Lore - Feet Republic / Motherland Army
Coast Guard
The Coast Guard is the Republic's primary shore and littoral domestic defense force. Its mission is to protect Feetland’s coastal and sea borders from Envasions, astray Jealous Beastiary, Infernal Miscreations, Heretic infiltration, and hostile monstrous creatures. The Coast Guard consists of three branches: the Sea Patrol, the Coastal Infantry and the Submerged Watch.
The Sea Patrol monitor waters near Feetland and communicate to the mainland the movement of any approaching Umbral Shoals, both new and those already reported by the Deep Ocean Rangers, giving the Coastal Infantry, Submerged Watch, and remaining Naval Forces sufficient time to ready their positions. Sea Patrol vessels are small, light but fast reconnaissance vessels, not equipped to combat most threats, and therefore are required to retreat in the presence of any danger. This it the first assignment for many young recruits of the Fleet of Feet Comradeship.
Although the Envasions 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, and without excessive contamination of 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, and, most importantly, protects undersea farms: the endless production of biofuels and polymers is the Republic’s pride and one of its strengths, but everything relies on the productivity of these farms, and interfering with the operation of too many of them will lead to shortages in numerous sectors.
Plaguefighters
“We do not wait for the beasts to come, We – are the beasts.”
The elite of the Eastern Healing Front. The Republic's most well respected and prestigious soldiers, tasked with reclaiming and curing the Crus – an objective that will take not just generations or centuries, but millennia.
Their primary activities are simple in word but perilous in actions: protecting the Remedy Forces during Purification and Cleansing rituals; exploring and mapping the territories of the Crus adjacent to the Healing Grounds for the future rituals; tracking down and liquidating the Heretics lurking in the depths of these plaguelands. The Crus is the most dangerous region upon Her body; a land of toxic swamps, radioactive forests, and flesh-eating jungles. 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. Only Sollesahrs and highly trained battle-hardened Hussahrs from specific, aggressive tribes, who yearn for battles that will bring them glory and respect, are accepted into the ranks of the Plaguefighters, for only they can survive long enough on a path that, for many, ends with death. A common saying is that if the Gift was not a requirement for becoming a Knight of Creation, then all Plaguefighters would be the Knights of Creation – for each of their Hussahrs is worth eleven soldiers of any other armed force. They can face, endure, fight, and survive 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 the 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.
The Republic is not stingy, and all Plaguefighter 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 a rare phenomenon where certain Tarfested plants begin to produce 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 eighteen 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 end in peril for sure. 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 around the Ankle Mountains, 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 in the plaguelands.
The Crusian Guard works sole-to-sole 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, dangerous for many reasons, has led to the invention of the first Remote-Controlled Mobile Platform for safe material 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
Before the advent of the Republic, the National Guard was the main army of Great Feetraia. As the SOCK walls were not even planned in the minds of the rulers of that time, and the shores of Feetalnd were naked and defenseless, ordinary citizens of port cities acted as their protectors during Envasions, while the National Guard were regiments of trained and experienced soldier who hunted down Jealous Beastiary and Envious throughout Feetland. The increasing intensity and frequency of the Envasions eventually made it impossible for these regiments to effectively carry out their duties, which ultimately became one of the major causes of revolution among Feets, who sought true and permanent protection for their nation.
Today, the National Guard of the Feet Republic is the last line of defense – a line that can never be breached, and for this they are respected by other forces. As part of the Ministry of Internal Order and Cleanliness, it is a reserve motherland-based military security force dedicated to combating enemies within. Comprised of numerous units stationed in each province of Feetland, the majority of the National Guard are tasked with supporting the Coastal Infantry and Crusian Guard, ensuring the prompt elimination of any Jealous Beastiary that penetrated 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 National Guard is the invisible symbol of Harmony. Each Guardian is trained to be a vigilant statue – motionless, devoid of emotions and bodily needs during their watch, never distracted, but always ready to act. Somehow, despite their bright green and purple uniforms, your mind never notices them standing guard nearby, but when you do, you quickly forget. Why? Because their presence brings peace to society, but true peace is achieved only when an honest Grazhdanin is unaware of the Guardians’ presence, while the Enemy of the Harmony sees only them and fears to do evil.
For those who choose to join the National Guard, maintaining peace and order is the paramount purpose of their lives. They are so loyal to this purpose that the unit’s officers are there not to maintain high morale, but to keep her unit on a leash and prevent spontaneous and meaningless heroic acts. For the Guardians see the Heretics and traitors of Her Light as sworn nemesis, who, out of their vile greed, are never satisfied with the prosperity the Meority have achieved and shares with everyone. Their existence enrages the Guardians and disturbs the Harmony. But to disturb the Harmony even for a second is an atrocity punishable by death, and every Envious knows that one should never kill these officers first, because it is one thing when a pack is led by a leader, and quite another when there is no one to restrain a pack of rabid owolves.
