Xeroverse (a.k.a. Earth 1025)

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XeroKhan
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The Sol System and its Races

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The Milky Way Galaxy- as called by those on Earth- is known to the Asgardians as the Sol System, as it was this specific galaxy that they forced Sol and Manni to ride their chariots around. It is this galaxy that is not only the epicenter of Midgard, but also the most populous of all the galaxies. Coincidentally, the solar system that contains Earth just so happens to be the most populous of the Sol System, as it contains not only humans, but also other beings and races entirely, each with their own culture.

Of course, to start, there are humans, commonly referred to as "Progenitors" by all the other races due to the fact that they were the first race to be created within Midgard and, more specifically, the Sol System. Although they are not the most advanced of the races (but they are very close to actual space travel), they are the most well known and most feared due to not only their advancements in weaponized technology, but also their DNA's potential of becoming superheroes. It is this reason that many races try to avoid interacting with, as their appearance for peace could be taken the wrong way entirely.

When the Progenitors reached their Moon, they encountered their first non-human race known as the Mus (pronounced "Moose"). The Mus were tiny, mouse-like people with humanoid features. Although their world was destroyed by the Asteroid Belt, they were able to use space travel to escape and settle under the surface of Earth's moon. Since then, they became a scavenger race, gathering resources from their inactive space ships to create their domiciles, crafting wares, and so on. Since their first encounter with the Progenitors, the Mus were the first to be allowed to live on Earth with the help of the United States government under strict conditions due to their political reasons. After the first Jackrabbit was dissolved, the Mus people were able to come out of hiding, but with obvious nervousness.

A more terrifying race is the Vesp, who's anatomy resembled giant wasps that stand like Progenitors. The Vesp's bodies developed in such a way as they became immune to the effects of Venus's atmosphere and weather effects. Due to this, the Vesp became a powerful militaristic race, but just short of the level of the Progenitors. Thus, the Vesp developed space travel, and established themselves as infamous bounty hunters, who were virtually unstoppable.

On Mars, there exist a race of people who very closely resembled Progenitors in their physical biology, but bared notable differences to differentiate themselves. Progenitors conveniently call them "Little Green Men" or "Martians," but this race calls themselves "Vara'Kog." This race of Martians are the most advanced race in the Sol System in almost every field, but they are flawed politically, as they run an Empire entirely run on physical appearances. Oddly enough to Progenitors, Vara'Kog hold those of a more "ugly" demeanor to be more gifted than those that would be "attractive." Despite this, their Empire runs efficiently, and their Guild based system is famous among the nearby races.

Although there are no races living on Jupiter itself, two of Jupiter's moon's are very well inhabited. One such is the moon Io, inhabited by a cat-folk race called the Felx. They were at first a tribal race before the appearance of the ancient Roman Empire, who restructured their race into that resembling ancient Rome. Since then, to this day in the Iteration, the Felx proudly preserve the ancient Roman culture as their own culture, from their own gladiatorial coliseum to the composition of their government. Despite this, they are well known for their law enforcement system as well as their gladiator/prisoner system combination they created. As such, the term "the Hell upon Io" that was coined by the many other races holds its own as true.

The second race lives upon Ganymede, and they call themselves the Pantus, a race of humanoid elephants. The Pantus are all monastic in their culture, and rightly deserve the title as the most peaceful race in the Sol System. They are geniuses in the field of law interpenetration, and they even created many of the intergalactic laws that run the day-to-day intergalactic policing. Their world is the location where any and all meetings among the races go to in order to discuss politics in peace. The Pantus themselves try to oversee these meetings or even being the judges in intergalactic court cases over any other form of political involvement.

The Rings of Saturn have been called the "Bazaar of the Galaxy" as they are run by the mercantile race known as the Porcus. The Porcus are hairy boar people who know the inner workings of economics and banking. They have established an intergalactic currency that many other races call "Porcines" after the Porcus themselves, with the equivalency of one Porcine equaling 10 dollars in United State's currency. Despite their economic power over the other races, they are more benevolent, yet strict, on how their money is dealt, even to the point where the entire race knows exactly what is counterfeit or official.

