XSTRIN (2019-2023)

Logline: A boy is mysteriously transported to the mystical realm of XSTRIN, and through intense training and loving relationships, he learns to form an identity in an alien place to bring peace to the turbulent realm.
Node: Honor the truth of who you are.
The Node is the main idea of the story. Everything connects to it.
Character Nodes are the relationships characters have with the overall Node. It’s the main idea guiding their arcs.
Purpose: Imbue Black boys with a sense of adventure. Feel everything. Trust yourself.
Evolution of the Concept
The following bullets were the first ideas about XSTRIN. They capture the evolution of my thoughts about the story. It began as a one shot comic idea about an adult. It evolved to be a kid's show to help Black boys navigate double consciousness. See below for the drafted overview of Season 1.
An ethereal plane where all of the story takes place
The plane exists in a constantly fluctuating space that changes shape
Most of the plane consists of purple, grey, yellow, and predominantly black dark matter
There are no planets, and the exact size is unknown to the inhabitants
The stories are broad and diverse, and there is only one human in XSTRIN
The main plot tends to revolve around him, a black male that’s an adventurer
It’s mostly about the mystery of how he got there, recovering his memories, determining who he wants to be in this strange land, finding out about it, and his interactions within XSTRIN
Most species are not described as aliens
XSTRIN is a sci-fi fantasy, so there is great technology, but also the presence of great magic
Magic and technology tend to go hand in hand in XSTRIN, rather than against one another
Magic works differently than in my comic universe
Magic is used by tapping into one’s Essence, and the makeup of your Essence determines your magical capabilities
Essence, like most things in XSTRIN, is a fluctuating energy that is your very soul, and there are three layers to it. The first layer is who and what you really are: your motivations, experiences (good and traumatic), morality, beliefs, deepest desires, personal truths, and your species (some have greater affinities for Magic than others). The second layer is what you are in a given moment: your current mood, your immediate desires, current driving force. The third layer is what you want to appear to be; this implies some control over one’s magical capabilities to a very small extent (e.g. you want to mask your fear by appearing brave, so your Magic changes)
Technology is often times used to interact with Magic to make life easier. They can enhance one another, although nothing can limit Magic except for other Magic. Sometimes beings with completely opposite Essences can cancel each others’ Magic completely, but this is rare
Most places have their own atmospheres, some just float through XSTRIN
Main character’s name is Eziyael King (pronounced E-zaye-l). People insist on calling him Easy.
Wyng (pronounced Wing) is the mystical creature that is believed to have brought Easy to XSTRIN. She transforms into a flying creature at will, and is the main antagonist of many of the stories
Magic is further divided by different forms that connect to particular Essences. It’s rare that beings can use more than two forms of Magic
Easy is a Black kid
XSTRIN is a living universe that actually reached out to bring Easy to help fight off Wyng.
Using Magic isn’t particularly special, so words like magician don’t exist. There are words that simply denote the level of mastery
Wyng is set up by Malbrakka to basically believe that Easy is the great power that will bring destruction to XSTRIN (he is in a way). She doesn’t discover she’s been set up until the very end of S1. She sees that she’s actually harbinger of the destruction, which sets up her redemptive arc for S2.
XSTRIN can be weakened, compromising its ability to call on the Rays.
Malbrakka believes XSTRIN to be a living thing, but not a thinking one. So he wants to act as its “brain,” controlling all that happens. Maybe XSTRIN chooses EZ to be its true brain, but I’d have to differentiate him from Avatar then.
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Season 1 Overview
Eziyael “Easy” King is mysteriously transported to the mystical universe of XSTRIN with his aloof dog, Kachi, waking with few memories, no voice, and a Psychic Curse around his neck. As he journeys through this strange world, he forms deep bonds with a lively teenage Ray named Gale, the gifted magician Kali, the wise Master Busarah, and the fluffy creature N’ky. Together, they train in the mystic arts while facing the growing threat of the demigoddess Wyng, who overthrew her pacifist mother Oruba, enslaved her brother Norro, and seeks to conquer XSTRIN based on apocalyptic visions. Wyng builds a massive army and prepares a world-altering spell, believing she alone can stop a prophesied Great Threat. With help from the goddess queen Althita, Easy and his companions confront and ultimately defeat Wyng, but not without devastating losses—including the lives of both Wyng and Gale—leaving the survivors to grapple with the heavy cost of their victory.
