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Adamska Glazunov
Captain

Wealthy Sex Symbol

7,750 Points
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  • Tycoon 200
  • First step to fame 200
PostPosted: Sun Jun 26, 2011 2:13 am


Ladies and gentlemen, as you can assume, this Forum Section was designed for roleplaying in the Outerverse. Additionally, this thread will attempt to clear up any inaccuracies that may come up or any information that needs depicted.

The Beginning-
Once upon a timelessness, there was the culmination of all that is everything that we've come to know as the Multiverse. Every possible world, realm, dimension, and universe that could exist does exist within the Multiverse. Beyond the Multiverse lies a universe that remains unconnected to other universes, one that, unlike other universes never sees its own end, for reasons to be explained later. There are significant differences between the way the Outerverse and most other universes work. Two such differences are the source of Magic and the governing bodies over the Outerverse.

A Neverending Universe-
During a period of time known as the 1st Timeline, the Outerverse's greatest scientists foresaw the coming end of their universe, through the rapid expansion of their universe causing it to become uninhabitable.
These Scientists formed the Science Society and began developing a way to prevent their universe from dying.
Near the end of the 1st Timeline, they discovered two things:
One, they would not be able to prevent the universe's expansion, and
two, they could prolong the life of their universe by bringing all of the matter and energy inside the universe back in time to the beginning of time, the birth of the universe. While the empty husk of the universe would die, all that it originally contained would appear, forming the outermost layer of their universe as it expanded. Sentient races capable of distant space travel could then migrate to the new timeline's planets as necessary.

Guidance of the Society-
The Outerverse differs from many other universes in that it has no god or gods, no creator, no omnipotent, sentient force that has created all and controls all. While no one (within the Outerverse) has been able to deduce what caused the beginning of the universe, the lack of deities had become obvious (to those that have survived from other timelines, Such as AnKou and the Science Society). While many long-lived beings have risen up to take on the mantle of "God", no known sentient being has been proven responsible for the creation of any aspect of nature, with one exception.
That said, after the Science Society had successfully "saved" the Outerverse from extinction, they took it upon themselves to oversee the safety of their universe. Threats as small as planetwide or even lower would be overlooked by the Society. Sentience can not advance without adversity, and a single planet seeing peril would not spell the end for the Universe. The Science Society will only directly interfere when encountered by a threat to the very Outerverse itself, something that does not happen often.

Death, Undeath, and Rebirth-
Death in the Outerverse is a very permanent thing. It has been discovered, (to the end of some civilizations) that there is no conscious afterlife in the Outerverse. The popular notion of a soul, while not terribly far off, is incorrect. While a sort of "life energy" does allow the existence of life, thought, emotion, and experience are entirely derived from one's brain or other nervous organ or system. When a lifeform dies, that life energy disperses, spreading throughout the universe where it does not exist, much like most energies do. There have been recorded cases where concentrations of life energy, often mixed with magical or anti-magical interference or other forms of radiation, have re-formed into new lifeforms without matter mediums (Ghosts, Specters, Spirits, etc.) or instances where spiritual energy is gathered and forced into a medium (golems, constructs, magic-born zombies, animated skeletons, etc.). Returning all of a lifeform's innate spiritual energy back to its unharmed corpse and it returning to life without tragic complications is virtually unheard of up to this point.