Finally, a race of werewolf-looking people known as the Lups are the only "extraterrestrial" race in this section of the Sol System. They are mercenaries through and through, but they have their own code of conduct that they never tell to any other race. They are very strong rivals to that of the Vesp, but they- like the Vesp- are just under the Progenitors in militaristic power. They claim that their world is long gone, but they try to establish their race among the other races (though, funny enough, the Lups are highly racist to the Felx). Not much else about them is known.

Despite this epicenter of cultures, they are the only free section of the Sol System, which is ruled by a tyrannical Emperor known as Mozkiitoz. His Empire spans the rest of the Sol System, and he is the most powerful political being in the Galaxy. Although his race is almost extinct, Mozkiitoz's race only spans as far as the entirety of his family, and no further. Biologically, he is a giant humanoid insect with features resembling that of a Mosquito that resides only on Earth (save for the long probuscis, which is a telescopic "tongue" within his mouth). He had attempted to conquer the Progenitor race upon Earth by manipulating both World War 1 and World War 2, but it failed due to the might of Jackrabbit. Since then, Mozkiitoz had been observing the Progenitors at a distance, waiting for the proper moment to begin his conquering of that section of the Galaxy.
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XeroKhan
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The Rest of Midgard

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The Sol System isn't the only galaxy within Midgard. There are many other galaxies and races that dot Midgard; however, in all the other galaxies, there appears to be one race per galaxy, and some galaxies didn't even have any native sentient beings whatsoever. Regardless, there were multiple attempts from the Mozkiitoz Empire to travel between galaxies, but their attempts constantly failed by an external means: a group calling themselves "The Outsiders."

The Outsiders were a group of races that came together from many different galaxies. Their goal is enigmatic, even to the Mozkiitoz Empire, but they seemed to not seek all-out war with Mozkiitoz. Their members were recorded by Mozkiitoz, but their capabilities are unknown to them; thus, they remain as dangerous opponents to the Mozkiitoz Empire.

Not much else could be said about the contents of Midgard, except for the Midgard Serpent himself, Jormungandr (pronounced Your-mung-and), who encircles the entirety- and I mean ENTIRETY- of Midgard to the point where he is still devouring his tail. Originally, back in the days of Norse Mythology, Jormungandr was long enough to encircle Earth's Iceland (in this version of the Myth, Thor fished for the Midgard Serpent in the ocean between Iceland and Scandinavia). By the time of the Roman Empire's establishment, Jormungandr encircled the entirety of the Eastern Hemisphere. Come the start of the Dark Ages, the Serpent encircled the planet itself. With the growth of the Midgard Serpent being rapid, this caused worry among the other Aesir Members. As such, Odin caused the Serpent to realize his current destiny by encircling the entirety of Midgard itself, thus coming to the current moment in that Realm.
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XeroKhan
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EMPERIUM GALACTIC: The History of the Mozkiitoz Empire

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This Empire began with the last of a race of humanoid insects who have mostly died out due to a single person among them, and that person was Mozkiitoz. Being the last of his race by his own volition, Mozkiitoz began conquering nearby worlds within the Sol System until he made a formidable army from those worlds. Eventually, Mozkiitoz began to rule the entire solar system that he was born within. Quickly, Mozkiitoz began forcing one of those worlds to quickly develop duplication technology, eventually finishing a working cloning machine. Then, using another world's intense gravity to train many cloned soldiers, Mozkiitoz finally created the ultimate army to dominate the galaxy.

