusades of the Hegemony, to the Giants – quietly succumbed on Cursed Islands. Forever lost and outright perished.
The Age of Crumbling stole Her children, our sistren, through emotionless nature, by gnawing Umbral Envasions, and because of our stupidity… and we still don’t know how many. Just in a last decade remains of two unknown tribes were found in recently discovered tunnels deep under the Sea of Birth, drowned in Her tears like some others: when earth, they founded first settlements on, crumbled and took all into the sea depths.
Right now we know that at least fifty Two tribes were born… and twenty of them are… must be mourned by us – those who still live. It is our promise to Meora, our Allmother, to not let Her cry again from sorrow, but only from bliss – and so we should not perish, but prosper and reproduce, so She feel only merriment after seeing children of Her children.
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“Praise Her Bosom!”
The oldest of the Four Great Nations in its entirety: from its guarded domain to its form of government, Bosomian culture has remained unchanged for thousands of years, symbolizing iron stability and traditions as unshakable as Meora’s magnificent mountains.
Tofar were the first tribe to permanently settle in the Bosom Region, sometime after the First Settlements had drowned in the Sea of Birth. As new generations were born and the Firstborn died out, people had already begun to forget about the Joyful words of Meora and could not comprehend how the world came to be as it was, but sought scapegoats to vent their anger. Tofar were exiled for their bestial savagery and unstable nature bordering with Enviosity, but were also blamed for the Crumbling and other disasters. However, they did not care, they simply left, swearing to return one day. Although a handful outcasts from other tribes also followed south, they were equally revulsed by the Tofar and settled afar from them.
When the first Envasions began from the Frosted Archipelago, Hellish Spawn overlooked the primal Bosomian settlers, many of whom lived in the Crumbling mountain meadows, and push straight for the Sea of Birth. So neither of them would knew of each other for a long time. Those few Horrors that got lost in the mountains were mere a nuisance to the highlanders, not smart nor fast enough to escape and warn their Swarms of other children of Meora. However, the worse part of this period was that people of the Waist Regions believed that the Hellish Spawn were Tofar who completely degenerated during their seclusion in the south. Although that was not entirely untrue, as some Bosomian villages had already turned away from Her Light and worshiped the whispers of the Envy.
Local population continued to grow, the Crumblings calmed, temporary camps became settlements, and then settlements grew into cities. Routes were established between neighbors, activity and civilization spread within the Cleavage Valley. But so too did the Envasions grew in maliciousness, finally recognized a new prey, but not realizing who would actually be the hunted.
It is around that time, a strong bond was forged between two tribes as they never felt any abhor nor detest towards each other – Mawls came to Tofar with their hands outstretched in friendship. From the earliest days, Mawls were the ones who never showed hostility, they were able to overlook the feral habits of Tofar, giving them hope as a sistern tribe… a hope that the other children of Meora will admire them too.
Because the southern civilization had been cut off from the rest of Meority for a prolonged time, they were unable to achieve the same progress and development as the people of the Waist Region: even something as simple as Agriculture was lacking at a basic level. So it was Mawls who brought science, inventions and knowledge from the outside, as an intermediary. And for this kindness, Tofar learned to subdue their inner beast – lest the hard work of a sistren tribe go in vain.
Many years later, after the Crumblings were no more, around the thirtieth century UAA, it was the Tofar who proposed to establish Kingdom of Bosom in Milkland with their one-eyed sistren, as a mocking opposition to the Kingdoms of Talia that rejected their tribe long ago. Only before that, first of all for themselves, to reaffirm their repugnance towards the Envy and absolute faithfulness to Allmother, Tofar clans set out on a campaign to cleanse the Cleavage Valley of the Envious and their abhorrent cults. In the process, they annexed villages of other smaller tribes, bringing them under their protection and patronage. With that done, the first envoys of the Kingdom of Bosom arrived at the Sea of Birth, and thus Tofar fulfilled their ancient promise – they had returned.
***
A millennium have passed, the mutual despise was forgotten, and the newly founded nation proceeded to exist with dignity. Whether they wanted it or not, Bosomians took up the role of the Shield against the increasing Envasions across the southern continent, and the first Knights of Creation were forged in battles.
Around the nineteenth century UAA, trade with other nations became a great deal, when Kingdom of Bosom became a provider of unique goods – and it was a very prosperous turn indeed. Metallurgy developed rapidly in the need to supply Bosomian Knights with superior equipment; producing not only exemplary arms and the sexiest armor, Bosomian smiths were the first to work with steel, wrought iron, and many other alloys. This success was attributed to the broad abundance of iron and other metal deposits in the region, which enabled local smiths to conduct careless experimentation and error trials in a pursuit to perfect this noble craft. Full plate armor became so readily available to the Bosomian military that it became inexpensive for anyone above serfs and peasants.
Purified remains of slain Jealous Beastiary of all sizes were sold north as curiosities to people who, of course, had never seen one. The desire for these baned trophies died own after the Pestilential Cellulite shrouded the northern continent, but this new fear spurred the people of the Waist Region to support and invest into the southern Kingdom, which already stood as a perpetual wall against Umbral Horrors
Silver and gold mines were opened around Her Mountains, with a swift advancement in art of jewelry and cutlery, but especially lucrative was the sale of erotic bikini-bijouterie, which was held in high regard by the [REDACTED] nobility. New quarries were opened around the Cleavage Rivers, excavating and supplying unique limestone, natural slate, and marble, attracting artistic stonemasons from other nations to work with the non-exportable stone – many of these creations never left Kingdom of Bosom, and the most sultry and alluring busts and statues can still be found in museums and parks, as gorgeous as the day they were completed.
By the sixteenth century UAA, many other tribes had fully settled around the Milkland, most of them were Lerrels, Kovari, Griffaurs, Lezor, Erinar and Runiarns: ranging from insular pacific states to barbaric nations raiding their neighbors. The actions of the latest exasperated the territorial senses of Tofar ruling houses withing the Kingdom of Bosom, which eventually led to large-scale military campaigns against local states in the late sixteenth and early fifteenth centuries. Innocent lesser cities would yield under the pleads of Mawl ambassadors, or learn to surrender immediately, fearing the cold wrath of the Bosomian armies at their gate. As a result of these campaigns, Kingdom of Bosom absorbed the surrounding territories and nearly doubled in size and population, rebuilding many of the captured capitals into the first Fortress Cities. Historians consider this time to be the beginning of the Brestocracy, although it may have begun even a couple of centuries earlier.
Starting from the tenth century, the relationship between Kingdom of Bosom and the Hegemony worsened (for known reasons), and in the fifth century the Hegemony declared Tofar tribe a “Menace to Meority”. No active conflicts between two nations and no open declarations of the Crusade against Tofar were recorded, although they were officially hunted north of the Waist Region, Noble and Feral alike. Of course, this means that all financial and material support previous received by the Kingdom to be used against the Envasions was diminished, almost to a halt. It is believed that [REDACTED] intentionally imposed sanctions, waiting for the Envasion season, strong enough to weaken “the Kingdom of Disdained” – Such an Envasion did indeed occur, but too late for the Hegemony to act, as the Grievous Strife began.
Bosomians were not participating directly in the war against the Hegemony, being too busy fending off nine years of Grim and Fierce Envasions, even losing several Fortress Cities to the Swarms. However, they did send excess production of other equipment and supplies to the Union of Abs, and in cooperation with the Tumish alchemists, the Bosomian artificers invented the first cannons and firearms, to help gain the edge in each other’s wars, in addition to creating the first high-quality Molokoncrete formula. Following the Hegemony’s defeat, the Kingdom of Bosom agreed with the Union of Abs to erase all record of [REDACTED] from own history as a gesture of mutual despise. No other nations dared to invade Bosom Region during Grievous Strife… or perhaps there are no records left of the fools who did try.
***
With the dawn of the Age of Aspects, the honorable Bosomian families of both major Sacred tribes agreed that it was time for change and renewal, to complete unification of Milkland and solidify the order of Brestocracy: and so the Realms of Bosom as we know it today was forged. A Diarchy was established – the two greatest noble houses and their scions were elected as hereditary royal dynasties to rule over the lands of iron, gold and ice. Two Capitols were build; two Crowns were cast; the first two White Queens were married.
Bonfure-Terfar family of Tofar were chosen to reign over the domain east of the Cleavage River, the largest of the Realms, and the old capital – Sartarga, whose splendor is well preserved to this day. Tofar, too proud of their ancient heritage, has prohibited any development of new cities or projects for many leagues outside Sartarga’s walls, in order to keep the natural beauty and charm of this province untamed; industrialization and modernization of bound communities, as well as restorations of capital’s buildings, are minimal and debatable policies; even obtaining a residence permit requires decades of waiting (and no less for leaving), whether that be a flatborn or a Munele. Bonfure-Terfar family itself is notable for their pale blue-golden fur and twin-tipped keratin spines, which is attested to be the result of centuries of mutual intertribal breeding with the co-ruler royal family. It is also promulgated that all descendants of Bonfure-Terfar are powerful Engifted, and none of them have ever become Envious (though not many outside of the Realms believe this claim).
Medali family of Mawls were elected to govern over western domain of Cleavage River – smaller, but more fertile land of the Realms. For the shape of their horns, which are alike to Gorgeous horns of Meora herself, they are specially honored and divinized among not just Mawls, but other tribes as well: for such it is regarded as truth that Medali are most intelligent and calmest of Mawls. New capital Vostarga was built for them on Armpit Bay, and at its center is situated Hall of Cherish – a palace build exclusively to display and protect marble Busts of Bosomian Heroes and Queens, perfectly imitating curves of the originals; you can even acquire limited replicas, and in modern days they come in soft materials as well, mimicking real busts in most perfect details. Medali family are so proud of this historic wonder, they declared it immoral to see treasures of the Hall of Cherish unnaturally: thus any interior depictions, from paintings to photography, are prohibited and illegal.
After nineteen centuries, the Realms of Bosom remains a mighty nations, influencing its neighbors with its benevolence. Its citizens are trueheartedly devoted to the prosperity of the Brestocratic Order. But above all, the Realms is the Golden Shield of the Southern Continent against endless Envasions; from the Antarctic Seas to the Western Ocean, their Knights and Bossotuhrs are the adamant defenders of Her Heart, unwavering in their cold duty to be the Tuhr – One Who Sacrifices Oneself for Others.
The Bosom Region experience a unique and diverse climate across its territories, but most notable are its winters. Extremely cold-dry around the Cleavage River, when sunlight from the suns is partially blocked by Meorenell’s Ring and moist winds are trapped in many of the surrounding mountains and valleys, hoarfrost covering every thicket and cliff; wet snow covers the lands around the Armpit Seas; but especially heavy and dry snowfalls occurring in southern taiga forests; and if you venture southerly of the tundra you will find the coldest and iciest of all the seas on Meorenell. As a result, Mammoths were domesticated and become sacred to the primal Bosomians: in life they provide wool, milk and warmth, and in death they become meat and pelts. And today, the Realms of Bosom is the largest producer of cheeses and yogurts.
Yet no less beautiful are its orange autumns, when the massive forests turn beautifully yellow and red, and the singing of tits is echoing in the woods.
Summers are hot, but ideal for growing melons and pineous fruits, like pine apples, pine peaches, pine tomatoes and other.
Meographically, two domains of the Realms are encouraged to cooperate – Meora’s Eastern Mountain was transformed into numerous cordillera and highland systems during the Crumblings, while Her Western Mountain was slid down into flatter hilly ridges. Both domains contribute and depend on each other, but the difference in production is more related to the cultural contrast between Tofar and Mawls. This interaction binds the Realms together no less than the ancient sistrenship between both tribes.
For example, the Western Realm has developed mammoth and alpine cattle breeding, mining industry, and military production. Extensive mountain ranges were the source of logistical problems for all the years people have lived here, significantly separating cities and town from each other, and there are still only a few convenient safe carriage routes for individual travel, especially when in some less populated fiefs the heretics or dangerous beasts may hide behind every rock and snowdrift. However, with the development of railway transportation during Industrialization and Electrification eras, many of the obstacles in the operations of commercial, public and military institutions were greatly alleviated.
At the same time, the east is dominated by Bosomian grain harvesting, forestry and cultural entertainment. Some local flora are highly valued for the production of resin polymer, pitch glue, activated charcoal, and quality wood in general. Resin, Wood Ash and Leaf Ash of specific trees, Lonoya and Pirone, are essential components for the Molokoncrete formula; vast tracts of land are allocated exclusively for the cultivation of these trees, under the vigilant watch of the Bosomian army, to prevent heretics from starting fires that may set back Molokoncrete production for years.
Today, the Realms is a major exporter of cementitious substances, esteemed unique marbles, noble metals, rare minerals and, especially, iron, thanks to the massive ore deposits of Her Bosom, the largest of which is located to the east of the Cleavage Lake. Bosomians are famous for the strength of their masonry work, but even more famed is their versatile and durable Molokoncrete. Thanks to it many ancient structures still stand today, unaffected by time and Envasions alike, and it continues to be used in the construction of every new Fortress City at this very moment.
“The weight of the breasts you carry on own shoulders represents the weight of the duties and responsibilities which are waiting you in life.”
It was the Fate, given by Her, for some of Her children to venture south and live between Her Mountains. It was the Fate, given by Her, for them to found a Great Nation in Milkland. It was the Fate, given by Her, that this Nation should be the Sentinel of Her Bust and Heart. And it was the given Fate for the children of Bosom to become the utmost perfect and gorgeous of all.
Bosomians believe that one’s life, position and stance in society are predefined by Meora – we are born as we are needed, and only our actions will determine whether we will be able to fulfill the life-long missions defined for us, and as a reward, our Souls will be remembered by Her. She decides our talents, our character, our beauty; she bestow the Gift on those who She needs to wield it In Her Light – all in order to protect this world from the Alleater and its Eternal corruption.
There are signs that influence your place in the Brestocratic society, but above them all is your bust – the Soft – the most illustrious creation She has bestowed upon Her children. Not a mere lump of fat, but the manifestation of your value throughout life and the prime source of White Gold.
You cannot hide the truth of your nature, because others can see it. Size, shape, symmetry: it is a mirror, a direct reflection of the dignity of its owner. The more perfect and bigger your Soft is, that grater your value to the Allmother, but as equally huge are Her expectations of you, and no less big are your obligations to the prosperity of the Realms. Which is perfectly displayed by those Ladies of the upper classes: as they mature, gain experience and grow their knowledge, so do their busts equally grow, and as they olden, become physically weak and mentally saggy, their busts sag as well.
Whether you wanted it or not, you are to represent and bring glory to your house, your family, your fellowship, your nation; therefore it is a capital crime and a familial disgrace to counterfeit the Soft, punishable by death through breast smothering – to wear off at least some dishonor from one’s permanently tarnished name, because you lied not to your sistren, but to the Allmother and Her Light.