The Birth Of Magic-
During the 1st Timeline, Earth Year 1572 A.D., there were a group of humans that had "ascended" to devilhood, naming themselves the Ten Devil Kings. Their erratic evolution still stirs many questions even today among those within the Science Society, and rarely has such a transformation ever occurred before or after without powerful magic or advanced technology (naturally, the lack of both at that time goes to prove that neither was the cause of their evolution).
The Ten Devil Kings saw their defeat at the hands of a group of Heroes, and their threat was ended. One of the Devil Kings, a being known as AnKou, plotted his revenge and, as part of his mysterious evolution, revealed himself to be powerful enough to alter the very forces of nature. With his incredible power, he created the force we all now know as Magic.
At that time, AnKou threatened to consume the entire Outerverse and all seemed lost. The Outerverse, almost as if in response, developed a weapon against AnKou and his Magic.
One Nezumi, Ibiyo Osume, found herself gifted with similar powers to that of AnKou and combated him in order to save the universe. With help from her friends, a group that would later be known as the Nine Great Sages, she was able to seal AnKou away inside a pocket dimension known as the Great Arcanix. There, Ankou resides in isolation, unable to escape while the rest of the Outerverse feeds off of his magic. It was later discovered that the force Ibiyo Osume weilded to defeat AnKou was the mysterious Anti-Magic, which only those of Osume's descent have been able to harness.

Future Timelines-
Each time the outerverse is brought back in time upon itself, it introduces new elements to the original universe. There is no fear of Paradox, since those who travel through time become immune to any changes that are made while they travel. With that in mind, the entire previous timeline's universe could destroy the new timeline's universe without fear of "fading out of existence", though any attempts to perform such an act would result in interference by the Science Society.
For the most part, with the exception of the outermost regions of the Outerverse, things tend to generally reoccur as they did in the First Timeline. There are, however, exceptions, and as more and more timelines are formed, the differences increase in number and severity, with recent occasions revealing "holes" in the Outerverse, permitting intrusions from other universes within the Multiverse. Major differnces among timelines will be described below:

1st Timeline- The basis for other timelines. This timeline consists of the smallest version of the Outerverse, and the origin of the Science Society.
2nd Timeline- From this timeline on, AnKou is recorded in history as having been "sealed away", however, to prevent a possible "AnKou rebellion" that may occur with an increased number of AnKou, the Science Society arranges the Devil King's demise via magical and molecular break down. Only the AnKou from the 1st Timeline exists within the Outerverse and its pocket dimensions.
7th Timeline- Before this point, entry into the Outerverse from universes beyond is impossible. The 7th Timeline marks the first hole to ever exist within the Outerverse's fabric.
27th Timeline- For some mysterious reason, for the first time ever, Sergei Glazunov of Earth, year 1990 A.D. had a second son, one before Demitri Glazunov, whom had been his only son every timeline prior, named Adamska Leonavich Glazunov. Surprisingly, Adamska Glazunov's influence has changed many aspects of Earth's and even the Outerverse's history during the 27th Timeline. While members within the Science Society are mildly curious in regards to Adamska's existence, they are not concerned enough to monitor him closely, and chalk his existence up to the spacial holes caused by the re-converging of their Universe.
28th Timeline+- I will not permit play in any timeline beyond the 27th. Any information regarding future timelines may or may not have yet been decided upon and may or may not be subject to direction by events that may or may not occur within the 27th Timeline.
PostPosted: Sun Jun 26, 2011 4:34 am


While I would not feasibly have time to post all the information detailing every timeline, galaxy, and planet within the lifespan of the Outerverse, I CAN post a portion of information relevant to those roleplaying within the boundaries of Earth during the 27th Timeline.

Unlike many of the Earths within the Multiverse, Earth within the Outerverse is mostly Pangean throughout the entirety of its life. While its political boundaries have changed drastically and frequently, its geographic appearance changes very little over the course of its life.

(If all is permitting, I may have a map available at some point.)

According to data regarding previous timelines, Earth exists for 14 billion years, at which point its star, Helios, assumes its red giant form and consumes it and many other neighboring planets.
The events of the Parted Waves War take place about 7 billion years after the birth of Earth, a year its inhabitants title 2032 A.D. (Please note that B.C. and A.D. are Christ unrelated terms in the Outerverse and refer to written language, with B.C. referring to Before Calligraphy and A.D. meaning Advent of Documentation.)

At the end of the Parted Waves War, Earth was inhabited by the following sentient races at approximately the following percentages:

Humans- 59%
No information is required for this section as the humans of the Outerverse differ very little at all from humans in other realities.