At that point, Mozkiitoz began his conquest, capturing the outer ring of the galaxy first, to ensure that nobody within the galaxy would escape.Then, Mozkiitoz began working his way throughout the rest of the galaxy, capturing one world after another for his empire. He then sought to expand beyond the Galaxy, ensuring some extra-galactic port as a means of a last resort escape for the Emperor. Thus, Mozkiitoz had intergalactic travel finished quickly. Once that was done, Mozkiitoz sent a small force toward the direction of the assumed "Andromeda Galaxy;" sadly to the Empire, this force was eradicated immediately after it left the Sol System. Mozkiitoz sent many investigative forces to figure out why, and only one soldier came back, reporting that it was a a small organization that called itself "The Ones from Outside." Thus, Mozkiitoz organized this information and saved it for a later moment in his conquest.

He then learned of the Progenitor race, and their DNA's exclusive capabilities of self-evolution and power development. Thus, Mozkiitoz began what he called the "World War Initiative," where he would force the Progenitor race to exterminate the majority of each other through two wars. This had almost worked, but the Progenitor's Jackrabbit organization shut down the World War Initiative, and chased the galactic conqueror away from the planet. Wizened to their capabilities, Mozkiitoz began conquering the rest of the galaxy, ensuring that the Progenitor's solar system was the last one left to be conquered. However, his want of the Progenitor DNA is still active to this day in the current Iteration, and Mozkiitoz is preparing another initiative to capture and conquer the Progenitor race, and therefore establish himself in the Sol System.
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XeroKhan
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The First Iteration War

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To describe the Great Old Ones and how they came to be, we must look back to the very first Iteration of this universe. The first Iteration- and the shortest according to the Temporal Laws of this universe- hosted only one event: The First War. The First War was a war involving two groups- The Great Old Ones, and The First Ones. The First Ones were the original sentient race that was alive in the First Iteration. They were a powerful race that could equal the power of any mythological deity. They were vastly intelligent, powerful, and prideful.

When their power reached its climax, The First Ones began experimenting on their own DNA. Their results were horrific masses of what were once their race that they tried to destroy when they decided that they went too far. This caused the horrific masses to declare war on those that experimented upon them. This was how The First War began. As this war raged, The First Ones were easily outmatched in power and intelligence, which led The First Ones to call them "The Great Ones."

Eventually, The First Ones were able to capture The Great Ones and sealed them into a tree that The First Ones enhanced to survive anything; however, it was immediately after that The First Ones discovered a phenomena from this tree- the power of magic. They believed that it came from when The Great Ones were sealed. Sadly, it was far too late as they discovered that their universe was ending. Thus, with what they could do, they decided to empower this tree with the power of rewriting the universe when it ended. Immediately after, the universe ended, and the World Tree Yggdrasill reset the universe, as if it never ended.

It was that moment on that the Iteration cycles began.
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XeroKhan
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Where Ghosts and Monsters Come From

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Fear- an emotion that many have when it comes to something that makes them scared. As stated earlier, the fuel for Magic comes from the basest of Emotions. As a result, Fear- when it is unexpectedly used- can influence the Archaeus to create strange phenomenon. Many of these phenomenon create what humans call "ghosts"- or, more accurately, influence the Reflective trait of the Archaeus to create a ghost. However, with enough fear, the Archaeus and the influence of Natural Magic create the next step in terror: monsters.

Monsters come about when a mass amount of people fear the same thing. The perfect example of this happening was the birth of a very well known monster that haunts dreams- the Bogeyman. Not only this, but fear created many of the known monsters in many mythologies, such as the Yokai seen in Japanese mythology, and even creatures such as the Wendigo in the pre-colonial Americas.

Fear isn't the only thing that can create monsters. Other feelings, such as Anger, also have potential for creating different monsters. A perfect instance of this is the legend of the infamous Jack o' Lantern, who continued living in a physical state because of those who resented him during his time alive. Thus, he continued to live as an "immortal monster" due to the Anger toward him.