Some say that the genes for less than impressive bust sizes are absent from High-born families due to centuries of advantageous arranged marriages, but this is just a jealous blather, the truth is that the exceptional people are born into exceptional families to be successful and productive in live, for this is the Fate they deserve, and therefore exceptional people are to be only wed with other exceptional people, to create the environment perfect for their future exceptional children. They deserve all that is the best: be it expensive gowns and finery that highlight the beauty of their breasts, or opulent mansions where they can leisure and ease the burden of responsibilities that weigh on their shoulders, or the most exquisite dishes from all over the world that the body convert into milk. If you do not have a fine size to display, then you have no right to argue nor have a right to anything treasures, for all that you will achieve in your life is just as small in value anyway, because this is your Fate, decided by our Allmother.
The Brestocrats are fully aware of the differences between tribes – a truth, a fact, that some tribes are superior to others, and deserve honors equal in size. Thus, individuals of the petite tribes, whom Meora blessed with phenomenal busts (for such a tribe), receive due proper respect and status, regarded as the most perfect of their kin, such as the Herpi-Clan of Vermilion Jagers, who are called “the Queens of all Yamervas” (a statement best left unsaid to Yamervas outside the Realms); yet, there is still noticeable difference in the admiration towards such individuals compared to sistren from tribes that are born with ample volumes at minimal.
As a result of occasional shaming and oppression of the flatborn classes for the lack of impressive Soft, and therefore lack of valuable life, citizens of the Realms often become Envious, souring the Bosomian reputation in the eyes of others and marking the Realms of Bosom with one the highest numbers of Envious incident among any existing nations. However, the Brestocrats see this as natural selection: if a person couldn’t accept own place in society, destined for her by our Allmother, and was too feeble to fall to the influence of Evil, then so be it – for betrayal only a pathetic death awaits her.
Regardless, the Brestocrats believe in the exhortation: “To have a great nation is to have happy servants”. It is an obligation of those who are graced with a magnificent breasts to reward the “inferior” with the warmth and softness of their own perfection, for such is the duty of charitable and noble. This is especially important for High-born ladies: to fail to keep one’s subjects happy and see them rebel, or even turn Envious, is a shame of inordinate depth, and for thus they actively participate in Breast Leisures. Ladies of superior positions are required to regularly fulfill Dairy Duties – drawn milk will be awarded to valuable subjects for their hard work and daily efforts to sustain the Great Nation, yet it is an even greater reward and honor to drink the White Gold straight from the source. Although, breast milk of some tribes in not considered “milk” by conventional standards, for example, Mawl biology produces something akin to a liquor with a high alcohol content rather than the common calcium-protein-lactose milk.
“The value of your life is equal to the size of the Soft that our Gorgeous and Joyful bestowed upon your shoulders.“
Brestocratic Feudalism is an established social system of the Realms of Bosom; society is divided into four classes, which is held by a rationale chain: “Planks mine for the Yeomams; Yeomams smith for the Muneles; Muneles fight for the Queens; Queens make the Allmother proud”.
At the top are the Royal Dynasties of Diarchy; the White Queens as the supreme leaders of the Milkland, and the Platinum Generals as the prime defenders of Her Heart and Mountains – it is what they are born for, it is their Fate, to be the most perfect daughters of Meora.
The lands of Her Gorgeousness, which are under the Protection of the Realms of Bosom, are all in Responsibility of the White Queens first of all – it is they who ultimately decide and ensure Bosomian prosperity, as well as seen accountable by the rest of the Meority for internal failures. Although the Queens are the official leaders of the Realms, today it is the machine more complex than ever before and require attention impossible for just two individuals, and thus nowadays they act primarily as representatives in international politics and manage inner family affairs as Matronas, mostly as the Lady Paramount in subinfeudation of Milkland, by subdividing and assigning the Duchies between family members of the royal lineages who will rule and bear own Responsibility over assigned lands as Duches.
Below are the Munelity: families of Marchioness, Grafiness, Viscountess and Baroness, with Matronas as the head Ladies of a family, entrusted with municipal fiefdoms within Duchies, and answerable to their Suzerain Lady Duches. Countless Munele families are of Tofar and Mawl origin of course, many of whom are direct descendants from the Age of Crumbling. Then there are the numerous houses of Kovari, Erinar, Lerrels, some Dova, Griffaurs, several Runiarns deep to the south, and even a few notable Ardem Va who became known for openly rejecting Thighology and worshiping the Milk.
With a fist of steel but a grip of velvet, Muneles are obliged to master the art of governance and later act as the top public or military officials for the family and fiefdom under their jurisdiction. Public-oriented responsibilities include achieving the objectives assigned for their house by the Duches, ensuring that the obligations of Bosomian subjects are met, collecting taxes and maintaining order, providing honest and fair administrative and civil services to the public, regularly participate in Breast Leisures and Dairy Duty, and managing further land tenure for the flatter-class families when necessary.
The most salient and powerful families of the Realms form the League of Dames instead of serving in fealty of the Duches. There, much wider administrative functions are performed and majority of the Realm regulations and decrees are made. Their Matronas hold representative seats as well as governmental titles in the Mammary Court, but Bonfure-Terfar and Medali hold eight seats each.
Arranged marriages for various mutual benefits are common today to uphold the status of Munelity, but to receive it nobly, each member of the claimant family shall first not only display apparent value to the Allmother in the corporeal form of their Soft, but must also achieve triumphant accomplishments worthy of such a bust, thereby proving own commitment to Her expectations and accepting their destined earthly duties.
The accustomary greeting tradition among High-born Bosomians is by grasping each other’s left breasts with their right hands, and parting by grasping each other’s right breasts with their left hands. A gesture of gratitude is expressed by squeezing own bust with both shoulders. A bow, displaying the extent of one’s cleavage line to a sistren of a lesser status, is a gesture of dominance and command. Slapping another’s breasts is an act of insult and contempt. The Flatter-born citizens are obliged to look straight at the Soft of the superior ladies, constantly reminding themselves of their own inferiority and obedience; thine gaze shall not go lower or higher, unless you are ordered to.
The third Class are the families of Yeomams. Some are just remarkable scientists and artisans, but the largest of them range from owners of small manufactories to enterprise administrators. The descendants of these families are permitted to apply for prestigious professions of law enforcement, pilots, naval officers, servants and stuff of the Munelity, as well as for the positions of supervisors, principals and judges above flatborn workers, and many other similarly essential and dignifying professions. All Yeomams are liable subjects in fealty of the local Munele house, and can ask to be awarded with an estate or a bit of land into own Responsibility. However, to retain their current positions, properties and status as Yeomams, they hardly go against the demands from above, fearing the loss of precious everything, but, with great genes and influence, they can be accepted into a Munele family through marriage, or even rise up independently. Yeomams do participate in Dairy Duties, even for each other, but not as regularly as Muneles, and usually it is less formal, not even worthy of a luxurious uniform.
At the bottom are the flatborn, the Planks. A serf class, individually as replaceable as the origin of their name, and can only contribute to the Realms on foundational jobs: farmers, miners, factory worker, maintenance worker, construction workers – the drudging labor that keeps this Great Nation functioning. Many idioms came indirectly from the daily life of the flatborn, such as “Ever-white lips” meaning a persons who works very hard, or “She has never tasted milk” which is the opposite – an utmost lazy person.
They are the only class that is not allowed to own many types of property, have very limited freedom of movement and employment, and Planks residing in Fortress Cities are forbidden to take up arms even against the Hellish Spawn, as their lives are considered to be… unworthy of death in battle. The only rights a Plank can keep are the rights to be grateful when rewarded for work, to stare at the Soft of superior Ladies, and to remember how small is her own value to the Reams and our Allmother.
There are those, who deserve to die with honor: Tofar who feel the irrepressible inner fury that creeps through their facade of tranquility and refuse to succumb to it, the Heroes so great that they can’t die on the battlefield yet do not want to perish as pathetic old husks in self-soiled beds, and those who have failed the Realms through their own actions but earned a chance to worn away their sins in virtuous smothering. The Extinguishers are the Warm Embrace of Soft Death, the Last Motherly Hug, the Mammary Gate of Purgation. They act in likeness to what the Allmother tried to do with the Serpent when She met It for the first time – take away Its anger, pain, suffering and bring the peace of mind It never had.
Not all are worthy or able to commit themselves to this service – some renounce or get excommunicated in disgrace, becoming unworthy of ever being Embraced themselves. Yet once a Munele accepts the Veiling of the Extinguisher and swears a vow of celibacy, she remains forever in the silence and dimness of the Ruby Halls, barely aware of the world outside but only through righteous offerings, devoting oneself to a life as a vessels that absorbs infamy and brings mortal forgiveness to the Souls of others, until her own consciousness finally decides that she herself deserves to be Embraced in the Soft.
“Valiant Madarmes preventing the pathetic Flat Justice agitator from disturbing the peace of Brestocratic Order.”
***
Originated as a group of “Moms with Arms” inside many Fortress Cities – a peacekeeping movement during the years of Grim and Fierce Envasions in the first century UAA, when the law enforcement of that time was inadequate and indolent in the presence of the the surrounding menace, today Madarmiere is the main law enforcement body of the Realms of Bosom, responsible for internal security. The Bosomian Government, content to transfer the duties of assisting and protecting the general public order to the Herquisitorial Police, has entrusted Madarmiere with enforcing national laws and maintaining Brestocratic Order, duties that include arbitration operations and crowd controls during Flat Justice Riots, security of essential buildings, Jager duties near populated areas, and acting as a military police within Fortress Cities. CHESTs (Critical Halts, Emergencies and Security Tactics) are highly trained and armed units of Madarmiere, not much different from active military personnel, primed to resolve high-risk situations which regular Madarmes are not fit to deal with. All Madarmes are authorized to carry weapons, but during regular patrols they are restricted to a whip and a basic “Mule” or “Mammoth” with rubber buckshot cartridges.
Madarmiere is known as the most brutal primary law enforcement in Meority, with the permission to use force without warning and conduct violent public interrogations, due to the permanent state of high-alert over the Heretical Threat and the paramilitaristic structure, as well as the fact that majority of Madarmes are of the Yeomam class and enjoy open dominance towards the Planks. Of course, Munele ladies can’t be arrest, fined, or even investigated by the Yeomam Madarmes without an official order from senior officers who are of Munelity heritage themselves, even if the law was publicly violated.
When it comes to the Cults of Envy (which are not rare for the Realms of Bosom for various reason), Ordono Krano have been pressuring the Bosomian Government to prohibit its public organizations from dealing with the Envious threats, or at least transfer over command of departments that are experienced and equipped to deal with such threats. The ruling Tofar are reluctant to comply with this behavior and ignore demands and reprimands from Herquisition, thus Madarmiere of the Eastern Realm continue to carry out their own investigation into the Heretic-related reports and dispatch CHESTs to conduct Cult Hunts, which is regularly interfering with the Herquisition’s investigations in this part of the nation.
There is currently a concern over the involvement of the Envious in the rising numbers of Flat Justice Riots across the Realms. Although numerous minor Cults have been exposed, the existence of some is often denied due to the haughty culture of the Brestocratic Order. However, most of them are accepted as a systemic disgrace that must be repaid in full by those in superior positions who were failed to prevent entrusted subjects from becoming traitors.
“You are a brick in this wall, one of many! You do not shift, you do not hesitate! You only serve given purpose – to be the wall!”
The Realms of Bosom maintain permanent armed forces, or better said: they maintain a society of perpetual war. It is a defensive army of a size that cannot be rapidly mustered by the other Great Nations for their own defense, even if united. An army of ninety million citizens, majority of which is trained, prepared, and equipped to fight the malevolent swarms of the Deathless Devourer. For generations, they endure the pestilent presence of Its horrific creations so that the rest of us can live in the calm and bliss that Meora wanted for us.
Like bastions, around the entire Southern Continent were erected Fortress Cities, or Grad-guardians, – self-sufficient artificial mountains of Molokoncrete, populated by hundreds of thousands of people. Impenetrable walls white as chalk but as everlasting as diamonds, with towers made of turrets and hammers, they are surrounded by the dead roads of war and murrain. Numbering nearly four hundred, some are ancient cities repurposed to embrace a new cause, grown over time into the giants they are today, close to be retired from this duty as the line of defense already advanced forward; and others are novel achievements of Bosomian engineering, constructed as impenetrable gates along the most active and common Envasion routs, ready to stand for centuries to come. Sometimes besieged for mere days, sometimes for countless months, they attract Jealous Beastiary, appealing to their low-rationality and deep hunger, distracting them from marching deeper into the continent. And those lone creatures or small hordes that traverse irregular routes will not be able escape for long.
People are not simply garrisoned in Fortress Cities, they are their citizens – they are born, work and fight there, but in the end they all die with glory – for the Queens, for the Allmother. Royal Duches and Munele Matronas preside as General-Governors, their families become officers, or, if Engifted, are conferred the right to swear the Oath of Bossotuhr – the privilege of heroically marching into the jaws of darkness when sirens howl, and standing as bulwarks of Her Light. Yeomams are trained to be Knights and cannoneers from childhood, never wasting a day in firing. And even Planks, forbidden to bear arms, still contribute to the common cause, by maintaining and cleaning the Molokoncrete walls, by restlessly churning out never-ending crates of ammo and turret shells in the heat of the factories, by polishing the magnificent armor of the superior Ladies and preparing their armaments for future battles. Every citizen here is united by a single goal – and it is not a simple survival nor victory, it is something more…
Outside of the Envasional Besiegement, every Fortress City act like a normal city would: with schools, factories and offices to commit, with groceries, libraries and theaters for a respite. The fields are plowed and harvested many leagues from the City walls, where Envasions will not bother them; and the railways always ready to deliver support from distant lands when needed. Yet, even in times of peace, a reflex resides within every citizen, sleeping until the sirens howl again.
***
Over the past nine centuries, most of the new Grad-guardians have been built inside the Kozarian (Her Western Hair) and Kohavian (Her Eastern Hair) states neighboring the Realms of Bosom, to prevent the Umbral Horrors from sinking their claws too deeply into Her Gorgeousness, and to protect these small nations from a threat they can no longer face on their own – an alliance, for which Kozarians and Kohavians willingly contribute resources and new Fortress-citizens (although some believe that the Realms are intentionally using this opportunity to expand the rule of the Brestocracy).
In general, the construction of new Fortress Cities is a thoughtful decision – one that takes into consideration not only their proposed location and associated logistics, but also the enormous expense of resources and prospects of future benefits: as re-purposing of modern Fortress Cities and their infrastructure would be virtually impossible once they are completed, the decision to construct one would be final, and its intended purpose will be everlasting, preventing the construction of other Fortress Cities beyond this line of defense for centuries to come.
Particular attention is given to identifying malicious Heretical spies, especially after… known incidents: non-citizens are not even considered to be near Fortress Cities without direct authorization from the General-Governors or the Herquisition, which reduces communication with the outside world to a minimum; and anyone who works with outsiders, whether they are drivers of large goods vehicles, Farmers, or even Herquisition official, must be a native-born citizen.
