GLOSSARY SECTION
Written By
David Kenneth Lacey
NOTE - This section serves to solely explain terms of the Abandoned Universe story. More terms and descriptions will be added as more chapters are posted, so do check back often. I need feedback in the form of reviews, in order to properly convery to you, the Reader, more information about whatever interests you in Abandoned Wilderness.
Esse: A force of Mother Nature that can be harnessed by individuals whom have trained since a young age. Esse-users begin their training at the age of 5, where they become attuned to Mother Nature's calling. They live in the elements of a green planet full of life, training themselves until the age of 18 to develop a deep connection to Mother Nature-thus harnessing her powers. During that time, the individual CANNOT produce their own Esse-weapon, as they can only generate a faint aura around themselves and into physical objects for a short time. Devoted training to understanding Mother Nature and her benefits is crucial to developing a strong connection to Mother Nature, where once the connection is established at the age of 18, the individual can develop their own kind of Esse-weapon to their own preference.
Esse-weapons: Ranging from a wide varity of weapons of all kinds and shapes, Esse-weapons are generally objects embued with the power of Esse-a force of Mother Nature. The New Invokers harness Esse by tapping into Mother Nature directly to conjure pure forms of energy-which is generally white in color. Other Esse-users such as Users within the Black Requiem tap into a different kind of energy-Nuclear energy-and mix that with Esse energy to produce more power-but at the cost of negatively affecting the environment around them. Many types of Esse-users exist, weilding varying degrees of power in all kinds of forms. which makes documenting them all a very daunting challenge for the New Invoker Order-whom operate as the police for the galaxy.
Esse-forms: Stepping stones generated within an individuals mind, allowing them to harness more power from Mother Nature. Esse-forms are ways that an Esse-User generates more power-at the cost of personal stamina the higher level they achieve. By tapping into more of Mother Nature's energy, Esse-Users can briefly ascend to that of a tranquil mindset-granting them Forms ranging from 1 to 7. Most Esse-Users generally only go up to Esse-form 3, as higher forms are only reserved for those that need more power or don't care about the personal cost. New Invoker Maidens are females who are forever trapped in Esse-form 4, where they cannot wear anything more than a G-string as organic clothing-as wearing anything more causes a severe burning sensation across their bodies. The New Invoker Maidens will eventually evolve the capacity to achieve Esse-form 5, but doing so shortens their lifespan greatly and causes them to forever walk fully nude. New Invoker Shepherds are males who achieved Esse-form 6, but in doing so their bodies have degraded to the point that they hunger for more Esse-draining it from others and the environment with horrific results. Only by encasing such individuals in full metal forged from Anti-Esse metal can these individuals continue to exist, but by destroying their metal bodies causes them to eventually become "Tragedies of the Esse". Tragedies are abominations of Mother Nature that forever currupt the worlds they inhabitate with their madness and are propetually trapped in form 7. Everyone who uses Esse knows that this is the fate waiting for them at the end of their "Esse-Journey".
Regular weapons: The most common form of weapon in the galaxy is Pulse weponry, where a shell of pure energy is shot out at pulse speed-similar to kinetic shells. Physical shields and Esse-weapons can block and reflect this energy away or even back towards the user, which requires precision to use effectively.
Playthings: Giant biped machines made in the image of a female of whichever alien race created it. Playthings can move around a ships' hull and act as a second layer of defence against enemy attacks. They can carry Pulselaser weapons, including battleship-class weaponry that can punch through enemy shields when exchanging fire at close range. They can also be used to repair damaged sections of the ship that's carrying them, making for a much more unique stragety in wars.
Playthings come in 5 different sizes, being: Feather, Light, Regular, Super and Heavy.
Parergons: A new kind of weapon brought into existence by the Humane Conglomeration, Parergons are giant humanoid combat weapons that can function in an general range of environments-specifically in space. Their appearance is similar to that of Playthings, as they do not need to be tied to any given ship and act similarly to that of Interceptors-but the major difference is that they..., making them challenging threats for the already established norm.