Do you all want to know the overviews of the entire show?
Characters
Eziyael King is the protagonist. He begins the series with a cursed mark on his neck that prevents him from using his voice. This is because Wyng immediately recognizes that he has the potential to be immensely powerful, specifically that he has an affinity for Primordial Magic. So she takes his voice. To further confuse him, she takes his memories as well, seeing that he is very susceptible to Psychic Magic. Easy begins not knowing where he is or much about himself other than his name. He retains fragments of his memory of survival skills but also of his personal life as the show progresses, thus creating tension between obligation to help in XSTRIN and urge to return to his former life. Easy is a 13 year old boy, nearing his 14th birthday. Easy is 4’11”, with an athletic build from his trials on Earth. He has a dark brown curly afro, a part in his left eyebrow, and black eyes. As a 13 year old boy, he’s pretty arrogant, but in a light-hearted and funny way. Sometimes he quotes Earth idioms and movie quotes without realizing and he typically does so out of context, which is used for comedic relief. He’s sarcastic, which he uses to banter with Gale and K'Ali. Despite these characteristics, he can be very quiet sometimes, and has bouts of confusion and amnesia due to remnants of Wyng’s Psychic Magic spells. He’s a fast learner who always rushes to help others, though he’s not sure where he gets this trait from. He hates what Magic has done to him, but he recognizes that it’s important to learn about it to the best of his ability. In sum, he’s snarky/witty, boyishly arrogant, compassionate, confused, perfectionist, and awestruck by XSTRIN. He wants to find who he was, and to discover who he wants to be. He wants to protect those that are helpless, and he has a strong urge to see peace brought to XSTRIN because of the chaos of Earth, but that’s explored later. He uses a magnet ball wrapped with a ring of plants to channel his Magic (up until he gets his Master Staff). Easy connects with K'Ali because the humans on Earth live underground like the Chi’Yahi. Additionally, the humans have to compete with one another to survive, similarly to how the Chi’Yahi use competition to differentiate themselves and succeed. What he has at the beginning of S1: Gadget to monitor weather, metal ball, a communication device, sophisticated grappling hook, tracking equipment. Determined/dedicated, intelligent, compassionate.
Character Node: Crafting your identity.
The way he goes about being intelligent isn’t very smart, which is evident in the very first episode.
He has the magical potential but he has to get over his “white consciousness”, characterized by his proclivity for the sciences. Science represents separation; magic represents wholeness. White consciousness is born from separation, seeing ourselves as other. Black consciousness is born from the innate oneness of all things and peoples, particularly of Black folks
*Primordial Magic (black with swirling white) is the most powerful form of Magic, and the most difficult to understand. It involves imposing one’s will on reality, and it takes a massive amount of Essence to do such, so much that doing one spell leaves the user sick, while attempting two usually kills people. Primordial Magic requires incantations. The spells are often complicated and require concentration and enough time to conjure. As such, these spells aren’t practical for battle. Primordial Magic can only be used by most Masters. It essentially lets the user do whatever they please to reality; however, too drastic of a spell always results in the Rays killing or imprisoning the user and reversing the effects. All other forms of Magic are derivatives of Primordial Magic.
*Psychic Magic (purple) is the 4th most powerful Magic form. It deals with the interactions between minds more so than a mind’s interaction with reality. These spells don’t work with spoken incantations, but the incantations must be thought and matched with the appropriate hand gesture. Psychic Magic can be very dangerous, because one slight mistake with the hand gesture can cause catastrophic damage to the minds involved in the spells. Psychic Magic is used more so for communication than battle, and this is because Psychic Magic typically needs the recipient to be psychically open, that is, their psychic barriers must be down. The more powerful someone is as a Psychic Magic user, the more easily they can get past other users’ barriers. This form requires more Essence than Quantum Magic, but the effects of spells are on a much smaller scale. As a result, people tend to shy away from Psychic Magic unless it’s completely needed or useful. The most basic spell is telepathic communication. This is a very limited form, with few abilities. These are mind reading, mind control, memory inception and manipulation, psychic defense, clairvoyance, prophetic ability, Essence reading (to see how powerful someone is), and illusion creation.