Incubi/Succubi or "Cubi"-6%
Cubi were originally created by the King of Night in an attempt to defeat human determination. Generally humanoid, Cubi possess varying skin and hair colors ranging from human ones to more exotic colors like Red or Blue. Cubi have the ability to make small changes to their appearance and many have telepathic empathy and produce pheromones that effect life forms with respiratory systems, causing a general fondness or even sexual attraction to the affecting Cubi. One distinguishable feature among Cubi is a dominant gene that produces a small pair of wing atop their heads. As a race of demon, Cubi do not die of old age and are often injured by holy energies.

Elves (Including sub-races)- 1.3%
Elves are long-lived humanoids that vary in appearance depending upon their sub-race but have specific traits in common:
All races of elves have pointed ears, with longer ears often being associated as a sign of masculinity among males and fertility among females.
All races of elves have a natural aptitude for magic. While not all elves are magically talented, most have a natural tendency for manipulating AnKou's stolen force.
All races of elves possess comparatively long lifespans, ranging from 300 to 1,000 years old.
The following depict features specific among the sub-races of elf:
Wood Elves- Slightly shorter than humans with earth toned skin and hair, save the occasional bright green-haired wood elf.
Dark Elves- Created by Nocturne, most live underground within vast kingdoms unseen by most land-dwellers. Skin tones range from Dark gray and black to blue and purple. Eyes can be any color but tend to be red. Hair colors are limited to exotic colors like white, red, and pitch black.
Snow Elves- Taller and more slender than most humans, snow elves tend towards pale skin tones, some even paper-white, while their hair coloration tends towards blue, black, and shades of brown. Blonde snow elves are rare.
High Elves- Gold-skinned elves standing at roughly 6'6" at adulthood. Their hair grows in almost any color, and their eyes tend to match that color.

Dwarves- 1.6%
Short, stocky humanoids that tend to live in rocky, mountainous regions or caves and underground areas. Males nearly always have beards, and females do too on occasion.
Dark dwarves, a Nocturne-created variant of the Dwarf, are nearly identical to their primordial counterparts, save their skin and hair colors mimic those of the dark elves.

Orcs- 1.2%
Large, green or gray-skinned humanoids with large fangs jutting from their bottom jaw, pointed ears, and a tendency towards tall, muscular builds. Hair and eye colors are the same as humans.

Goblins- 1.2%
Small, green or gray-skinned humanoids that stand about 3-4 feet in height and have large, pointed ears which tend to be more exaggerated than their orc cousins. Hair and eye colors are the same as for humans.

Ogres-.1%
Huge green or gray-skinned humanoids that stand roughly 8-9 feet tall. They grow very little hair, if any at all and have sharp, elongated canines on both upper and lower jaws. Unlike their other green-skin cousins, they have also known to come in yellow skin colors also, which may be due to their creation at Nocturne's hands.

Trolls- .1%
Hunched, hairless humanoids that stand 4-5 feet tall on average with wrinkled skin and often lighter skin colors. Trolls are world renowned for their impressive healing factor, regenerating from life-threatening injuries or even regrowing limbs in a matter of days, sometimes even hours. Troll eyesight is often susceptible to bright light.

Oni- .1%
A type of humanoid demon with varying skin, hair, and eye color. Most Oni can be identified as such by the presence of a third eye on the center of their forehead. Many oni also grow horns on either side of their central eye. As a race of demon, Oni do not die of old age and are often injured by holy energies.

Merfolk- 5.4%
Aquatic humanoids with scaly or rubbery skin that usually resembles the pattern of the type of fish or aquatic mammal. Many merfolk have the ability to turn their legs into a tail through the use of innate magic. Merfolk are capable of growing hair in often exotic colors and many merfolk have webbed hands and feet, with fins accent portions of their bodies. Generalizing merfolk is about as difficult as generalizing fish.