Propulsion: Propulsion in the Abandoned Wilderness universe works in the form of a Pulse-engine that is placed in the middle section of any given ship. The Pulse-engine allows for hovering, atmospheric flight and supersonic speeds to be achieved, without needing an external exposed section for regular engines.
Hypervelocity Cannon: Hypervelocity cannons are the stand-in for Lightspeed, in which a cannon is placed around the Pulse-engines inside of a ships. When activated, the cannon "shoots" the ship into another dimension called "Pulse-space" or "Pulsespace", while flying at an extremely fast rate.
Pulse-Space/Pulsespace/PS: Pulsespace is another term for Hyperspace, in which a ship uses it's Hypervelocity Cannon to "warp" towards another part of the galaxy at extreme speeds. These cannons can be upgraded to trim down the time spent in Pulse-space per each iteration.
Starship Descriptions: Starships in the Abandoned Wilderness universe are unique in that they are shaped along a specific Base FRAMEWORK, which are structured per individual fraction producing them. Around that Base FRAMEWORK, an exoskeleton made up of Playthings attach themselves to the Base FRAMEWORK.
The Assembly Base framework are OVAL in structure; the Titangrip Association Base framework are TRIANGLUAR in structure; Nature's Acknowledgements Base framework are HEXOGONAL in structure; R.Y. Base framework are ENNEAGRAM in structure; Black Requiem Base framework are STAR in structure; the New Invoker Order Base framework are SPHIRICAL in structure and the Humane Conglomerate framework are TRIQUETRA in structure. Around the framework, the Playthings carry most of the ships' armaments, which include Pulse rifles, Anti-ship cannons and even special kinds of weapons per Plaything.
The amount of Playthings determines a starships class.
FIGHTERS: Three types of Fighters exist, being classified between Light, Regular and Heavy variants. Light Fighters are armed with small munitions, such as Pulse pistols, Pulse SMGs, etc.. Regular Fighters carry Assault Pulse rifles as the standard munition. Only the Heavy variant carries Pulse shields in addition to a Heavy Assault Pulse rifle.
Stong against Bombers, but weak against Interceptors. 1 Feather Plaything.
BOMBERS: Bombers come in three variants, being split between Light, Regular and Heavy types. Each one uses a wooden horse/Plaything combo as the propulsion mechanism and weapon systems, while the metallic woman's face acts as the cockpits.
Light variants carry weapons like Pulse shotguns, while the regular variant carries a Pulsecannon as it's standard armament. Heavy variants hold anti-ship Pulse-missile launchers and Pulse-Launchers as their standard armament-and can also carry Pulse-cannons.
Strong against Interceptors, but weak against Fighters. 2 Feather Playthings.
INTERCEPTORS: Interceptors are unique ships that are in essence a pilotable Plaything that can operate in space WITHOUT being connected to a ship-but are smaller than the Humane Conglomerate's Parergons. Light versions are armed with a standard sword and shield, while regular models can carry a sword/sniper rifle combo. Heavy variants carry a heavy buster sword and heavy shield.
They are designed to be light and nimble ships that are strong against Fighters, but weak against Bombers. 1 Feather Plaything.
ESSE FIGHTER – ESSE BOMBER – ESSE INTERCEPTOR: Esse Fighters, Esse Bombers and Esse Interceptors are a special class of ship, used exclusively by users of Esse. They come in Light, Regular and Heavy variants and carry the same kinds of weapons as their regular counterparts, but draw their energy from the Esse itself, instead of using regular ammunition.
Esse Interceptors are the most common and most deadly, while variants such as meditation spheres have been widely used throughout history. They have one major drawback, however, in that they need to be recharged by a mothership after a very specific time limit. 10 minutes. 1 to 2 Feather Playthings.