All of this is another reason that mages teach each other to control their emotions, as a mage who is afraid of a particular legend may just bring it to life there, or even summon it immediately there. Many monsters can easily destroy a human being; however, even a mage who is afraid of a monster only increases the creature's power immensely. It is this reason that the Kabbal is the best mages guild that has been established in this universe, for they only accept those who can control their emotions.
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XeroKhan
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On The Highway to Helheim

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As mentioned before, Helheim is the one of the Nine Realms, and subsequently came to be typically known as "Hell" to everybody save for the Asgardians and the Jotunns. However, the structure of this Realm is somewhat different than what one typically expects of "Hell." Being that Helheim is found at the base of Yggdrasill, the exterior border is cut off by the Great Gap (a.k.a. Ginnungagap). The only way into this real is a great bridge that is hanging off of one of the root hairs of Yggdrasill, and guarded by a powerful skeletal woman named Modgud. Beyond this bridge lies a seemingly endless forest of
giant crystals and a single path into the forest made of sharp rocks. At the end of this pain-filled path is the center of this "Forest of Iron," which is a massive mountain that Yggdrasill rests upon, and a cave that is the proper entrance into Helheim. This entrance is guarded by the blood-covered/blood-colored hound known as Garm.

The rest of Helheim is exactly as seen in Dante's Inferno from the Divine Comedy, all the way down to the Ninth Layer (even the characters within). The first layer, however, is the only one that is more reminiscent of actual Norse Mythology. As for how this Realm is structured, each layer in of itself is stacked one on top of another as if they were a stack of plates; however, to go up one layer is far more difficult than it is to go down one layer unless it is through some means of teleportation or portals. It is also noted that those condemned to the lower levels in Helheim cannot leave until Ragnarok.

The first Circle of Helheim, where the goddess Hel resides. Her castle, known as Eliyudnir (pronounced EL-ee-yood-neer), resides under one of the massive roots of Yggdrasill. Within Eliyudnir's courtyard is a massive field covered in Asphodel flowers (Hel's favorite flower), and inside of her main hall is a vast table set-up for those that were close to gaining entry to Asgard, but were unable to for one reason or another. On the giant root, one can see the massive dragon Nidhogg chewing on the root. At the end of the root, where it touches the ground, is a massive pool of bubbling water known as Hvergelmir (pronounced VER-gel-meer), where the many rivers of Helheim stem from. Outside of Eliyudnir is a vast craggy land that one would imagine would be inside a cave, yet not even the slightest glimmer is seen on these walls. It is here that a servant of Hel, the serpentine Minos, judges those condemned to the deeper Circles.

The central seven Layers of Helheim are the exact same as seen in the Inferno of the Divine Comedy; however, it should be noted that the bottom-most layer (a.k.a. the Ninth Layer of Helheim) hold one of the most powerful beings that has survived since the Second Iteration, and is trapped in the bottomless ice lake called Cocytus (pronounced Kah-sih-tus). He is simply known as Satan. When Odin discovered the presence of Satan in the deepest layer of Helheim, he needed the entrance guarded just in case if Satan were to ever escape somehow. Thus, Odin forced Hel, the daughter of Loki, to rule in Helheim. Oddly enough, Hel does not know of Satan's presence in the Ninth Layer, but her powerful presence in the First Layer ensures that Helheim has its own form of order.
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XeroKhan
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Nidavellir, Dark Elves, and the Origins of "Steam Punk"

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Just after the creation of Midgard and all the other Realms through the use of the killed Ymir's body, Odin and his brothers discovered the Light Elves and the Dark Elves. Due to their "uglier" forms, the Dark Elves were cast into Nidavellir, where they would call their home Realm for the rest of the current Iteration. Thus began the Dark Elf civilization within Nidavellir.

Because of their having to create their homes in the sides of the cave systems of Nidavellir, the Dark Elves quickly became incredible smiths for crafting homes and buildings, and miners for expansion and the collection of crafting minerals and coal. Their architectural style is easily reminiscent of high-fantasy Dwarven architecture. This lifestyle continued all the way through the majority of this Iteration until the earliest moments of the human colonization of Vanaheim. The Dark Elf miners had come upon a brand new mineral with properties that equal that of coal, yet it glowed with a feint blue color. When the Dark Elves tested this new mineral to smith new equipment, they discovered that the mineral could be used to vastly increase the properties of anything that they would create that involved this mineral, and at only a single percent of this mineral was used up in comparison to actual coal; thus, they decided to call it "Nidatite," after the Realm it was found inside.