Vampires- 4%
Vampirism comes in two forms, Biological, stemming from the Porphyric Hemophilia contagion that Nocturne created, and Spiritual, created often by magic or multiverse influence.
While Spiritual Vampires vary in appearance and ability, Biological Vampires possess common traits:
Biological Vampires combust into flame upon direct contact with sunlight. Diluted sunlight (such as sunlight through a stain-glass window) does not cause a vampire to combust, however, the sensation has been compared to a bad sunburn.
Biological Vampires are very susceptible to fire. The altered chemical composition in a vampire's body causes them to burn comparatively quickly.
Upon contracting Porphyric Hemophilia, most subjects experience enhanced physical ability, which includes an enhanced healing factor and ceased aging.
Biological Vampires do not require oxygen to survive, however, they do require oxygen to remain in motion. In situations where a vampire is denied oxygen, they end up "passing out" or falling into a torpor or slumber.
Biological vampires are capable of eating foods that they could consume before contracting the contagion, however, they are only capable of deriving nourishment from the blood of other lifeforms.
Some Biological Vampires possess an ability to produce pheromones similar to that of a cubi.
A vampire's physical appearance can change in any number of ways upon contracting the contagion, often rumored to reflect the victim's personality.
The porphyic hemophilia contagion is contracted by direct contact with a victim's blood. Vampires can spread the contagion willingly (and only willingly) by penetrating a victim's skin with a bite. Other creations of Nocturne can not contract the vampirism disease.

Kitsune- 6%
A race of anthropomorphic, humanoid foxes, covered in fur and possessing the head, tail, and feet of a fox. Kitsunes tend to live to 70-80 years old, though, on some rare occasions, Kitsunes live to be up to 900 years old, growing a tail for each 100 years of survival. What causes this peculiar lifespan is still up to speculation.

Dragons- 3%
Dragons come in three main forms: Each of which are capable of transforming into other forms, though Dragons quizzically cannot assume the form of a different kind of dragon.
Western-
Western dragons come in many different varieties and wield the powers of many different elements. Western Dragons are gargantuan and colossal reptiles long necks, four limbs which may consists of any combination of hands and/or feet as well as one to three pairs of wings and a long tail.
Eastern-
Eastern dragons are long, serpentine reptiles with long bodies and small limbs or even no limbs at all. Many possess mammalian qualities such as manes and even facial hair. Unlike western dragons, eastern dragons do not fly with their wings, but rather, those that are capable of flight propel themselves into the air with magic.
Sea Serpents-
Sea Serpents are thought to be relatives of Eastern Dragons, due to their long, serpentine bodies. Sea Serpents are capable of harnessing the elemental powers their surface-dwelling cousins are and are usually capable of manipulating the natural elements through non-magical means. Fins tend to grow on the bodies of Sea Serpents more often than hair or horns and most Sea Serpents aren't capable of flight.

Centaur- 1%
Creatures with the upper body of a human (or other humanoid) and the lower body of a horse. Centaur appearances are roughly as expected. Centaur live average lifespans by human standards and possess mostly mundane abilities. Many centaur eerily meet their end due to arrow-related injuries.

Aven- 2%
Anthropomorphic bird humanoids. Common traits include a bird head, feet, and coloring. Two main variations among Aven exist:
Low Aven- Low Aven's wings connect to their arms, causing their body to become hunched over in most cases.
High Aven- High Aven possess wings on their backs in addition to a pair of arms. Most High Aven stand upright.

Elementals- 1%
Lifeforms born from concentrations of magic reacting to nature. Many elementals have humanoid forms, usually resembling their "elemental" forms in some remote way (I.E. Earth Elementals are often dark-skinned with solid, muscular builds while Air Elementals tend toward paler, slender forms.) Elementals have exceptionally long natural lifespans, ranging into the thousands of years. Elementals are often injured and sometimes killed when attacked with powerful forces of conflicting elements.

Scale-Folk- 2.5%
Reptilian humanoids possessing the head and tail of a non-dragon reptile and scaly hides. Like merfolk, Scale-folk appearances and abilities vary greatly. The average lifespan of scale-folk is 60 years.