To prevent over-populations, the City may permit certain qualified families, selected based on various factors, to leave and never return. Alternatively, some of those who survive until their age becomes an impediment will be granted the prerogative of retiring inside Milkland, to finally witness the results of their lives – the peace and prosperity of the Realms of Bosom they have defended all this time… or, rather, to seek the Extinguisher, and complete their honorable lives with honorable deaths, at last able to rest without guilt, knowing that Meora is proud to see Her expectations being fulfilled.
Citizens of the Yeomam and Plank classes born in the Milkland are not meant to serve in the Fortress Cities unless they are conscripted as a part of a lifetime punishment, or are Engifted – after all, to see the malignant nightmares born from the Evil is to be tainted by the Evil, and the citizens of the Fortress Cities sacrifice their own purity to preserve the purity of others. However, every Milkland’s Munele is drafted to serve inside the Grad-guardians for a minimum of four years, in the name of the Realms and the Queens: to learn of the hardship and sacrifices made by her Fortress-abide peers and to understand the horrors sent upon us by the Envy of Existence, so that after returning home she could focus on the prosperity of the Realms and its lasting ability to support the Grad-guardians – for it is the duty of the higher society that has the power to do so – to protect and prosper those they rule, sacrifice themselves if needed.
“I smite the enemies with the wrath of polar winds,
For I am the forger of death.
Mine armor is my duty, mine weapon is my art.
Her Light have purified mine flesh,
And my will is mend by steel.
My body will fight even when dead.
For I am the wall;
We – are the Fortress.”
Ancient Kingdom of Bosom is the birthplace of the Knights of Creation, yet here they are known as Bossotuhrs – mighty, selfless defenders. And unlike other nations, the Realms still adhere to iron rules and require exceptional natural qualities to bestow such a venerable name – only those who have earned Her Deathly Visage deserve to be called Bossotuhrs. For this, very few candidates of the Realm are given the official title of Knight of Creation, which the Bosomians see as a reputable act and accuse other nations of belittling the good name of estimable heroes by lowering their own qualifications.
To be one of them is a road of tremendous endeavor, but not everyone is worthy of walking it. Exclusively the descendants of the Muneles and Yeomams families with exceptional busts, and who are the Engifted of a grade from Blaze to Luminant, hold a privilege to even try.
However, the young candidate should first receive the appropriate basic training and schooling until she reaches the appropriate age, after which a decision will be made by the authorities as to recognize whether she will be a suitable Aspirant. If approved, she then will dedicate ten restless and grueling years of her life to the physical drilling and education of the Engifted Doctrines: under the Lady-Mason her body will become a chiseled masterpiece, and Lady-Winter will carve her Gift into an impeccable weapon. Equally important – throughout all these years will be tested the calmness of mind and purity of thoughts to ensure the Aspirant’s absolute love for the Allmother and unwavering resolve against the seductive whispers of the Envy.
Depending on the Fortress City, or even the predetermined Fellowship, the conditioning experience may vary, but in most cases these deviations mount further hard work rather than differences. While Aspirants from the Fortress Cities will be initiated where they are born, those who come from Milkland will permanently migrate based on the ancestry of their own family or the family to whom they are subordinate.
After the first six years, if the Aspirant is yet rejected, the final decision on her ensuing development will be made based on already achieved results, after which she will finally get personalized with the Bossotuhr’s arsenal – through the maintenance and understanding of the majestic designs already worn by her superiors.
When the final four of the ten years are conclude, an Aspirant will be invited into the Casern of one of the Fellowship to complete her initiation trials. Failure of these trials is shameful… not just for the contender, but also for her mentors, who after so many years have failed to forge a proper warrior of Her Light, for the only way to fail these trials is through death – Bossotuhr is a wall, and walls either stand or scattered into rubble.
If the trials are passed, then the Aspirant should patiently await the next Envasion, when she will finally don the armor of Bossotuhr for the first time and march along with her new Battle-sisters for the official Battleborn Ceremony; and when the last heinous creature has been smeared into the ground, the Lady-Smith will strike her anvil eight times, and each time the Aspirant will recite a line from the Oath, and when the last line is spoken, she will be officially proclaimed a new member of the Fellowship – the Aspirant becomes an Esquire, and one step closer to becoming Bossotuhr.
***
People outside the Realms see no difference between Esquires and Bossotuhrs, but it is an insult to think of them as equals. Still, this also doesn’t mean that you should dare to dismiss Esquires because of their title, for that is all that separates them from being officially recognized as the Knights of Creations. After all, they have been given equal privileges, armaments, training and Doctrines, and fight no less mighty as the heroes they are striving to be.
For many decades to come, the Esquire will serve her Fortress City and defend the Realms, and eventually one day, after many hallowed battles, admirable feats and exemplary endeavor, she would be invited behind the General-Governor’s Army House into the Cemetery of the Perfect. There, surrounded by the Herquisitorial Choir and the marble busts of the Bossotuhrs who already given their lives for the Allmother, she will repeat the oath, quaff the milk mixture made by the sistren Bossotuhrs who have honored her with their presence, and then soak in a bath of mammoth milk, waiting for Lady-Smith to complete Deathly Visage. After Lady-Smith has finalized her new masterpiece, Esquire will submerge in milk completely and re-emerge with the mask on – exalted as the legitimate Bossotuhr – as the Knights of Creation.
Having said that, only a person of the venerable Munelity social class is worthy of the name of Bossotuhr, for so Yeomams may remain Esquires forever, unless their deeds are tremendous, duty unbroken and breasts are bouncy – then, a suitable marriage or adoption into a Munele family may be found, which will open the way upwards. But for a person who has already achieved so much, the founding of her own minor Munele house happens more often, and much sooner, than you might think.
Each active Fortress City maintains numerous Fellowships, ranging between young Esquire, dedicated Jagers, Cult-hunters, and the Elite of a fief. These Fellowships take no orders from anyone other but the General-Governor or the Bossomotohrs of the Milky Retinue, and are thus free to carry out their own missions and follow their own decisions, as they deem best for the safety of the City.
Fortress Cities lavishly provide their Fellowships with all they require, sparing no resources for their most valuable defenders. Each is housed in their own Casern inside the Walls, with immediate access to the battlefield surrounding the City. There, between Envasions, Battle-sisters live, train and practice their art. If the need arises – arenas would be constructed for the Fellowships to compete, improve and entertain the citizens.
Generally all Fellowships agree that the betterment of the City comes through the betterment of future Bossotuhrs, and to this end, each Fellowship dedicated its own members for the training and education of Aspirants, even if none join them in the end.
Bossotuhrs and Esquires are not exempt from Dairy Duty, and this is the most precious reward that defenders of the Grad-guardians can dream of: traditionally, the White Gold is only given out after the Envasion’s end, and it is awarded to those Knights who have contributed most to the in extermination of the Hellish Spawn. Otherwise, they share milk only among themselves.
Since most Fellowships number barely a hundred Bossotuhrs and Esquires, they follow a flat hierarchy – aside from the Milky Mistress at the head of the Fellowship, there are only a handful officers at her round table who lead dozens of Battle-sisters of equal rank, but some members are entrusted with additional responsibilities within the Fellowship.
A Lady-Mason is a specialist officer responsible for the corporeal excellence of the Fellowship. She ensures proper diet, combat training, physical fitness and well-being of each Battle-sister. Additional duties include fortification and defensive strategies on missions outside their Fortress City, and the physical training of Aspirants.
A Lady-Winter is the master of the Gift. She aids the Esquires in the Fellowship to explore their own mind – its natural wiring and preferred fantasies – an understanding of oneself with which they can reforge the Gift into a mighty arsenal that makes the Knights of Creation who they are. But no less significant is her role as a seeker of the corruption. Anxiety, apathy, anger… she will help to shatter these dark thoughts and bring warmth to the minds to her sisters.
A Lady-Smith is the Fellowship’s armorer. She assures the quality, conformity, fit and proper repair of the wargear worn by her Battle-sisters. Each weapons, plate of armor, and exo-muscle will be inspected, each dent will be smoothed and malfunction repaired, and any servant who fault to perform restoration duties will be punished. Too, the Lady-Smith is responsible for the ceremonies and rituals within the Fellowship.
A Lady-Duty is the second-in-command, a Seneschal in charge of general supplies and servants, but also a dedicated historian who keeps the memories of past Battle-sisters alive. During battles, she hold the Banner of the Fellowship as its supreme protector and uses her Gift to amplify melody of the War-musician.
Ladies of Drums are Bossotuhr War-musicians: a group of five half-naked drummers encircling Lady-Duty during intense Envasions, enforcing the rhythm to the righteous slaughter. Like thunder, their melody reverberates across the battlefield, imbuing the Battle-sisters with heroic thoughts and adrenaline, and devitalizing Jealous Beastiary with the sounds of orderly beauty. When a battle requires the participation of multiple Fellowships, their Ladies of Drums coordinate their actions before the battle begins and agree on which rhythm to play.
Upon request, additional personnel are pledged to the Fellowship as servants to assist in tasks that are below the noble hands of the Bosomian Knights of Creation.
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Milky Retinue
The greatest of all Bossotuhrs and the Personal Elite of the Platinum Generals, acting as their hands and lips. Dressed in gilded armor and crimson draperies, they are privileged to hold an exclusive title of Bossomotohr.
So glorious are their deeds, so rich is their history, so brave are their heroes – the Milky Retinue requires one thousand three hundred and seventeen Books of Remembrance to record every achievement of all who has ever served amongst them. Each of these books is heavy, as their pages made of steel, and each is chained in responsibility and protection of a Knight-chronicler, who is obliged to memorize every line of their own book, the book before it, and the book after it; but no less significant is the role of the Chronicler who writes the latest chapter in the Milky Retinue’s history… and it certainly won’t be the last.
To be the elite means to be born one – Bossomotohrs are members of the royal family, its branches and families belonging to the League of Dames. Many of them are literally sisters, daughters, grandmothers, aunts or grandnephews to each other, and maybe even to Platinum Generals. But to be the elite also means to never fail – they are burdened with the most severe training during Aspiration years, denying the weak and unworthy opportunity to even attend the initiation trials – ensuring that none ever fail. After which they will spend decades in service to chosen Fortress Cities as regular Esquires under the watch of acknowledged Bossotuhrs, who will proudly take on the task of training the next Hand of the Platinum Generals. And only when they have rightfully earned the name of Bossomotohr will they be allowed to return to the Milky Retinue; and even if it takes their entire lives, they will work until then.
Sagarda
Also known as the Fortress Without Guns and Windows. Located deep in the frozen plains of Hevar (Her Eastern Arm), this Fortress City not just experiencing regular disruption of supply lines during harsh winters, but lives separated from the rest of Meority for years, surviving both the frozen wastes and Envasions sent by Leviathan of the Frosted Archipelago.
Sagarda was built as a foothold in an attempt to reclaim Hevar in the distant future. Its development and sustainability relied heavy on a supply chain that was broken after the only established port had fallen under another Envasion – a chain that is too difficult to reforge now. The Milkland, unable to effectively support defenders of Sagarda, urged them to abandon their new home, but many refused, and all contact was lost shortly after. Yet when an expedition arrived five decades later to collect the artifacts and libraries of the supposedly dead city, what they found was a testament that the citizens of Sagarda had been right in their decision to stay and keep fighting.
Three centuries have passed. Sagarda still lives, self-sufficient, as if the world outside its walls does not exist. Its defenders have learned to conserve resources and employ what is available beyond their possible limits: from recycling of used equipment and biowaste, to a network of deep underground mines and greenhouses; Engifted study the Transmutation Doctrine to produce elements which may not be delivered from the motherland for another year…or decade; its walls are not so much made of Molokoncrete as of ice and rocks. Bossotuhrs and Knights, silent as the cold nights, armed with gear ancient but honed, they refine their bodies and minds, clad in armor made of bones and trophies of slain Umbral Horrors fused with metal.
Legend has it that that Sagarda has yet to fall because its people are so loyal to the City that even the souls of past generations continue to patrol outside the walls in eternal duty, slaying Nightmares of Envy before they even have a chance to set eyes on the City.
Ash Bearers
Also known as Dishonored. A Disposable Divizion named after the fall of Graftra – an ancient Fortress City that was one of the cherished, strategically and symbolically, but fallen in disgraceful way: the Cult of Envy had infiltrated deep into every branch and every rank, poisoning the people from within for years, growing in numbers, waiting like a tumor… until one day they begun their unholy cleansing.
When the Realms re-established its contacts with Graftra after two months, only a handful of loyal Knights were hiding inside the ruins… trembling like cowards. The survivors’ records were erased, but since then the Ash Bearers serves as a punishment for those who failed their oath-given duties, even forbidden to be Embraced in Virtuous Smothering. Not only the Knights, but also any Bossotuhr who has been stripped of her armor and the honor of being called one. Now they obliged to wander the Southern Continent and undertake the most dangerous mission in an attempt to atone and cleanse own name in a single way possible – with blood.
Black-hearted
Farata-fram is the most besieged Fortress City in the East, and also one of the largest, sometimes fending off swarms for months, surrounded by the never-ending sounds of gunfire and war-drums. Being so extremely close to the Defiled Lands, some say that the Leviathan could be seen peeking over the mountains in the distance. But when allied Tumish Sky-fleets chase for it, they find nothing.
Located in a valley between the two longest mountain ranges of Kohava (Her Eastern Hair), it connects them like a dam. The Envasions they halt are so intense – the valley itself is permanently charred and blacked by fires and the carcasses of Jealous Beastiary, because Remedy Forces never have enough time to cleanse and purify this battlefield.
And the most terrifying of Farata-fram champions are known as the Black-hearted Fellowship. Predominantly Ardem Va, Ronir and Feral Tofar, when they emerge from the armories they must be reminded in what direction slaughter should arise… because when they begin – they do not stop. The Taint is so drenched into their bodies that they all bear Ordono Kerno Bells; wearers of armor soaked in soot and tar, fighting for days without sleep, they enjoy the butchery of real nightmares more than living.
Steel Maws
Mirfirmir is a Mawl-governed city, now prominent for a great deal of mechanical and scientific inventions. Many aspiring engineers arrive here for promised creative freedoms, as no resources are spared and no ideas are forbidden when you work under the Mawl leadership… it is just they prefer thing that do “big booms!” or are made of huge shiny metal pieces much more than anything else.
It was here that the first prototypes of “Titan’s Dress” Bossotuhr Armor, modern mechanical prosthesis and most of Bosomian firearms were designed, which were later perfected, standardized, and mass-produced in every Fortress Cities ever since.
Mirfirmir is the Headquarters of the Steel Maws – a machinery-trialing Divizion of the finest Bosomian Jagers in the Western Realm, who hold the exclusive privilege to receive the latest mechanical prototypes for immediate testing under real combat conditions, with the rights to keep all which not pass these tests. Because of this, the Steel Maws is known for the hundreds of war contraptions that are utilized solely within the Divizion by Knights who have learned to fully exert the limits of every machine and enjoy mechanical might that is forever denied to others. Provided with advanced Bosomian armoured personnel carriers, the entire Divizion remains mobile and ready to be transported across neighboring fiefdoms.