CORVETTES: Light and Regular Corvettes are larger than Light and Regular Fighters, Bombers and Interceptors-but smaller than most Heavy variants. Light Corvettes carry just 1 Regular Plaything; Regular Corvettes carry 3 Feather Playthings and 2 Regular Playthings and Heavy Corvettes carry up to 7 Feather Playthings and 3 Regular Playthings. Each Plaything is attached to the "Ride" section, which acts as the area where the crew carries out their day-to-day activities. Corvettes can carry a minimum of 10 Light Fighters, Bombers or Interceptors of any given type, while their maximum limit is up to 30, making them hubs for each type of Light, Medium and Heavy variant.
Strong against Light and Regular Fighters, Bombers, Interceptors and most Esse variants of the same type, but weak against Heavy variants.
ESSE CORVETTES: Esse Corvettes are mostly similar to their counterparts in design, however each ship is identifiable via the Esse aura it creates around itself. In addition to acting as hubs for Esse Fighters, Esse Bombers and Esse Interceptors, they generally carry between 10 to 30 of each type and can operate away from a Frigate for a time. They MUST always accompany Esse Fighters, Esse Bombers and Esse Interceptors, as they are used to recharge them and carry them from system to system through use of a Hypervelocity Cannon.
FRIGATES: Larger than most Corvettes, Frigates are the most widely used military type of ship. They come in various shapes, ranging from Light, Regular and Heavy, and are generally used in a wide range of duties. Each model comes with around 50 to 300 Regular/Super Playthings, and some variants can carry a specific type of weapon. For example, a Frigate could be outfitted with 50 Super Playthings that could all operate a single giant Pulse-cannon, while another ship could carry 50 Super Playthings that each carry 50 small Pulse-cannons in each hand.
All types of Frigates are large enough to carry a complement of a minimum of 6 Corvettes and up to 14 Corvettes inside of them, of which each one carries between 10 to 30 Fighters/Bombers/Interceptors of any given type.
Heavy Frigates are used in the handling of the Humane Conglomerate's Parergons. Each Frigate comes with 2 to 10 Parergons as the standard complement-depending on the class.
ESSE FRIGATES: Esse Frigates operate similarly to their counterparts, with the only difference being their powersources. Each Esse Frigate carries a minimum of 6 Esse Corvettes and up to 14 Esse Corvettes within each, of which each carry the standard 10 to 30 Esse Fighters/Esse Bombers/Esse Interceptors. Esse Frigates are the ONLY way for Esse Corvettes to fully recharge their complements of Esse Fighters/Bombers/Interceptors.
They can carry 50 to 300 Playthings of all types EXCLUDING Heavy variants.
CRUISERS: Bigger than most Frigates, Cruisers are the second most commonly used class of ship in the galaxy. They carry all kinds of armaments, and some Heavy variants are large enough to carry a small complement of up to 2 Frigates.
Playthings number from 500 to 2000 of all types.
ESSE CRUISERS: Function similarly to their standard counterparts, but act as a bigger option for users of the Esse. Noticeable for having an aura with Esse-based weapons.
Playthings number from 500 to 2000 of all types.
CAPITAL SHIPS: Light and Medium Capital ships are in essence mobile space stations that act as platforms for sheer power. Heavy variants can move, but act typically to that of a hub for smaller classes of ships.
Having thousands of Playthings of all types, just having a few in orbit of a planet is enough to maintain the dominance of whichever fraction owns them.
ESSE CAPITAL SHIPS: Similar to regular Capital ships, but are outfitted with weapons powered by Esse.
BATTLESHIPS: Battleships are mobile space stations built specifically for one purpose: The complete destruction of whatever is within its line of fire.
ESSE BATTLESHIPS: Similar to Battleships, but are powered by the Esse.
DREADNOUGHTS: The most powerful kinds of starships in the galaxy-but also the least common ship-ranging between four different classes, being Light, Regular, Heavy and Superheavy. These ships offer complete protection of any given solar system they are stationed within.
ESSE DREADNOUGHTS: Similar to Dreadnoughts, but are powered exclusively by the Esse.