Hybrids- 3.1%
With so many different species living on one planet, it isn't hard to imagine that interspecies breeding would eventually occur. Naturally, no accurate information can be provided for Hybrids, given their vast diversity in nearly every aspect of their life.

Other- 1.4%
Races not mentioned above fit into this category. Many faefolk, giant, and small races fall into this category, as well as the nearly extinct races of the Nezumi and the Melorians.

Adamska Glazunov
Captain

Wealthy Sex Symbol

7,750 Points
  • Brandisher 100
  • Tycoon 200
  • First step to fame 200

Adamska Glazunov
Captain

Wealthy Sex Symbol

7,750 Points
  • Brandisher 100
  • Tycoon 200
  • First step to fame 200
PostPosted: Wed Jul 20, 2011 1:29 am


Beyond Earth-
There are planets in the Outerverse other than Earth. Information regarding them will be logged here.

-Relian-

Races:
Iala-
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Tyinaru-
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Aeri-
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Makat-
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User Image ~Bewsh!
PostPosted: Thu Jul 04, 2013 10:06 pm


Language Distribution on Outerverse Earth

The following is a chart of either the official language of each region or, in the absence of a federally sanctioned language, the one that is most often spoken there.

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As the map says, Unterhiem and Atlantis are not represented. Their primary languages are Dwarven and Merfolk respectively.

As the planet is a parallel of our Earth some of the languages have developed similarly, though not the exact same.

Novinskian- Arguably the most spoken language on the surface world if you take in to consideration secondary languages. It is similar to Russian.

Eastern- Eastern is a pidgin language that was created to unite the East when it was conquered and made and empire for the first time centuries ago. Because the Empire's land, people, and languages were so diverse the Emperor commissioned a common tongue be developed from all the languages so his people could communicate.
Most of the original languages have faded out, but they've left their mark on the regions they were once used in, the residents there often retaining accents or speech quirks such as the Torkanese's difficulty with the letter "L".

Bravisian- The third most spoken language as a whole, Bravisian is similar to English. It is the most common tongue between members of the Adventure Fleet.

Elven- Elven is a purely fictitious language that we unfortunately have not developed much. There are a few variants of elven including the almost extinct dark elven language as most of them now speak Dwarven as common tongue and the entirely dead Imperial Elf language which has been lost to the world for eons.

Samudi- The Samudi language often varies from tribe to tribe and city to city. While there is no language on Earth quite like it they do use an alphabet that resembles the Arabic abjad.

Leonin- The lionfolk of Samud and Peria speak a language akin to the Kemetic language of Ancient Egypt with a demotic alphabet.

Trumskian- Resembles Old Norse and uses a similar runic alphabet. Varies from clan to clan.

Haphestian- Resembles Italian and uses the Bravisian alphabet.

After several attempts to make a single map showing the regional and secondary languages of the surface I've come to the conclusion that to do so is too messy and hard to see. My apologies for the following flood of maps.

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Alai'yin- The tongue of the Imori peoples, allegedly passed down to them by the titan Mahina. Few outsiders speak it other than the newly integrated Guardians.

Altasian- A regional language of Altance, former country and current province of North Bravise. It is similar to French and uses the Bravisian alphabet.

Enochian- The language of the Melorians. While a majority of its speakers were killed in The Fall the guardians retained the Melorian language in their grove and in their new Imori coloney

Merfolk- The language of Atlantis it is often spoken around the coasts by those who trade with the merfolk and the the scalefolk who sometimes inhabit the reefs and shoals.

Nocturnal- The language of Nocturne. Spoken it is similar to Latin, though its alphabet is entirely unique. While it is usually only used in religious ceremonies and by the Knights of Night so that they may share a common tongue it is often spoken by the various demons inhabiting the mountain range appropriately named Nocturne's Claw in the Eastern Empire.

Sedisfedledin- Sedisfedledin is a click consonant language spoken by the Ice Riders of the Frosmund Islands and Northern Wastes. It is extremely difficult for non-native speakers to master.

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