Taranel and Ratanel
The United Front, Two Grads of Togetherness, a Monument of Hope. The only place on Meorenell where the Four Great Nation fight side by side against endless shoals of Umbral Horrors. Situated just one sea across the Thigh region and two seas away from the peaceful Waist Region, Taranel and Ratanel are sistren Fortress Cities named after westernmost islands of Kozara (Her Western Hair) upon which they are standing.
But of course, this place was not always like this. Being the closest bit of land to the Ashened Archipelago, it was the first stop on the path for an intolerably large number of Envasions. Every couple of centuries, the Angel of Courage would pass nearby and exterminate the parasites that remained nesting on both islands, but eventually, more would always arrive to take their place.
Forever the Herquisition was pleading the Realms of Bosom to take actions and pull Taranel and Ratanel under control of Meority, to protect these islands from subsequent defilement, and to lighten the burden on our Angel of Bravery. Whenever the White Queens wanted it or not, the risks were too high, and they would always refuse… That was until Kingdom of Tum was unified under the one Malika of Waist – Solsticed of Truth, Crowned Rose of Unity – Flatia Bellus III of Ventero. She traveled for an audience into the Empire of Hips and Thighs, Realms of Bosom and Feet Republic, and in just three months an agreement was reached to construct the greatest Fortress Cities yet.
The parasites that had already begun nesting were swiftly exterminated by the Thigh and Tumish forces; meanwhile the Bosomians directed all their resources into this project, eager to prove themselves, even halting the construction of other Fortress Cities on the mainland; and the Feet Republic rendered great assistance by providing their novel cargo fleets for the uninterrupted transportation of materials, laborers, soldiers and supplies from all Three Great Nations – a demonstration of endeavor, virtue and naval might that eventually led to their recognition as the Fourth Great Nation.
In just nine years both Fortress Cities were completed, already housing nearly a million of its defenders who had experienced Envasion during construction years. Since then, enough land outside the walls has been cleansed and purified for farms large enough to feed all residents within, but both Cities are aspired to see their island completely redeemed of corruption once and for all.
Dragon Chaperons
There are very few fools brave enough to tame Draconic animals, and even fewer geniuses who succeed, but the Dragon Chaperons is an entire Fellowships from the Fortress City of Vagroda, whose Bossotuhrs own at least one Draconic pet. Each of them has spent years, even decades, searching for and taming their own Dragons before being accepted into the ranks of this Fellowship.
Wolf, mammoth, revorgie, moose, garagan, snow bunny, boar, and many others – several dozen various scaled, horned monstrosities that would otherwise be hunted for trophies or to ensure the safety of local population, are now chained to one city and serve a noble cause.
The Dragon Chaperons patrol the shores of the southern seas for weeks at a time, hunting down emerging Hellish Spawn to feed the ferocious souls of their dangerous pets until they are sated and weary. And if the fiery hunger is not appeased, the Dragon Chaperon must be ready to slay her companion before it becomes an even bigger danger to everyone… and thereby lose her place among the Dragon Chaperons, potentially forever, as the chances of finding and taming another Draconic Lifeform are so slim that the same Bossotuhr may never find a replacement.
Silver Wind
A Division of the famed Cultist Hunters of the Realms of Bosom. Comprised almost exclusively of Lerrels, Griffaurs, Tofar and Runiarns. Raised in the mountain villages of the Eastern Realm, its members are at home in the heights and bone-chilling winters. They survive in the harshest weathers that the Bosom Region can throw at them, and that is their strength, because they hunt when the Envious Cults dare not even slip a finger out of the warmth and comfort of their hideous. All the traitors can do is to plot their next dastardly acts, hoping that no one will find them, but they can’t hide nor run away from punishment when the Winds are howling outside.
The Silver Wind’s duty is never to fail the loyal citizens of the Bosom, a mission at which they excel: over the past seventy-eight years, every Hunt they have undertaken has ended in success – every lead to a heretical hideout has been thoroughly investigated, and every threat exterminated in a single raid operation. No traitor to Her Light has escaped the deadly grip of retribution. An accomplishment that makes even the Hunters of Ordono Krano jealous and blush red with shame.
After centuries of withstanding malevolent Envasions, the Realms have perfected defensive and fortification tactics: be that within Fortress Cities or outside their walls, Bosomian defenders become immovable walls against any foe that dares to walk on the Milkland. To compliment these tactics, the Bosomians maintain a certain quality and complexity of military technologies, which is deliberately lowered.
Unlike other Great Nations, which already utilize laser or circuit weaponry, and keep information about their arsenals classified, Bosomian instrument of war are well-known and considered technologically outdated, though this doesn’t mean inefficient due to sheer volume of firepower they can assemble in one place. The Realms’ army rejects complex and gentle devices that require delicate handling and are easily turn defective by environmental influence. They prefer crude simplicity in performance and design – equipment that is less likely to fail under extensive use, easy to replace, easy to maintain, and can be provided with an endless supply of ammunition delivered directly from the Fortress factories located on the floor below.
Mobile Weapon Platform, Mechanical Suits, Autocannon Turrets, and Bossotuhrs form the central arsenal of Fortress Cities during Envasional Besiegements, sufficient to repel most of Umbral Swarms. Only old, small, or yet completed Fortress Cities actively employ light infantry for defense. Aside from these exceptions, regular Knights carry personal firearm primarily when performing Jager duties, post-Envasion cleaning operations, guard duties for Remedy Forces, or Cult Hunting.
***
Standard Personal Knight Armor
In the current era of predominantly ranged combat, the outer plate layer is made of light-weight alloys and serve ornamental and ceremonial purposes, although it can easily protect against indirect shrapnel or pest-sized creatures that typically target the limbs. Breast shields bear designation insignias: the left is for the Knight’s rank, and the right is for her Divizion, unless specified otherwise. The Knight’s Helmet is the most resistant, complex and expensive piece – a complete headgear set is provided with respiratory insurance, noise suppression, a command feed screen, communication, and sensory systems. Protective shoulder pads, vest, cuisses and boots underneath the plate armor supplement true protection from enemy attacks. Finally, a uniform with good thermal insulation, moisture-wicking properties, comfort, and safety against regional insects; the most essential piece is the military-grade latex bra, tailored for each Knight individually – either transparent-colorless or in the colors of the Realms (other sections of the uniform can be replaced with latex at Knight’s request, when approved). As practiced by armies of other Nations, a layer of Combat-grade aerogel is applied to non-uniformal tribal features (horns, tails or other), to provide isolation against natural elements or Umbral particles.
Advanced or limited kits may be issued depending on season and/or rank and/or temporary assignment and/or other circumstances.
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. 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 new technological wonders. The Bossotuhrs call themselves the Fortress, 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 glass and t///[REDACTED]///er materials. They can withstand and absorb the impact of the mightiest personal firearms created in Meority, be that ballistic or energy armor-piercing shots, and something as pathetic as Hellish Spawn will simply break their teeth and splinter their claws if it dared to attack a warrior of Her Light. 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 Bossotuhr. 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 slightly modified to accommodate non-uniformal tribal features (horns, tails or other) for comfort and protection. To proudly represent the colors of own Fellowship and Fortress City, Bossotuhrs adorns their armor with hard-wearing kirtrle-petticoats and paned sleeves tucked between the plate chambers, and circular draperies (usually bearing a Coat of Arms) pinned to the back of their helms.
Standard Personal Firearms
15mm Break Action Dragon “Mammoth B1” and 10mm Semi-automatic Flintlock “Mare B4”. Although neither uses flint-striking ignition, but, as with many contemporary firearms, the Realms refuse to adopt novel terms like “pistol”, and instead re-purposing old names of mechanically retired firearm based on visual design and intend use. These two are the latest variants of modern Bosomian ballistic handguns with a quick-to-reload mechanism. They are primarily issued as sidearms to vehicle operators, Divizion officers and Madarmes; sometimes favored by CHESTs during Cult Hunts, and never found in the hands of Bossotuhrs.
10mm Single-shot Break Action Flintlock “Mule B1”. A regressed version of the Mare, deployed in the Madarmiere department as a “minimal force” during regular patrol, in order to reduce abuse of authority and accidents.
22mm Semi-automatic Blunderbuss “Anvil B2”. One of the most prominent firearms associated with the image of the Bosomian Knights. Designed exclusively for firing slug projectiles – hollow-point, explosive or heavy. With the force of a falling anvil, its inherent firepower is bountiful to execute small and even medium-sized threats with a single shot. Internal stabilizing system greatly reduce powerful kickback, allowing for sustained fire without physical strain. The second most preferred firearm among the Bossotuhrs.
12 mm Automatic Gun “Mallet B6”. Light, fast and reliable, it has become another staple infantry weapon associated with the Knights of the Realms. With basic hollow-point rounds it is the perfect gun one can have when dealing with a swarm of pest- and small-sized Umbral Horrors.
20mm Automatic Rotary Blunderbuss “Hammer B3”. Its most common ammunition is pellet shots. The weapon is rarely used by defenders of Fortress Cities, but it is very popular as an assault weapon when Cult Hunting in the confines of urban areas, ruins, and underground hideouts. Praised for its extreme rate of fire, this weapon has remained on the Herquisitorial Charity Agreement at the request of Ordono Krano agents since the earliest days of manufacturing.
10mm Light Machine Gun “Furnace B6”. A hail of explosive metal incarnate, and the number one choice as a ranged weapon for many Bossotuhrs. Of course, most of them prefer the Mace and the Gift, but if they need to shred through waves of Hellish Spawn while approaching towards them, then a full-loaded Furnace in each hand becomes an irresistible idea.
30mm Personal Artillery “Crucible B3”. The most powerful standard-sized infantry ballistic weapon of the Meority, adored by many skilled Bosomian Jagers during their Hunts, and no less beloved by 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. However, it is as much capable of gravely crippling large- and even some giant-sized enemies, allowing Knights to support their Bossotuhrs from absolute safety.
***
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, or even straightened, so that the weapon can be used as a regular Boobava, instead of a 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 Bossotuhrs from any threat, some choose to reduce the burden on both when facing weak creatures or ranged combatants by using Expendable Shields. Alternatively, these shields can be channeled with the 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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Bossotuhrs’ Doctrines
The first two Doctrines to be learned are rudimentary and necessary for all Knights of Creation in every nations. The Stability Doctrine, particularly the Tome of Remedy, is essential to shield one’s flesh and equipment from unholy Taint and Corruption; entirety of the Enchantment Doctrine is another art, 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 prevent them from swaying around during combat.
After these, the Tome of Geomancy serves as the foundation for Bossotuhrs – miracles that manipulate and alter the earth, utilizing it as a weapon: spikes, crushing pits, lithic walls, piercing shrapnel and improvised locomotive podiums – rock and stone is a resource that is abundant on the battlefield. Depending on a local geography it would be recommended to learn Sand-manipulation Techniques, but many Bosomian Knights of Creation, especially on the mainland, do not bother with this due to lack of suitable soil.
The Tome of Metal is the key to Bossotuhr’s defensive miracles. Even before the Age of Aspects, they developed the Fortification Technique to prevent their magnificent armor from being desecrated. 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 are made of unalloyed metal specifically for the 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. The 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 the vehement 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.
The Coat of Arms of the Realm of Bosom composed of three crests: the Big United Coat of Arms and two lesser Arms belonging to the Royal families. An imagery of Iron Chains surrounds each Coat of Arms, as a reminder of the unbreakable cold spirit and unifying duty of Bosomian society.
The background is a clear sky, with the ring of Meorenell stretching across it. The Yellow Rose dominates most of the canvas, with Meora’s holy symbol blooming at the very center. Legend tells of the first kindly Mawl, Rampappi Rurri, who carried a bouquet of red roses to the exiled Tofar in the south. Yet, she was a Solsticed Engifted with skin the color of yellow gold, and everything she touched turned yellow as well. Thus, the Yellow Rose became a symbol of Union, Friendship and Prosperity between the two tribes, and the name of Rampappi Rurri idolized. When she died, her remains were buried in a gilded sarcophagus, in a place hidden and intentionally forgotten, to prevent the Envious from desecrating her burial site in the future. Although in much later history, as technology and civilization has grown, out of fear that the Envious would eventually find sacred relics of Rampappi Rurri, the Kingdom of Bosom decided to take her tomb under absolute protection, however, after three millennia, for better or for worse, her sarcophagus yet to be found.
Two yellow towers, portraying the Fortress Cities, standing as bulwarks of Her Gorgeous Bosom amidst the farmhills ripe for harvest. Sheltered between these towers are three pairs of horseshoes, representing each social class within the Brestocracy, with the Medali dynasty forth and above them all, characterized by the Platinum Crown of Mawls. The white (Granite) are the Planks, concealed by the towers at the very bottom – for the Planks are not allowed to be on the battlefields, but only toil for those above who protect them. Overhead the towers’ battlements are the Blue (Steel) horseshoes of the Munelity and dark-silver (Iron) for Yeomams, united by the furious-red Mawl pupil, symbolizing commitment and willingness to fight against the Serpent’s menace, which threatens the “Big Friendship” and the pursuit of fun. Background is Meora’s Beautiful Western Mountain in a clear sky – illustrating the charm, purity and perfection of Her Bosom.
Sartarga, the first capital of the Kingdom of Bosom, with its golden roofs, standing on the green hills of the Cleavage Valley. Two Runes of Hope are engraved on its walls: one so that the people will never forget and forever celebrate triumphant history and victories of the Realms, the other for the glorious and sublime future that is yet to come. Behind it, perfected in gold and iron, rises the Stunning Eastern Mountain of Meora, magnificent in its size. The Tofar Platinum Crown risen above Sartarga, portraying the reignship and Responsibility of the Bonfure-Terfar royal family for these lands. Under the image of the capital is the Avatar of the Eternal Serpent, struck by the Holy Sword, bleeding eternally in Its own boiling Hell, as Its deserves.
***

The National Colors are White, Yellow, Scarlet and Orange (Gold). Where White, of course, is for Allmother, Her Light and Milky Bosom; Yellow symbolises the Union, Friendship and Prosperity of Her children; Scarlet – the Brestocratic order, its values and the beauty of Bosom; and Orange is for the Dignity, Duty and Determination of the Bosomian people.
[CLASSIFIED]
[CLASSIFIED]
“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, and only splinters of truths can be studied in the haystack of myths. Yet, through all history, the Feets have proven themselves to be exceptionally adaptable to all kinds of changes they face.
It all starts in the Primal Age of Crumbling, when culturally antagonistic tribes, sistren accused of the Envy, various outcasts wanting their own place, or simply wandering vagabonds, tried to sought a land where they could discard themselves and start a new life. Many moved north, but they were driven even further and further over time, until 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 rest of Her Gorgeousness.
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 wasteland no worth of exploring, and the World of Life on the east, where 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 many outsiders as the creations of the Evil Gods which should be eradicated.
Nevertheless, The Feets’ ideas about the world were very 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 Hellgrafted creatures – 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 has been fragmented into multiple Heavenly Deities.
Our mainland ancestors at least knew of Feetland‘s existence, although they never attempted to reach it, believing that it was already teeming with Jealous Beastiary.