The hand-cast determines the technique (which carry intentions), and it must be maintained throughout the incantation.
The incantation determines target, fuels the spell, and launches it.
Techniques: Readers (mind readers and Essence readers), Yabiis (These individuals demonstrate advanced clairvoyance and prophetic ability), Ravagers (known for the aggressive way they tend to use Psychic Magic. These individuals demonstrate advanced mind control, memory manipulation, and illusion creation)
Visualizing Easy
These are 2022 sketches.



Although I now stand against AI art, I think it's worth showing some of these concepts. All were produced in 2023.



Wyng is the main antagonist. She is a demigoddess. Wyng was the princess of the vast kingdom that Oruba ruled over as a benevolent goddess. Wyng was happy ruling this kingdom along side her brother and mother, but being a powerful Yabii, she received numerous prophetic dreams about a great power bringing the destruction of XSTRIN. She warned her mother, but her mother ignored her. Oruba is a powerful Yabii herself, and did not receive the same visions and dreams. Wyng grew ever more frustrated with her mother, until she decided to overthrow her and take over the kingdom. She achieved this by using Nether Magic, her mother’s vulnerability, to imprison her in a blood stone while she slept. The coup was silent and seamless, with dissenters being quelled quickly, albeit humanely, by Wyng. Wyng’s brother, Norro, having returned from a quest, learns of his sister’s betrayal and leads a rebellion against her. The rebellion itself doesn’t last very long, for Dregg and Sir Vann betray Norro. At some point, the rebellion ends when Wyng solidifies herself as the more powerful royal practitioner in the kingdom when she manages to cut off Norro’s arm, rendering him significantly less powerful than before. With her brother falling in line, she has complete control over the kingdom, and when a Magical incursion occurs, she’s first on the scene where she finds a strange creature, Easy, unconscious from being forcefully pulled into a different universe. She senses his potential for great power, and unable to kill him, curses him to be voiceless and removes many of his memories, believing him to potentially be the great power that will destroy XSTRIN. Wyng genuinely wants what’s best for her kingdom and XSTRIN. She believes that preparing for war is the best way to accomplish this. She is extremely confident, cunning, and believes she is always right. She uses Magic sparingly, preferring to use her natural gifts as a demigoddess to get what she wants. But when she uses Magic, she is extremely efficient, and takes a no nonsense approach to Magic and its usage. She does what she thinks is necessary, no matter how it may look. She has poor social skills, and prefers to let her generals and warriors fight while she deals with issues in the kingdom. Her social awkwardness contrasts with her normally confident demeanor, which can be a comedic thing. Wyng is 6 feet even, with feline like eyes (this is as far as I’ve gotten for physical description for Wyng). She’s only 17 years old. She holds tight to her beliefs, is stubborn, and when she’s frustrated, becomes savagely irate. In sum, she’s naive, cunning, confident, socially awkward, stubborn, and prone to moodiness. Cunning, self-righteous, unsociable.
Character Node: Importance of questioning who you are.
First Visualizer for Wyng
I drew this in Positive Psychology. Good class, I recommend learning a little about it.