Since the discovery of Nidatite, the Dark Elves' technological and magical prowess expanded, and its styling became what humans would call "Steam Punk." Shortly thereafter, they crafted a portal to Vanaheim, and became relatively well know for their smithing practices. Despite their popularity, any outside attempts to get a hold upon Nidatite is a heavy crime against Nidavellir. Thus, to combat any thievery of this mineral, the Dark Elves have created a mechanical "race" meant to hunt down any thieves of the mineral and to execute them immediately. Thus, these machines began to be called "Inevitables" by the Kabbal, for it was inevitable for the thief to ever escape alive.
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XeroKhan
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The Origins and Varieties of the Inevitables

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With the recent discovery of Nidatite, the Dark Elves became paranoid of thieves who wanted to use Nidatite themselves. Thus, the Dark Elves created a mass amount of machinations whose goal was to find and eliminate all thieves after the Nidatite. These machinations are called "Inevitables" by the
Kabbal. These Inevitables were first blueprinted by the Dark Elf known as Alberich, who is the King of the Dark Elves. There are three groups of Inevitable that are of note, and they are the following:

1. The first group are the "weakest" in terms of their effectiveness in their task. They are simply called "Patrolmen," for they can only do their task within Nidavellir. They are in the shape of common Dark Elves, and can effectively blend in within massive groups of Dark Elves without being found easily.

2. The second group are far more effective than the first. They can travel between all the Nine Realms in order to find and exterminate any and all thieves of the Nidatite. They are called "Travellers" because of this. They are typically shaped in the form of metallic skeletons (yes, like the Terminators), and are rightly feared.

3. The third and final group are the most terrifying. Being massive mechanical golems, they are far more advanced and powerful than their Traveller counterparts; however, there are only five at a time. They have been termed "Warlords," as they resemble human vikings. These Warlords have never failed their task of collecting stolen Nidatite and killing any transgressors, and they only come out when a powerful person who has stolen Nidatite has held onto it for over 24 hours.
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In The Land of Giants

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Jotunheimr itself is a vast land of unending mountains in all directions. Virtually barren and unable to support life, this is the perfect land for its residents- the Frost Jotunn- to thrive. From the river-lined valleys to the snow-capped mountains, these trecherous lands could only be travelled by the gods of Asgard as well as any unfortunate hero that reaches these lands.

Being that their technological prowess is absolutely non-existant, the Jotunns are very much resourceful when it comes to HOW they deal with scenarios. Like their king Utgarda-loki, they are commonly known as a cunning race, able to trick any normal human into their abode and devour them; however, they too are very gullible and can easily be tricked if one makes their moves correctly. If the Jotunn has discovered that they have been tricked- which can be quite common- their brutish natures come out and they go after whoever tricked them with a murderous intent.

Jotunns live in a typical feudalistic land- many farmlands and other businesses that are recognizable for a medieval era, even down to their taxes to Utgarda-loki. Their capital, the Utgard Keep, is a massive castle that surrounds a single longhouse for celebrations and parties that Utgarda-loki permits. The keep is guarded by armored Jotunn- which are easily reminiscant of gaint knights- that patrol the walls and interior of the keep. Utgarda-loki- being the king of Utgard and all of Jotunheimr- rules from within the longhall of his keep, guarded by the Thrir Drengr ("Threer Drenger," meaning Three Warriors)- the Jotunns Logi, Hugi, and Elli- who are the strongest three Jotunn that exist under Utgarda-loki himself.

When a human would look upon Jotunn architecture, they would easily compare it to Viking-stlyed homes and longhouses as well as a medieval castle. However, the appearances resemble something that appears augmented with cybernetics. The cracks and crevaces of the buildings glow with a slowly pusling blue and black, despite it never actually glowing with any form of light.
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