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 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, fighting each other as vigorously as they did with anyone else. In their desperate survival, the Feets ate fish, but the most horizonless would even feed on carcasses of Umbral Horrors 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 Monstrous Sea Creatures or warsome locals. However, two of them landed too close to a village of a decidedly canny all-female clan of Ronir, known as the Yamazons. Both crews were captured and interrogated. Knowledge was taken: of the shipbuilding, of seafaring, of the true world outside, and of riches beyond.
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 them until their pelvises are shattered.
***
While the Yamazons continued to raid 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, Oulfar, Yangee and Feral Tofar. Only a few, like, Purscesses 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, pink 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 on the battlefield and witness their fearless 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 lost sistren to breed so that its own children could then feast on something tasty while gathering strength for the main dish. When the Pestilential Cellulite of the Northern Continent came, and the people of Thigh Region abandoned their lands, the Vagyaru took the opportunity to conquer some Thighlands for themselves, but a couple centuries later they were driven back by, the still-noble, legions of the Hegemony, who began the reconquest of the lost lands.
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, and despite all its might, even the Hegemony failed to achieve any substantial progress in the conquering of Feetland.
Later, when news of the Grievous Strife reached Feetic clans, a new great raid was gathered. Yet, just as suddenly as they had arrived to pillage, as suddenly they left, hearing the words of the Aspects Begotten and 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 new kingdom was established by the Queen Eriza-Ren. She found the local soil to be 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. Most of the valuable provinces submitted their crowns to the will of Eriza-Ren 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 one Queen as the Great Feetraia. The already prevalent 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 and refine their tactics to efficiently monitor and prevent the terror of Jealous Beastiary in the waters they sail. As such, Feets were the first to start producing 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 Navy became the most powerful naval force in all the seas and oceans. 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 its owners, 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 added 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 the Warped still breed, and any other direction leads to the oceans overrun by hungry Nightmares of Envy.
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, the assistance of the Motherland Armies and the Fleet of Feet 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 ameliorated to their perfection, to oil 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 gone starving, no child has been left homeless, and no futale has been maidenless. All Feets have found their purpose, moving the body of the nation forward, towards 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…
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, 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 icy waters in winter and sun-scorched grass in summer. Another pleasant factor is the absence of a Ring Shadow, even during winter it barely extends beyond the southern coast.
Much of Feetland is wetland, dotted in hundreds of thousands of shallow lakes, swamps and marshes rich in peat. It is therefore common for Feetic towns to be constructed on groups of small hills and islands in shoal waters, where boulevard 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 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, and as a consequence 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 catch additional rainwater, and there are even walking trees that can move across swamps by a dozen meters a day. The most prominent are the Succulent Trees, the largest of which can spread their roots for several kilometers, greedily absorbing all the 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 Feetic armed forces.
Safe crops that evolved to grow quickly, spread their seeds, and die just as fast, rather than competing, became common in farming, such as bambooed grains. Fruits, berries and seeds are used to produce wines, vegetable oil, beverage and tea that are now popular in other parts of Meority. Local mushrooms are harvested to make mycelium leather for water-proof clothing, but at this moment this is not so viable. Instead, today Feets use polymer textile or silk from the Giant 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, elephant crabs, giant centipedes, swamp bears. But the scariest of them all are the Draconic 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 kelp and algae to produce biofuels and polymers 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 additional bioplastic or use as fertilizer. In general, much 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. Recently, the most valuable products include synthetic minerals, like diamonds or sapphires. 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 complex key components that Feetic factories are not yet able to manufacture.
Among Feetland’s other unique exports are mercury, gallium, chlorine, and alkali metals, extracted from the mountains in the northern provinces and from brines.
WET (World Economic Transportation) remains the biggest freight and trade conglomerate thanks to its fast 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, which are mostly exotic foods, spices, fresh fruits, cured meat or rare minerals.
“Women are born with elegant feet to be kissed; futen are born with graceful lips for the kissing.”
Like the left and right leg, Meora created Females and futales equal, to compliment each other, to support something much bigger than themselves… it is just that the Feets believe that one is more equal, important and hotter than the other.
Matriarchy is a common trait of Feetic society, rooted in the thriving cultures of the tribes that were isolated in this region, and reinforced by those who followed them in later periods: the Oulfars, Yamervas, Yangee, Kuror, Raodo and others, whose futales are biologically weaker, submissive and breedable. Compared to times less civilized, today’s Feetic society is more tolerant of futale rights: they have freedom of movement and voting rights, more jobs and careers are permitted, and even the differences in professions and departments guarantees differences in authority and appropriate management over Female co-workers during working hours… it is just that they are expected to show much better results than their Female counterparts, and futen’s rights cannot prevail over the dictates of Women in many facets of everyday social life. The noble traditions of the Great Nation almost always take precedence over the needs of submissive futales, such as in many tea houses and restaurants where futales are obligated to act as chairs for their mistresses.
Whether life got harder or easier for the futen of the Feet Republic after Vulga Sugrifa became the Chancellor, but under another of her decree no Feetic futale can legally stay without Female patronage – “You will get married and you will be happy!”, she said, in a kind and gentle tone. Previously, marriages were arranged between mothers and prospective wives, and in the barbaric past, futen were always under the threat of being tightly grabbed by the balls by aroused neighboring ladies and dragged into their homes, where they would be squeezed dry all day until not a drop of juice remained, after which they were thrown out onto the street like useless rags; but today Feetland is a free society, and futales have the right to decide own future for themselves… it is just that upon receiving official Grazhdanin status, a futale is obliged to arrange a marriage and become someone’s fuwa within a two months or be assigned into the Domestic Service with a mistress selected by the Department of Brides until she finds a suitable partner (or if both decide to bind their Domestic Service with marriage).
And of course, absolute devotion is expected in marriage: the fuwa can choose any profession she desires, and spend own money however she wants… it is just that the Wife has to approve all of this first. The fuwa may also pursue any hobby… it is just would be inappropriate if it is something that does not involve activities such as cuddling at the Wife’s feet, cooking fine dishes for her, ardently kissing and sweating with her friends’ fuwas on the bed, learning pole dance and ballet for the Wife’s entertainment, or being her personal dress-up doll – silent and cute. As a show of gratitude, it is essential for the fuwa to keep her ass and tits perky in the presence of her Wife, and sleep at her feet. Whether married or in Domestic Service, the fuwa can’t challenge the decisions of her patroness and must appease her demands as long as they don’t harm the Republic, Meority, and her own or someone else’s Grazhdanin Rights: like, a Wife can’t force her fuwa to work during the retirement months.
Additionally, a Healthy Life is one of the Grazhdanin Rights, thus a Wife is required by law to regularly perform deep prostate massage on her fuwa utilizing approved belted silicon rods; of course, other Women are permitted to perform this health procedure at their own discretion – the more the better for the health of the futales, with the only minor side-effect being the addiction to this procedure.
No less important is corporeal loyalty, which is very specified inside Feetic society: married futales are only guilty of adultery using their privates, including self-pleasuring alone in an empty room. Because of this, it is accounted that only one in seventeen thousand fuwas in Feetland doesn’t wear a chastity device – the keys, and therefore what is inside that device, are the property of her patroness. Any other method of carnal satisfaction for oneself, other Women and/or futen, is not recognized as cheating (especially orally); but the fuwa is never allowed to come without her patroness’s permission. Meanwhile, adultery on the part of a Female is recognized only in cases of penetration involving real futale genitals – lovemaking with another Female, or with a futale locked in a chastity device and wearing silicon replica, is not legally considered adultery.
It should be stated, that just because Women are superior doesn’t mean that they can relax. Society requires that every Grazhdanin input an equal contribution to its advancement, whether they wanted it or not… it is just that futen have to do what Women do not want to. Although, depending on the tribe, there are different ideas about what roles and activities each sex can pursue in society, so there is no hard line on some positions… but some professions are clearly either below Female purity (for example, the most boring of physical labor), or above futale privileges (managing of political or financial organizations).
What is truly undeniable is the fact that fewer Feetic futales are born Engifted, and even fewer of them are high-grade.
Separated from the rest of Meoirty, the people of Feet region developed their own unique traditions and values that still persist in modern lifestyle. Those people who arrived later, with the Age of Aspects, did not try to fight these customs, but, on the contrary, adopted them themselves.
The Feets believe wholeheartedly in the concept of reincarnation, granted by Meora to those who behaved good in life. Hence, they work hard to ensure that the quality of the world stay secure for future generations, in which they might be reborn. The Feets also believe that the Gift of Creation is not gained by chance, but is a reward given to those who have deserved it for their achievements in past lives, hereby, the Engifted are revered with worship, much more so than in the rest of Meority. This belief is becoming increasingly popular outside of Feetland, even supported by some high-ranking members of the Herquisition, but many still think that the Allmother loves us all equally, and when we are born as Engifted, it is not Her choice, but, like the personal talents and tastes, it is just a chance.
The most noticeable cultural difference is the attitude towards the Eternal Serpent. This is especially evident in the Feetic sense of life. While the rest of the Meority sees It as a threat to all that exists, speaking of It with dread and repugnance, the Feets see the Alleater as a mere pest upon life, a disease that can and WILL eventually be cured, thrown into oblivion and forgotten as if It had never existed, if not by us, then certainly by Meora Herself. That is why they do not fear to be tainted, and every citizen of the Republic is ready to join the Holy War.
Like the rest of the Meority, the Feets venerate Meora as our Allmother – they kiss the ground they live on in gratitude and humility before Her, making it a universal gestures of service and obedience among themselves. However, they believe, or at least hope, that Meora was not alone in the cosmos, and eventually Her siblings will come to save Her, us, and all that exist from the Infinite Ingester. This is the Unknown Hope that is alluring to many people, because we are, after all, Her children – we wish only the best for our Allmother, and it is saddening to think that She has never met anyone equal to Her in kindness.
This belief is heavily related to and has grown out of the so-called Horoscopic Astrology, which was developed specifically in the Feet region. The view of the night sky there is less obstructed by the Meorenell’s ring nor subject to light pollution caused by the suns’ light reflecting off it. The Heavenly Zodiac is a traditional Feetic divination belief, named after the belt-shaped region of the sky observed from Feet Region above the ring, divided by eight clearly defined constellation. Astrology holds that one’s personality and talents are influenced and predetermined by the cosmic energies of the stars under which person is born. Many ancient Feets believed that the portion of Meorenell’s ring visible to them was a giant wall, on top of which live the Heavenly Deities, and the shadow of our planet, sliding across it every night, were the demons trying to mount it; and each month one of these deities stands guard on the wall, and regularly watches us with its eyes, which were stars, and those newborns whom they witnessed were blessed by them. Such deities are named after the totem animals that were thought to be their corporeal messenger: Centipede, Caterpillar, Owolf, Toad, Bearver, Crab, Panther and Heron.
The Centipede – Lord of the Heaven, Terror of the Slothful; those born under the gaze of the Centipede are perfectionists, destined leaders who bring order to people, inclined to gather many followers to achieve common causes and unite in difficult times. The Caterpillar – Avatar of stability and serenity; those who are born witnessed by the Caterpillar are calm and unburdened by life’s problems, go with the flow of existence, and easily ignore or adapt to changes; they do not glum when they lose nor they cheer when they win – it is enough for them to have what they have. The Owolf is a festive spirit; those born under Its watch will befriend many and betray none, they are equally great at feasting and drinking with others, as they are at cooking and brewing for others. The Toad – Deity of wisdom without one eye; those who are born under the gaze of the Toad are intelligent and thoughtful in their decision, prone for sciences and yearn for new discoveries, but they are never satisfied with life, because one life is not enough to discover all the knowledges of the world. The Bearver – the Mother of all Beasts; those born witnessed by the Bearver are passionate lovers, they will raise many happy and fortunate children, and will help build many houses for their grandchildren; they are hardworking and tireless in everything they do, never able to sit and just rest in silence. The Crab is a warrior who lost six claws while defending other Deities from the Evil Gods during the first cosmic war; those who are born under Its watch are selfless and charitable, working hard for their fellow neighbors and trying to uphold the community they belong to; they are the first to protect others and, if necessary, are not afraid to sacrifice themselves for others, because then they will live forever in deeds that people will remember. The Panther – a shy but deadly hunter; those born under the gaze of Panther are solitary in life by choice, but are excellent at perfecting their talents and skills; however most of all, they love the undisturbed silence and peace for their own thoughts. The Heron – Cartographer of the Heavens; those who are born witnessed by the Heron are adventurous and energetic enthusiast who never stay in the same place more than once; they are stubborn but persistent, experimenters and troublemakers who act before thinking, and then continue to act until the problem resolves itself.
Today, outside of the Feet Republic, the Heavenly Zodiac occasionally becomes popular in some places among some generations of some tribes for some time, but never remains truly admired for long, which is attributed to the limited view of the night sky of these regions.
And speaking of animals, a warning: Feets keep giant Centipedes and Millipede as pets. Yet, one thing that demeans them most in the eyes of people of other nations is not just the normality, but regularity of eating fish and other ocean creatures. While in most of Meority they are detested as food, the Feets use them in countless dishes, from simple breakfasts to celebratory banquets.
The Republic is the birthplace of aquarelle art and ballet; in traditional Feetic theaters, actors don’t sing nor speak, but show emotions through dance and the movements of cloth; actors do not wear specific costumes for their characters, but dress in clothes of colors that represent the type of the characters or entities, expecting the audience to focus on the story and their actions: green is for key characters, red for family and love interest, yellow for friend and comrades, turquoise for mentors and superiors, orange for subordinates and followers; these colors are mixed with white for the Protagonists and dark brown for the Antagonists; blue for nature, purple for beasts and animals, pure white – the sacred intervention of Meora and the Aspects… pitch black for the Alleater and Its servants. One seat in the auditorium always remains empty: it is the best seat, and it is permanently reserved for Allmother.
Feetic culture encourage the admission of guilt, and expects a truly Moral and Loyal person to show shame and humility when one is at fault, and to accept any public humiliation that may follow. It is how they maintain their streets clean, public spaces safe and social trust high despite the fact that the Feet region is home to many aggressive tribes – they keep their aggression and conflicts to own spaces, “Boots for war, scuffs for home”, say the Feets. This include social gestures that are easy to understand: a person bows while standing, expressing regret for own actions – the lower you bow and close your face to the feet of those you apologizes to, the great your regret. A kowtow, (or lying belly up, among some tribes), is a sign of absolute remorse and submission; you do it not just in front of other people, but also in front of the Allmother; the recipient of such an apology can either offer her foot to be kissed as a gesture of mercy, or step on the penitent, denying the forgiveness. However, some are willing to be leashed and walked on all fours in public, or even wiped and spanked; committing to this act is a sign of absolute repentance, and the Feets have great respect for apologies that go this far.
“Remember, Grazhdanin! If you behave like an immoral trash – then you will crawl at my feet like a trash”
The title of an elite government official from the Department of Everything and Anything. Dommysahrs tasked with investigating the adherence and dedication of citizens toward the Republic and its cause, maintaining public moral and productivity, and judge the proficiency of those sworn to assume responsibility. The Dommysahrs are a symbol of absolute Loyalty, inspiring every Grazhdanin of every tribe to follow in their footsteps.