Gale is Easy’s first companion and second most important character; she becomes love interest and seemingly dies at the end of Season 1. She is a wild Ray with Nature and Body Magic composition. Gale was born to two wild Rays, meaning as a Ray, she’s the least powerful, but she’s still a very powerful being in general. Gale takes the wild part of being a wild Ray very seriously. She prides herself in not having the responsibilities of the First-born Rays, and she wants to live simply. She loves traveling and understanding nature, and she is immediately intrigued by the strange new creature that she comes across (Easy). She finds his boyish arrogance annoying at first, but she quickly warms up to his sarcasm and they engage in a back and forth type relationship pretty quickly. Gale is free-spirited, she hates having responsibilities, which contrasts with Easy’s perfectionism and drive. She’s easily excitable and talkative but she can get serious quickly when need be. She and Easy share a liking for action, but she can get carried away easily and has a sort of bloodlust. This is due to unreleased anger and anxiety from the feelings of not having a purpose, of not knowing her parents, and from being alone all of her life. She can be clingy sometimes, but it’s because she grows very quickly to love Easy and all the others they come to befriend. She doesn’t show this, though, because she doesn’t want to encourage Easy’s boyish ego. Gale loves nature and feels most at peace when she’s in it. At first, she develops a rivalry with K'Ali because she thinks that they are trying to take Easy’s attention, but in reality Easy reminds K'Ali of her twin. This revelation eventually opens the two of them to have a strong relationship. In sum, Gale is comedic relief, she’s talkative, excitable, deeply sad, clingy, loving, judgmental, witty, impatient, and eager. She can take on any appearance due to her being a Ray. She realizes the importance of responsibility at the end of S1, sacrificing herself to stop Wyng. She returns in S2. “Don’t let me leave alone” should be her last words to really make these folks cry. She’s 14 years old. As part of her search for identity and responsibility, her consistency of form comes into play. As she matures and begins to get focused, she chooses to look like a teenage Black girl with a distinct Saje feature (in honor of Busarah). Free-spirited, emotionally constipated, extroverted.
Character Node: Finding form in chaos.
*Nature Magic (green) is the most basic form of Magic. It uses up very little Essence. Nature Magic typically deals with the creation of potions, which can have an array of uses. Nature Magic also allows direct interaction, and with advanced Nature Magic, manipulation of nature. Nature Magic, however, tends to require much focus. Potions require listening to nature in order to find the appropriate ingredients, which can be very time consuming. Nature Magic can be very useful as battle Magic, because it allows for users to control the four natural elements, i.e. fire, water, earth, and air. It requires little Essence to create fire and control it, manipulate preexisting water, control air flows, and manipulate the earth, and these maneuvers don’t require hand gestures or incantations. However, since it’s so easy to use, untrained or forgetful users can overextend the extent of their Essences, thus making themselves extremely vulnerable. Other abilities include: speaking to animals, communing with plant life, manipulating plant life, healing spells, and weather control (to various levels).
Techniques: Healers (use potions and plants to heal), Masili (derived from Swahili for nature; individuals are master manipulators of plant life and animal communication), Tempest Master (specialize in weather control and natural element manipulation; these practitioners tend to be warriors)
Nature Magic Limits: potions, powders, and Magical mixtures require lots of time to make. Nature can be manipulated greatly, but aspects of nature with Essence resist manipulation more often than not.
K'Ali is the same age as Easy (13), and they (Chi’Yahi don’t have genders, but K'Ali has mostly masculine features. Additionally, the Chi’Yahi don’t have personal pronouns, so they’re always referred to by their names. For the sake of documents, I’ll address K'Ali as they/them/their.) develops a sibling rivalry with him. They compete to see who can become the more skillful Magic user, and they become an important member of the group. Easy and K'Ali have a Goku-Vegeta type relationship. K'Ali is perfect juxtaposition to Easy. They are humble and pride themselves in being respectful. They take a no-nonsense approach to everything, and although Easy’s sarcasm typically flies over their head, K'Ali does enjoy matching his wittiness with childish insults of their own. K'Ali has a dry sense of humor and enjoys beating Easy up. K'Ali, driven by guilt over their twin sibling Qim's death after a failed magical experiment, feels responsible for everyone and struggles with control issues. They act as the protector of their group, but this can make them seem possessive. Despite being less powerful than Easy, K'Ali is more knowledgeable in Magic. Over time, K'Ali learns from Easy to embrace their strengths and from Gale to let go of control. After Qim's death, K'Ali settles in Zindia's village, where they train in CQC and Magic, using a ring from Qim to channel their powers. Ambitious and perfectionistic, K'Ali is both a skilled fighter and a humble, knowledgeable Magic user. Ambitious, level-headed, caring.