They override many other jurisdictions in the Republic, even in the role of junior aide, and only utmost senior Dommysahrs can remove them from their positions. The department is headed by two Grand-Dommysahr, standing just one step below the Chancellor Vulga Sugrifa and, of course, her Secretary; authorized to investigate the Loyalty and Morals of all other high-ranking official in the government in her absence. The Department of Everything and Anything bears a monopoly on intelligence and state security functions, and even the Herquisition is forced to actively co-operate with them to efficiently perform its own honorable work inside Feetland territory.
The Dommysahriya is divided into three branches, each responsible for its own facet of the Republic and its prosperity.
The Dommysahrs of the Green Corps oversee the public and private infrastructure. They are selected based on the needs of Feetic society, from among the most industrious and productive workers who never skip LEG (Laziness Extermination Guideline) day. They will be assigned tasks that commensurate with their knowledge and expertise: from a successful vintner, who will now manage the productivity of vineyards across the entire province, to experienced managers, who will ensure the training and mentoring of thousands of young clerks. People outside the Republic might see this as the ultimate promotion, but it is not even close to the truth: the Dommysahrs of the Green Corps do not act – they are merely temporal judges… it is just that they wield absolute authority and must be provided with all necessary to achieve the supreme results; if one orders to sup her toes, that means it is necessary for the Republic’s prosperity, nobody should question this demand, and all worker must exhibit their pride in working under Dommysahr’s supervision while ambitiously supping on her toes.
First and foremost, the Dommysahrs will certify that the decrease in performance is not cause by the external activities (including treasonous ones), but is the result of incompetence from within, and if so, they will decide the appropriate punishment for those responsible for this disappointing situation. As according to the traditions of Feetic Culture, guilty individuals must display humility and shame by spending time on a leash, groveling at the feet of the assigned Dommysahrs, expressing regret for the trouble they have caused to their neighbors in front of comrades and subordinates whose expectations they have failed as their superintendent through inept leadership, and begging to be allowed to kiss their feet in remorse for own incompetence; all the while, undergoing re-education and training to become more efficient on current position, unless it is decided that their demotion, and the promotion of other workers, is more beneficial to the prosperity of the Republic. Depending on the severity of misdeed, additional punishments will be imposed. In the case of a minor managerial oversight, it might be something standard, like acting as the Dommysahrs’s personal chair, a toe-slurping mat, a feet masseur, or becoming the target for whipping and spanking practice for their co-workers. Regardless how heavy the punishments are, they will last for the entire duration of the Dommysahr’s assignment, whether it be a week, a month or a year. But in the worse case, guilty Grazhdanins are stripped of their jobs and exiled to local vineyards, where they will be assigned for the lowest of position – as toe-suckers for the foot-treading winemakers.
The Grey Corps is the military arm of Dommisahriya – chosen veterans, who personally ensure the effectiveness of the Feetic armed forces and institutions. These Dommysahrs see to it that every Hussahr is prepared to adapt to any situation that awaits them, fight, survive, and return to their families alive; they relentlessly instill loyalty, discipline and obedience into the minds of every soldier, so that neither of these qualities falters, but only grows stronger. Many Dommysahrs of the Grey Corps do not stay out of the military operations, joining alongside their units to witness the results of their work (or, depending on the tribe, because they enjoy the bloody rains of battle), tasked with maintaining order, courage and morale of the unit when facing the Nightmares of Envy and other aberrational dangers. This is commonly achieved with fear and love: a good Dommysahr should make any subordinate fear her more than the Alleater and death eternal, but she should also inspire such loyalty that drinking wine dripping from her feet becomes the most anticipated reward worthy of living.
Equally important is the work of The Cyan Corps. Its goal is to secure the prosperous reign of Matriarchy in the Nation by re-educating any rebellious and disobedient futales into fully-fledged members of an orderly Matriarchal society, submissive and breedable – as all Feetic futales should be. Alternatively, they can perform prophylactic work on behalf of the Wives to ensure that both of these essential qualities remain woven into the personalities of their futale spouses. By pure coincidence, many of the Cyan Dommysahrs and their staffers are Kuror, because they understand how to transform any unruly futen into a docile one (and not because they particularly enjoy this job). Of course, there are plenty futale Dommysahrs in the Cyan Corps, because no one knows how to turn a rebellious and disobedient futale into a submissive and breedable one better than her most submissive and breedable peers.
“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 public 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 forced to walk 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… though, there are enough perverts in both groups… Today, the most common occupation for Millisahrs is dealing with the ruffianism and antics of delinquent street gangs, known in Feetland as Gopyaru, consisting of many young representatives of aggressive tribes such as Tofar, Ronir, Yangee, or bored troublemakers from Purscesses and Mawls; but they all quickly change their manners, when the Millisahr-mommies parade them on a leash through the crowded streets.
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 the event 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: together with the National Guard, it is the Internal Order Comradeship – 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 as the rightful members of the Ministry of Internal Order and Cleanliness.
“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.
“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.
***
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
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.
***
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.
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.
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.
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.
***
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).
The Coat of Arms of the Feet Republic is adorned with imagery and symbolism of Feetic culture, not always obvious to outsiders, such as the depictions of the Toad and Heron, which embody all the people of the Republic carrying the Great Nation into an era of prosperity, with wisdom and enthusiasm respectively.
The central element is two long flags, in resemblance of the Memorial Pillars – a tradition of many Feetland towns, where every decade a new Pillar is installed at a designated site as a homage to the passing decade. The Memorial Pillars themselves are bulky in shape, made of wood or stone; each wall is divided into two columns, with an artistic carving between them, and on these columns are engraved all the important events of the decade. Larger cities may have several Memorial sites, divided between districts. Today, the oldest surviving town is Yatal, with over two hundred Memorial Pillars it has become a regular target for the vile Heretics who wish to burn its memories to the ground.
Of course, it would be impossible to write the entire history of the Feet Republic on such a small piece as a simple Coat of Arms, but there is a set of real flags that was created precisely according to this idea: inside the Capitol, on the wall leading into the Chamber of Representatives, hang two nine-meter-long flags, commissioned by Chancellor Vulga Sugrifa to commemorate the Republic’s elevation to the status of the Great Nation. Both flags are covered with text from “the Great History of Feetland”, a two-volume work written by the same decree; and all the text on these flags was handwritten in gold ink by the Feyas, because only their handwriting can fit all the pages on these canvases.
The left flag is a tribute to the rich traditions of this nation. Its upper part represents the ancient beliefs of the Feets, expressed in the image of the cosmic gaze of the Heavenly Deities, which is today associated with Meora. The lower parts is dedicated to the history and people of this land: the symbols of Peace and War – Plucked Zithers and Vagyaru Helmet, are placed on the same level, demonstrating the importance of both of these aspects in our lives. The sides of this flag are decorated with heraldic images of the Centipede and the Caterpillar.
The right flag honors the Fleet of Feet, the foundation of the Republic’s Military, and its feats against the Alleater. Below is the depiction of the first Vagyaru ship, sailing and returning with the truth of the world outside Feetland. Above it, on the left, is the emblem of the Feet of Fleet, and on the right is the Scepter of Loyalty, to which all Hussahrs swear an oath of allegiance. Atop them all is the crest of the Sollesahrs – the Feetic Knights of Creation.
***
From top to bottom, the national colors of the Republic are:
Navy Teal, as the name suggests, symbolizes the mighty Fleet of Feet and the Oceans conquered by the children of Meora. Lime is used for the deep culture and history of Feetic society. Turquoise is the colors of Matriarchy in Feetland – Female supremacy and dominance over submissive and breedable futales. Green represents the Loyalty of each Grazhdanin towards the Republic and the Liberty that the Republic provides to its Grazhdanins in return.
A New Year Celebration; An annual festival commemorating birth of Eight Aspects, Exaltation of Eight Sacred tribes, the end of Grievous Strife, global peace among all sistren, and the beginning of Anno Aspecti – the Age of Aspects. Celebrated through the Last Day of the Old Year and the First Day of the New Year by millions of Meora’s children around the world.
The People of Meorenell had celebrated New Year Holidays before Zhermerro, but at different dates in different region, with varying traditions and reasoning, such as Feets, who begun the new years on the first days of sowing, associating it with a cycle of reincarnation and birth of new generations, or Bosomian Fortress Cities, where celebrations are extended for two whole weeks after the First Day and The Realms are never stinted in rewarding their citizens for yet another year of selfless service and perseverance – throwing the biggest feasts for them with no delay.
In this age, the beginning of New Years falls on last cold days of winter season in the southern hemisphere, on days which are believed to be when the First Angels were begotten. It is accustomed to celebrate with all neighbors, family and friends all night long – a meaningful symbol of our united persistence to live and joy even when surrounded by cold darkness, to show the dominance of Her Light withing us.
Some parents desire for the life of their children to be spiritually supported by the festivity spirit – a new life in the new year, thus many births or conceptions fall on around the Zhermerro holidays.
Most Zhermerro traditions have long been universal among all nations, such as wishing each other the virtues of Aspects, or decorating houses with eight-pointed stars made of the Aspect runes to celebrate the birth of each one, and adding more stars with the runes of those Aspects whose blessing you wish to receive in the new year. Speaking of other common decorations: traditional colors are white, gold, red and green, where white is for the glory of Her Light and holy Aspects, gold – for our flaming spirit and valiant hearts, red – for the beauty and health of bodies we have been endowed with, and finally green represents the surrounding goodness of nature and the existence itself; such decorations may include lanterns, either hanging alone or in group of four – one for each color; light-colored tinsel, to visualize serenity of Her Light surrounding us; large decorative ribbon bows, as they resembles Her holy symbol in a festive way; small round golden bells, to guide the souls of our ancestors towards the feast and to intimidate the Evil.
Hallow Trees became inseparable part of the celebration, as they are health and safety of Her body. Thus, resembling smaller trees with white bark, their branches, or branches painted white, become part of the decorations, in the form of baskets or wreaths. Depending on a region and the nearby Hallow Trees, these are either Birch, Aspen, Alders, Sycamore, Gum, and some others. Although in most of Southern Continent, where only two Hallow Trees blossomed, Zemerza is more popular – visually similar to Sycamore, but with a dark red bark and much more tolerant to cold climate than its relatives, it keeps light-green leaves throughout the winter and sheds them right before spouting new ones.
Celebratory outfits are usually comprise of red and green colors, with golden or white woolen rims. A common combination is red bottom and green top, with Green Capelets being popular (of course – never red).
“Females wear pants, futales wear skirts.”
“Office dress code is White Top and Black Bottom.”
“Bow tie is a common insignia of high-rank or authority.”
“Hats are signs of profession or social status and never worn in civil life.”
“White, Red and Black Capelets are symbols of Herquistion, and shall never be worn by laity.”
Meoctal is the main numeral system for Meority in both spoken and written language, as the Eight is Her holy number, is Her holy symbol, representing Joy and Beauty, Integrity and Continuity. Though some other numeral system were tried to be introduced, but they are barely used outside of a task they were Designed for.
For example there was a so called “Decimal” system – last an only known users were long extinct tribe. Two main differences is: “ten” was the base of this system, which is greater than eight by two digits (so an additional digit symbols was created) and you write digit Zero with other digits to represent Decimal radix (instead of giving radix its own symbol like we have in Meoctal, where Zero is nothing, and its symbol represents nothing, so it is used nowhere else).
Here are examples of differences in writing Decimal and Meoctal radices and numbers close to them:
10 = 8
11 = 11
12 = 12
…
20 = 18
30 = 28
40 = 38
…
100 = 78
101 = 81
102 = 82
…
110 = 88
111 = 111
112 = 112
…
120 = 118
130 = 128
140 = 138
…
150 = 148
151 = 151
152 = 152
…
200 = 178
201 = 181
202 = 182
…
210 = 188
211 = 211
212 = 212
…
1000 = 778
1001 = 781
1002 = 782
…
1010 = 788
1011 = 811
1012 = 812
…
1110 = 888
1111 = 1111
1112 = 1112
A major reason why Decimal system certainly never would survived is how rooted Meoctal is in our language. When we say Century or a Meter – both would mean 64 in Decimal instead of a “100”, while a Millennium or a Kilometer would mean 512 instead of a “1000”, as a result complicating comprehensions and calculations of common information for very few users of Decimal system.
One of the most important sciences in our multirtibal world, which sustain stable Meority, is the merged knowledge of Vitality, Medicine and Psychology to a single science of Tribiology. From Chemical restrictions and diet distinction, from natural viruses and bacteria transmissions, from mental compatibility to behavioral conflicts. Understanding of differences of such massive tribe variety, their psychological and physical everyday interaction with each other, prevents disasters of extensive levels, as not every sistren can easily co-exist with others for various reasons.
Love between members of two different tribes is not uncommon, and for some of them too it is possible to conceive a child together. Though it is requires a tremendous luck under special circumstance, and a child is always be of Mother’s tribe.
It all comes down to the Gift of Creation, bestowed to us by our Joyful and Gorgeous Allmother: the greater mother’s Gift, the greater her love towards her partner and passion for their future progeny – the greater chance for successful conception. Exceptional vitality of Engifted readies mother’s egg for unnatural fertilization, and subjugation of reality radiating from withing her transforms othertribe haploid to a more suitable kind, allowing two incompatible gametes to unite.
Futher’s action barely affect the result, be she Engifted or not.
It is safe to tell that no fundamental biological changes or complications happen with intertribal children. In general there are no known chronic or mortal diseases and illnesses besides Cyan Rot which occurs only among othertribe children of Mawl futhers.
Long Multi-generational Intertribal maternity is also not explored, but the exceedingly notable and tremendously reassuring example would be Tofar royal family from the Realms of Bosom, Bonfure-Terfar: they did not degrade physically nor mentally after more than a thousand years of Diarchy marriage and breeding with Mawls, the only changes are color of their fur, which today is silver with blue shadow, as well as no more cases of Cyan Rot among them in many centuries.
We are born from Her flesh, and when we die we return to Her flesh – with all our substance, with all our memories, with all our emotions.
Meora remembers Her every dear child. All we achieved, all we experienced, all we dreamed about – She remembers it all, our Allmother. This memory of us is what we call a Soul.
Sometimes Meora may shows us apparition of dear to us, who are already part of Her, to comfort our life, but as well through the Gift we can conjure these memories of our ancestors – in a shape of phantoms and ghosts they will appear. Moreover, there are rumors of places where souls roam free like Her misbehaving children, when their own death is mere nothing compared to ardor of reasons to stay alive and play around.
But to be remembered by Meora is to be truly loved, and we always shall live our lives in such way She remembers us as pure as when we born.
[CLASSIFIED]
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.
[CLASSIFIED]
“Fearless, Loyal, Dutiful, Faithful; we are the Engifted, who foster the clearest minds and honed ingenuity within; clad in magnificent armor and equipped with mightiest armaments created by Meority; we live dedicated to a single cause, the purest of purposes – to be that which even the darkest horrors can dread. We are Her paramount custodians and prophets of good. We are not simply banishing the nightmares made by the Timeless Trapeser… we drain Its mind of joy when It sees Its 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 with fear when It realizes one absolute 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 blazing rays – and what we create is death.”
The term was first coined somewhere between the 25th and 20th centuries UAA. By then, the Kingdom of Bosom had long since established armed forces and tactics against the Envasions of Malevolent Swarms, including a simple fact that ordinary people can not fight the Jealous Beastiary without dreadful risks to themselves (until the era of firearms arrived). Thus, only the vehement Engifted were armed and trained to act as the shield and spear of Meora, bringing us victories and accepting the highest honors in return.
Rumors of these heroes were spreading beyond the borders of Milkland, and each retelling would enlegend them with ever greater exploits and triumphs, until all that remained of them was an image of the adamant and beautiful flawlessness – an image that eventually became the truth to which many aspire.
Today, the Knights of Creation are not legends, but venerable military personnel, recognized by the Herquisition as supreme warriors of Her Light. Each nation has its own standards and qualifications to become one, sometimes varying too much for others to accept, but even then, we all understand what the Knights of Creation are meant to be – craftsmen of death.
The greatest reward for a Knight of Creation, and an homage to a great ancient sacrifice. In the likeness and awe of the Defenders of Her Visage – the engraving of Meora’s face upon one’s helm is a symbol of the highest lionization in Meority, worthy of worship and exaltation. Only the most devoted and mighty dare to even dream of wearing it someday – those who love the Allmother wholeheartedly, who are Joyful and Gorgeous in Her image, who will refuse to die simply because they were killed. Granting such an honor to anyone requires Herquisitorial recognition and approval, based on a universal standard accepted by every nation, great and small, without exception.
Her Deathly Visage makes you the very thing the Umbral Horrors fear most, and in their final moments of pathetic existence, all they will see is the face of the one they dared to defile… a face they will remember in eternal death.
An honorable Jager upon defeated Dragon Sloth
***
Chosen or demanded, it is the duty of many – to put their lives at risk in the never-ending war against Hellish Spawn that continually advances upon the shores of Her Gorgeousness, eager to devour us. However, no matter how hard our bravest fight, they are not perfect. Some of Umbral Horrors, clever enough, can stroll away from the swarms of their mindless brethren and pass behind our watch, penetrating far into the safety of our lands and begin spreading corruption from there. When such happens an armed patrol is sent to hunt these creatures down. Yet, especially during a very intensive Envasion, every soldier counts on the front line and can’t be spared to chase unknown threat in lands where no one lives, which may not even exists and be just a rural gossip. Thence, first Jagers were summoned many centuries ago – an honorable profession of independent monster hunters and adventurers who became local heroes, wandering between towns and alleviating them of the danger posed by the secluded Serpent’s offspring, pitiful Tarfested and their dark lairs – like an immune system they eradicate vermin from Her sacred body before it turns into cancer; and centuries later, Jagers still commit to this role.
To legally be one today, a Jager must either be in official military service to the Nation or, if independent, obtain a permit from Herquisition after apprenticeship under another sanctioned Jager, which also includes an assessment of expert merits and additional education on numerous topics, including how to handle the Umbral Remains of slain Beastiary, thus every independent Jager is required to be Engifted of a Spark-grade minimum to effectively learn and perform Tome of Remedy. With a permit, Jagers will be directed by any local Herquisition office to inspect accounts of Jealous Beastiary, Infernal Miscreations or rampaging monstrous wild animals in the province, then deal with these creatures if the danger they represent is real, or report back if the threat was greatly underestimated and requires more than a few Jagers. As well they are entitled to receive official payment for righteous service, can collect appreciation donations from the client and be provided with free sleeping quarters and meals during the official stay as part of the payment, be supplied with minimal provision by the Herquisition with no charge, or receive honorary records to be employed by the Nation for a long-term Jager service with many promised benefits. However, being a sanctioned independent Jager as well brings a lot of mandatory paperwork associated with collecting of mundane reports from all parties involved – to confirm the completion of the Hunt and to affirm the Remedy of its aftermath. With that, expectation are high, and the punishments for failure, cowardice and lies are tantamount.
An honorable profession its, but for various reasons some individuals become Rogue Jagers – without support from Herquisition, and also illegal in some regions due to frequently botched Remedies, or because one too many of them were money-stealing charlatans. Yet, rural communities may still secretly buy the services of Rogue Jagers if possible, either because they fear that official Jagers will arrive too late, because inner greed drives the decision to buy cheaper services, or because the danger is coming from local monstrous wildlife, which some Jagers do not always accept as a suitable use for their talents.
[CLASSIFIED]
Flatia Bellus III on her funeral bed
***
“Today is the Fourth day of the Month of Thiccpril, Year One Thousand One Hundred Seventy of the Age of Aspects, the Year of Family Force; Seventy-secondth day since natural passing of all-beloved and honorable Flatia Bellus III, of venerable and esteemed Ventero dynasty, former benevolent Malika of Waist, undivided Queen of Tum, King of Kings, Lord of Perpetual Calm, Futher of forty-one heirs, Grandfuther to a hundred and ten, Solsticed of Truth, Uniter and Peacer, She Whose Belly Is Worshiped, Keeper of Abbic Fire, Thorn of Grace, Crowned Rose of Unity, Allfavorite Belly to Attain, Barbed Scourge of Envious, the Forgiver, Alltumish Red Mane, Rebuilder of Tumeru and foremost Sovereign on the Sea of Birth, harmoniously she reigned for three centuries; born trice blessed – born witnessed by Meora on First Day, born to a Sacred Tribe one of Eight, and born Engifted with Creation; Seventy-secondth day of a seventy-three-day Mourning for Flatia Bellus III departure, be her Soul forever pure; be she remembered Joyful in Mind, Gorgeous in Body and Righteous in Deeds to all generations and to our Joyful and Gorgeous Allmother.”
“…I dunno. Me like chocolate! There was many chocolate things! Trees made of chocolate! Earth made of chocolate! Rabbits made of chocolate! She built houses for us from chocolate and candies, and we eat that! Rivers were sweet. Me didn’t like beetles thou… they taste bitter and bite me back. Well… everything was biting me back.
Meriri tired of sweets and stopped visiting … Me was sad she didn’t like chocolate as me did. But more left for me and Lady of Candy then! Me visited her very often. We were happy many years!
One day Lady of Candy said something to me. It made me sad… but not angry! It made me sad for Lady of Candy… Me left chocolate world last time. Never seen Lady of Candy again… Me remembers now… Me sad again…”
“…I traveled north-west from town, wanted to climb that mountain and see nests of dragon sparrows. After few days I was at its foot, and before dusk made a camp to rest for tomorrow’s ascent. I think “It” happened when I went upstream in seek of mushrooms. There were too many of them, my favorites too. Something changed when I cut one, I realized – there are face on that big tree. I inspected them. Never seen these people of course. Should have stopped there, but made one step closer and it was no way to return anymore.
When I turned around to leave… I bump into the same tree. Same bark, with same faces. I turned again, but that tree was still on my path. I was scared, thought I couldn’t move, paralyzed by a wrong mushroom, or a bug stung me, or something. I couldn’t hear rivulet and bird songs anymore. I tried to move again. I was turning around, but these bark-made faces were still in front of my face. I… was sure I did turn around, and I was sure I stopped looking at that tree… but every time, in a moment, it was again in front of my eyes.
At that moment I started to think it was just a dream, but then remembered: I wake up every time I realize when sleep. Not this time – it was not a dream. I tried to turn around again more few times. Tried to run, but hit the tree. Tried to walk sideways and backwards, away from the tree while keep looking at it, but every time I walk too far away I find myself standing next to it again. I was closing my eyes to not see it and I was not blinking to always see it… but I always stay in front of the tree.
I sat down, shaking. It was getting dark and cold. Faces were looking at me. Many look happy, some look like laughing. I let my back against the tree… it was in front of me again… but, then, what is my back pressing against, I thought? I quickly turned around, and in a moment before the tree appeared in front of my face again I saw… nothing… Whatever I leaned on with my back was gone – I stopped feeling it as much as I couldn’t see it. I tried something else. I understood that when I stop observing the tree while touching it, its tangibility exists together with its visualization in front of my eyes. It didn’t help that much, because the tree I could see was as tangible.
I stood up, decided to walk around… AND FINALLY! Something started to change. I kept walking around the tree, it didn’t move, I could understand it because faces were not the same anymore. I kept walking, and the tree begun to change: as I was circling it I find more faces covered in moss, until every face was heavily green. I kept walking, and saw… faces are not made of bark, but stone, and it was not a tree anymore, but a wall, endless, until horizon and up in the sky. But there was no more sky… Forest was gone as well… I was inside… emptiness? Nothing but the wall was there.
Dim light was coming from air itself. I felt pressure of fear and panic. Instead of a tree it was a wall, instead of it always being in front of my eyes now it is always on my left. I tried to walk backwards, but the wall was moving towards me as if I was walking forward.
Kept walking forward then. I don’t know how long. Days? I was already tired. Moss on faces was drying out, falling off. Crude stone they made of become polished, clean. Then faces begun cracking, but under cracks was gold. I kept walking forward. Sleeping under the wall when tired. Golden face on a golden wall. I was exhausted. Gold was cracking now and splinters of it were on the floor. When I tired to pick one it disappeared from my fingers and returned to where I picked it. I kept going. Gold was turning to ash. From now on faces were crumbling to dust, the wall was covered in black traces with piles of ash at the bottom. Then… nothing… just a wall… I kept walking… and It was just a wall…
I couldn’t return anymore… the wall was always on my left and always moved towards me… I was angry at it, so I would relieve myself at it when I need! I kept walking… I was crying… I wanted to sleep… I wanted to eat… I wanted to drink… I wanted to give up…
Days? Days later I… I finally saw a face! It was perfect. I mean it was perfectly made. Not wood, nor stone, nor gold – a real face in wall. Yet I don’t remember whose face, of what tribe. But below it was a hollow cut into the wall, a form for a… face. I… put my head in there. I didn’t know what to do anymore, I couldn’t think straight, so I did something… It was warm, but nothing happened… I was waiting… tried again… nothing happened…
I hit my head against the wall! and again… and again… I kept beating the wall with my head, crying… I could hear my blood streaming… loud… I kept beating the wall! Wanted my pain to become its pain! I kept beating the wall! I kept beating the wall, under that face! I kept beating the wall!…
I hit the grass… I could hear my blood streaming… loud… I could hear rivulet streaming… loud…
I crawled towards it… drunk it… It was finally a water! I drank it until started to vomit from so much water… Then I woke up in hospital of that town. Was told hunters found me bleeding and feverish. I was in bed for a week. If map is true, then where I was found and where I set my camp are on the opposite sides of a mountain I wanted to visit… I told what remembered and Herquisitors came to investigate, I understood what happened was not normal anyway. They say it might be a Domain of one of the Lords of Creation. I heard about these…
They brought my belongings. Told she apologizes and asks how to mend what happened… don’t know… don’t want to know… I just left… I never returned and don’t want to.”
[CLASSIFIED]
[CLASSIFIED]
[CLASSIFIED]
Was it your will or not, to sense the Evil is to be corrupted by it. When you witness its ugly form, when you hear its nauseating howls, when you smell its sickening stench, when you read its foul words and messages… Your being becomes tainted by it one way or another, and thus more susceptible to the Serpent.
Some Herquistion members believe that even be informed about existence of the Serpent means to be Tainted by Its influence. It is not a sin, but it is… bewailful. Remedy Engifted can cleanse your body and purify your mind, but the fact of being touched by the corruption even once is enough to never be pure again, and thereby all you do will never be perfect anymore.
It is why many dither to even consider fighting Umbral Horros or Heretics – a fear of such taint. Likewise to sovereigns and leaders, who would rather avoid risks of tainting own people and ask established heroes to sacrifice already tainted purity in extermination of the most acute Tarfested nests, while leaving the conquest of what is much further to “valiant fools”.
Though some sistren see it as a proof the Tuhr, who fully contributed oneself to the cause. It is how the Red Capes and Knights of Creation are eventually forced to join Ordono Kerno and bear their bells. After years of fervently slaughtering Heretics and Jealous Beastiary they get soaked in corruption, so deep this Taint that no Purification nor Cleansing can save them anymore – a doleful sacrifice… a sacrifice they do to protect the rest of us, so we never get corrupted even slightest.
Our duty to them and Meora is to stay as pure as she created us – Gorgeous in body and Joyful in spirit. Yet peaceful lives are never safe: Envious and their Cults always try to poison waters, food and air just by mere existing. They whisper cursed words in their tongue when you sleep, enough to reach your ears for you to remember them. They desecrate walls with paintings to make you see visions you shouldn’t. They never stop… they desire to pollute our Souls in the name of the Deathless Devourer, so She remembers us imperfect and dirty.
The Serpent lives even when dead, for it is Eternal. It was sealed in the prison made by Meora, but Its influence can reach outside, and some things obey Its commands. Yet with equal hatred and envy they bear towards all which exists, they hate each other for existing as much, giving us a chance to not be overwhelmed with forces we are not ready to face – enemies within and enemies without.
Deep inside the Ocean of Mud are born creatures pestilent in their nature. When Meority was divided we were giving them different names, but even different cultures understood these things to be not of this world – Umbral Horrors, Nightmares of Envy, Hellish Spawn – creatures of Serpent’s descent, Its offspring in mind and flesh, monstrosities acknowledged by the Herquisition as Jealous Beastiary. From the smallest pests to the terrifying ancient Leviathans, they exist only to purge us – children of Meora.
The Mud-born Umbral Horrors have no common mold: formless and mindless they have no shapes to evolve from or into – their nauseous bodies are never the same. Meanwhile the Leviathans give births to batches of monstrosities brewed inside their twisted minds, which have no borders for depraved imagination: a swarm of beasts made of glass which erupt in deadly shrapnel upon death, tireless army of hundreds headless bodies and thousands bodiless limbs in control of one distant worm for a brain or a simple herb of armored mountain-eaters…
When enough of Jealous Beastiary are begotten inside the Ocean of Mud, or bred by Leviathans in a gyne frenzy on the Cursed Islands, they gather into shoals and swarms led by dreadful Tyirans and march towards us in a wave of deadly Envasions.
Regardless of what nightmares assail us – we fight and prevail, but even in death these parasites bring ruin and sorrow, like a vile creator of theirs. When slain, the Umbral blood and flesh poison the land, water and air, corrupting existence itself, demanding immediate purification and cleansing, or punish our indifference; yet no less sorrowful fate awaits those who slay these creatures. As chivalrous this duty is, our heroes become tainted by the corruption. Even if loyal to Allmother until death and unburdened by Envy, the Light of existence is no longer pure and bright anymore for those who know the evil so close.
Also known in different cultures as Chaosborn, Tarfested, Tarformed, the Warped or Hellgrafted – wretched creatures who were victims rather than evil, like water turned to vinegar.
The Umbral blood and flesh, left untreated, will deform nature before its inner corruption dissolves by itself (yet even then it remains a raw poison). A mercy when it simply kills, but as unstable it is, some animals and plants transform, distort, fuse, and reborn into monsters. As mutated, they become vessels for the Serpent’s bidding, now acting only as vicious execrated husks.
Too many of them gather in violent Tarherds, breeding and spreading new forms of Malady upon Her gorgeousness, but even more dangerous they are when intelligence from a life before is still intact – these creatures understand where we are weak or when we are too dangerous, bringing havoc and ravage that we don’t expect.
Whatever they all are, we shall show pity and obviate them from the misery they now suffer.
The worst of all our enemies – Traitors and Heretics, ours sistren who turned away from Her Light, from Her Joy and Gorgeousness… no, not our sistren anymore, they do not even deserve to be remembered as such. Whatever happens to the Envious Souls after death, be they forgiven or forgotten, it is not for us to question the decision of Allmother, but in life they are traitors and deserve to be treated as such.
What they create is corrupted – a conduit for the Alleater’s will. The longer you gaze at their paintings and listen to their singing, the more you read the text they wrote, the further your very Soul becomes tainted and weak.
The seed of taint starts slowly, feeding on the gloom thoughts and urges within. But then suddenly they fully embrace the corruption and we know no about their dark secret when we see them walking among us as fellow sistren. Tempted by the Evil, they seek only to subvert Meority, to own it, to satisfy inner gratification, not even listening to the whispers of the Serpent, yet still making It triumphant through ruinous actions.
They can fall so low as to drink Umbral Blood, or use it to graft themselves to other beings… or even to the source of that blood. And if a mountain of bodies and ruins is what the Envious need to see unreachable dreams on a horizon – then they will raise it with joy.
Even more appalling it is when an Engifted becomes Envious. The Corruption touched by the Gift transform one into a nightmare with powers of creation they should never have wielded. The weakest become Young Abomination and lead small gangs of common-minded Heretics to sate their minuscule greed – they are easily dealt with by Ordono Krano; but the most vehement Engifted become High Abominations and gather massive Cults of Envy – such Cults pose a threat to entire nations… and at this very moment they might be scheming thousands of wicked plan to destroy all of Meority…
[CLASSIFIED]
“Standing straight on its legs… mouth open wide beyond mouth itself… and there is more of them all over her body… sharp teeth everywhere… I don’t hear her speaking… but I know I can smell her words… they reek of deep see, of a rotten fish… Is she mourning? Or praying? Or cursing? She screams, never whispers… word of Anger and Rage and Hate and Malice…Blasphemous words denigrate and disparage Joy… and light… all colors… its shining from every orifice… As bright as the scream itself… But it is not beautiful light, it is ugly… fake… perversion of Her Light… it is gooey, thick as tar… she spitting it… and berries grow inside same cavities, they discharge sweet colorful oil… she offer to eat one, to lick some… I will scream too… but I am already deaf – made myself… I can still taste her spit… I can still hear her…”
Cursed murmurs of a Martyr 1531, let her repentance and sacrifice be the forgiveness for past betrayal; Eight times rewritten and purified by Herquisition; describing unholy visions of a High Abomination of the Cult of Carp.
“It is… Ooou It is! It is an apparition of a snake, with many feet… but not feet they are… it is a mockery of gentle beauty… crooked Egoistic twisted toes – like a centipede this snake is… infinite pairs… crawling in perilous mist… It is crawling… and with each step a fusion of metal and flesh pierce through its prey, melding with it… not thorns, but gnawed nails… and snake dosns’t devour, nor prey is dead… snake enjoys this pain! Aaoo pain! flowers grow on a pierced body – in its mouth, in its eyes… nose and ears too… and from wounds and skin itself… and petals of these flowers are same as petal that fill empty eye sockets of the snake, and crown its head – fingers, toes, nails… long, pox-colorful, scrawny, twisting, wicked toes… Always trying to grab onto something… scratching on skin… Oouo! These fingers… Snake smiles, its laughs! Its prey laughs too now… In agony to please that Selfish creature! Let it bite you… Let it feast… let it penetrate with all of its fists! Ahaaa-ha-ha!”
Cursed murmurs of a Martyr 1219, let her repentance and sacrifice be the forgiveness for past betrayal; Eight times rewritten and purified by Herquisition; describing unholy visions of an Abomination of the Cult of Snake.
“Her body is wiggling like a worm, gently suspended in the air… or… no, it is motionless, like time is nonexistent… But roots… I see them move under her skin… I see them growing from her body… Hundreds? Thousands? Millions? Infinite? Roots… spreading like a web? It grows in every direction, spreading into everything and claiming for itself… the manifestation of own Greed she is… Mushroom grow on these roots… Faces grow on these roots… Eyes are mushrooms…mushrooms are eyeS… tears are worms… A see an ocean of umbral tears under her feet… moving… the eyes… They always watch, they always look for… and when they find – more roots crying from these eyes… now they look at me… all of them… I sense hunger, bottomless appetite… I can’t hiiiiide! They know I exist! THEY WANT ME NOW!”
Cursed murmurs of a Martyr 914, let her repentance and sacrifice be the forgiveness for past betrayal; Eight times rewritten and purified by Herquisition; describing unholy visions of a High Abomination of the Cult of Worm.
“Smells like wet fire… like a putrescent brine… darkness everywhere… but it is not absence of light, it is miasma… I hear thunderstorm, but see no lightning… I see nothing… but I see umbral blood vessels… so swollen they spread outside, outreaching… Rotten leaves grow where arteries burst with boom… it is sacrilege rot… and own blood is worn like a dress… veins converging into a knot… pulsating like a heart, all-thinking, always-knowing, Narcissistic about own existence… carried by two bodies… but there was more… there is more… there will be more… they are inside veins, not blood… faces of parasites, constantly changing in their Arrogant expressions… myriad… merging… still in process of merging… but never… It spreads bloody tendrils towards me… I refuse… it doesn’t care… it wants to know me, so it can remove me from the existence… because it doesn’t like that there is something else in here… but it already knows about me, from the future where I don’t exist anymore… It consumes all the darkness around itself, blaming everything that ever existed and don’t exist anymore… but… Darkness is oozing from it, stench of black nothing… It survives on slurping its own rot…”
Cursed murmurs of a Martyr 1317, let her repentance and sacrifice be the forgiveness for past betrayal; Eight times rewritten and purified by Herquisition; describing unholy visions of a High Abomination of the Cult of Slug.
[CLASSIFIED]
24/01/2025: Updated “Four Great Nations > Feet Republic > Matriarchy, Dommysahrs, Feetic Culture and Coat of Arms“
21/01/2026: Updated Grammar “Tribes > Eight Sacred Tribes > Ralamians”
31/12/2025: Updated “Four Great Nations > Feet Republic > General History and General Geography and Economy“
30/12/2025: Updated “Four Great Nations > Realms of Bosom > Bosomian Military / Notable Fortress Cities, Divizions and Fellowships“
26/12/2025: Updated “Four Great Nations > Feet Republic > Millisahriya”
21/12/2025: Added “Four Great Nations > Feet Republic > Feetic Military / Fleet of Feet”
20/12/2025: Updated Grammar “Tribes > Eight Sacred Tribes > Shunai”
15/12/2025: Added “Four Great Nations > Feet Republic > Feetic Military / Sollesahr Armor” and Completed “Four Great Nations > Feet Republic > Feetic Military / Feetic Arsenal”
12/12/2025: Added “Four Great Nations > Realms of Bosom > Bosomian Military / Sollesahrs”
10/12/2025: Updated “Four Great Nations > Realms of Bosom > Bosomian Military / Bossotuhr Fellowships”
21/11/2025: Updated Grammar “Tribes > Eight Sacred Tribes > Zemali”
08/11/2025: Added “Four Great Nations > Feet Republic > The Comradeship, Feetic Military / Motherland Army, Feetic Military / Hussahr Armor, Feetic Military / Feetic Arsenal”
30/10/2025: Updated “Four Great Nations > Realms of Bosom > Bosomian Military / Knight Armor, Bosomian Military / Bossotuhr Armor” and Added “Bosomian Military / Bososmian Arsenal”
20/10/2025: Updated Grammar “Tribes > Eight Sacred Tribes > Yamervas”
08/10/2025: Added “Four Great Nations > Feet Republic >Matriarchy, Dommysahrs, Feetic Culture, Coat of Arms“, and “The World > General > Draconic Lifeforms”
29/09/2025: Updated Grammar “Four Great Nations > Realms of Bosom > Bosomian Military / Knight Armor”
22/09/2025: Updated Grammar “Four Great Nations > Realms of Bosom > Bosomian Military / Fortress Cities”
20/09/2025: Updated Grammar “Tribes > Eight Sacred Tribes > Mawls”
03/09/2025: Added “Four Great Nations > Feet Republic > General History, General Geography and Economy and Millisahriya”, and Updated “Four Great Nations > Realms of Bosom > Coat of Arms”
29/08/2025: Updated Grammar “Four Great Nations > Realms of Bosom > Brestocracy, Brestocratic Feudalism and Extinguishers”
20/08/2025: Updated Grammar “Tribes > Eight Sacred Tribes > Tofar”
31/07/2025: Updated Grammar “The World > History > The Last Giant”
27/07/2025: Added “Society > Smaller Nations > Defenders of Her Visage”
20/07/2025: Updated Grammar “Tribes > Eight Sacred Tribes > Ardem”; Two paragraphs were cut to be used in a different Lore Entry.
17/07/2025: Updated Grammar “The World > Meography > Baned Hemisphere”
15/07/2025: Updated Grammar “Four Great Nations > Realms of Bosom > Madarmiere”
14/07/2025: Added “Four Great Nations > Realms of Bosom > General Geography and Economy”
13/07/2025: Updated Grammar “Four Great Nations > Realms of Bosom > General History”
11/07/2025: Added “Four Great Nations > Realms of Bosom > Bosomian Military / Bossotuhrs, Bosomian Military / Bossotuhr Fellowships, Bosomian Military / Bossotuhr Armor and Bosomian Military / Notable Fortress Cities, Divizions and Fellowships“
10/07/2025: Added “Society > Other Bodies > Knights of Creation and Her Deathly Visage”
26/06/2025: Updated Grammar “Society > General > Zhermerro” and “Society > Other Bodies > Jagers”
24/06/2025: Updated Grammar “Herquisition > Know Thy Enemy > Know Thy Enemy – Know Who to Loathe”
09/06/2025: Added “Four Great Nations > Realms of Bosom > Bosomian Military / Fortress Cities and Bosomian Military / Knight Armor“
03/05/2025: Added “Four Great Nations > Realms of Bosom > Brestocracy, Brestocratic Feudalism, Extinguishers and Coat of Arms“, and Updated “The World > Meography > Baned Hemisphere”
01/04/2025: Added “Four Great Nations > Realms of Bosom > General History and Madarmiere”, and Updated “The World > Meography > Meorenell Maps”
30/03/2025: Added “The World > General > Language of the Giants”, and Updated “Herquisition > Know Thy Enemy > The Taint“
19/03/2025: Updated “Tribes > Eight Sacred Tribes > Dova“
27/02/2025: Added “Herquisition > Know Thy Enemy > Know Thy Enemy – Know Who to Loathe”, “Society > Modern History > Blue-Blue Report, Tumrober 1158 and Blue-Blue Report, Bustegnis 1123″, Updated “The World > Gift of Creation > Classification“
16/02/2025: Updated “Tribes > Eight Sacred Tribes > Ralamians“
04/02/2025: Updated “Society > Modern History > Penultimate Day of Mourning”, “The World > History > Progress of Meority along the Gift of Creation”, “The World > Gift of Creation > Classification / Forbidden Knowledge / Manipulations of Biology”, Added “Society > General > Zhermerro” and “Society > Other Bodies > Jagers”
17/01/2025: Updated “Tribes > Eight Sacred Tribes > Shunai and Zemali”
02/01/2025: Added “The World > Meography > Baned Hemisphere” and “The World > History > The Last Giant”
29/12/2024: Updated “The World > Gift of Creation > Gift of Creation / Engifted Grades / Muten / Resonants” and “Tribes > Eight Sacred Tribes > Zemali”
02/12/2024: Extended “The World > Gift of Creation > Classifications“, Added “Society > General > Soul”, “Herquisition > Know Thy Enemy > The Taint“, “Herquisition > Forbidden Archive > Cursed Murmurs 1317/1 and Cursed Image 1324/6 and “Tribes > Eight Sacred Tribes > Dova”
28/11/2024: Updated “Tribes > Eight Sacred Tribes > Yamervas”
01/11/2024: Added “The World > Gift of Creation > Doctrines” and “Tribes > Eight Sacred Tribes > Ralamians”
28/10/2024: Updated “Tribes > Eight Sacred Tribes > Mawls”
01/10/2024: Added “The World > Gift of Creation > Classifications / Forbidden Knowledge and Manipulations of Biology“, “The World > History > Progress of Meority along the Gift of Creation”, “Herquisition > Forbidden Archive > Cursed Murmurs 914/2 and Cursed Image 1141/1″ and “Tribes > Eight Sacred Tribes > Shunai”
29/09/2024: Updated “Tribes > Eight Sacred Tribes > Tofar”
12/09/2024: Updated “Tribes > Eight Sacred Tribes > Tofar” and “The World > General > Solar System”
01/09/2024: Added “Tribes > Eight Sacred Tribes > Zemali”
27/08/2024: Updated “Tribes > Eight Sacred Tribes > Ardem”
13/08/2024: Added “The World > Gift of Creation > Gift of Creation / Engifted Grades / Muten and Resonants”
10/08/2024: Updated “Tribes > Eight Sacred Tribes > Ardem”
01/08/2024: Added “Tribes > Eight Sacred Tribes > Yamervas”
16/07/2024: Added “Herquisition > Forbidden Archive > Cursed Murmurs 1219/1 and Cursed Image 1129/4″
29/06/2024: Added “Tribes > Eight Sacred Tribes > Mawls”
07/06/2024: Added “Tribes > General > We, from Her Womb / Eight Sacred Tribes / Subservient Tribes / Extinct Tribes”, “Society > General > Tribiology and Intertribal maternity”
31/05/2024: Extended “Tribes > Eight Sacred Tribes > Tofar”
16/05/2024: Added “Tribes > Eight Sacred Tribes > Tofar”, “Society > General > Meoctal Numeral System”, “Herquisition > Forbidden Archive > Cursed Murmurs 1531/1 and Cursed Image 1531/1″
02/05/2024: Added “The World > General > Solar System”
23/04/2024: Extended “Tribes > Eight Sacred Tribes > Ardem”
21/04/2024: Added “Tribes > Eight Sacred Tribes > Ardem”
05/04/2024: Added “The World > General > Meorenell Map” and “Society > General > Common Dress Code”
04/04/2024: Added “The World > General > Calendar Year” and “Society > Modern History > Penultimate Day of Mourning”