Character Node: TRAUMA as motivation, not justification for who we are.
Is Black asf to represent absorption; Black people absorb. They're a magical prodigy as such to fit within the allegory
Norro (aka the Shadow Prince) is Wyng’s younger brother, and he works for her but defects and eventually joins the group. Norro is the cool character, silent and badass. Before his sister took his arm, he was a Master. Norro is a Magical prodigy, mastering both Body and Nether Magic forms. He dabbled with Primordial Magic and Nature Magic, to the pleasure of his mother. His mother loves both of them equally, but she pushed Norro to study Magic more so than Wyng because of his outstanding potential. Norro and Wyng had a healthy sibling relationship. Wyng looked up to Norro, and Norro admired her confidence. Both of them are quiet, but she stands up for herself and her beliefs in instances when he wouldn’t imagine it, and that’s because Norro doesn’t believe in himself. He feels that no matter what he does he hasn’t accomplished enough; this is because Oruba pushed him so hard to study Magic that he never got to discover what he likes for himself. Norro masks his self doubt and occasional self loathing with an aura of silent badass; he doesn’t speak unless completely necessary, and he is easily the most driven character in S1. After he lost his arm, his relationship with Wyng changed forever. He felt like he had failed his mother to the point that he didn’t deserve his freedom, so he completely gave himself to Wyng. She always tries to rebuild their relationship, and she’s genuinely sorry about taking his arm, but Norro normally shuts down or responds in a robotic manner. He follows his orders, and fears failure immensely. Norro typically doesn’t find himself in pressured positions, but under pressure he cracks. He always stays busy to get around these feelings. Norro loves his sister and his mother deeply, and would die for them, but he feels that Wyng’s path to building an army is against the pacifism of their mother. Norro himself excels in battle, but takes no pleasure in it. He believes Magic should be used for bettering lives, not taking them. In sum, Norro is self-conscious, occasionally self loathing, has feelings of failure, is driven, loyal, unrelenting, and shy. He has immense character growth, and like Easy, learns to have his own voice. Easy thinks Norro is a badass, K'Ali finds Norro annoying to fight, and Gale is afraid of him. Norro doesn’t spend considerable time with the group until late S2 and into S3. Norro is a Shadow Caster, meaning he’s almost always seen encased in shadows like a suit of armor (plays into his character theme of hiding who he is), which greatly enhances his Magical abilities. He also typically manipulates shadows, and uses his Body Magic skills expertly. He enhances his already demigod speed to insanely fast super speeds, making him a menace on the battlefield. He also elongates his body often in combat. Norro used Nether Magic so much that it lowered his power level in Psychic Magic. Norro is a 6’2” Dulu hybrid that lacks wings. He’s 15 years old. Reserved, loyal, relentless.
Character Node: Not being afraid of who you want to be.
*Body Magic (brown) is used to magically augment one’s body. Body Magic is one of the more basic forms of Magic, and thus typically requires less Essence to use, less time to conjure, and less focus. Spells and the amount of Essence used correlate perfectly depending on the extremity of the augmentation. Spells typically last until the user stops it or one’s Essence can no longer handle maintaining the spell; so for some, one Body Magic spell can last for days, others, for mere moments. In order to be used, Body Magic spells require particular hand gestures. Some require quick incantations to activate, while others require quick incantations and a hand gesture. Body Magic examples are: super strength, super speed, enhanced senses, body elasticity, body density, weight, size, additional body parts, shapeshifting, flight. Body Magic is ideal battle Magic.
Techniques: Shifters (specialize in shapeshifting, body elasticity), Omaga (specialize in enhancing their physicals)
Body Magic Limits: it can only go so far, meaning if a user’s body can’t handle the physical toll, it can still break down. Using Body Magic for augmentation too often can result in permanent and often negative changes. Body Magic can also become an addiction since it deals with altering one’s body for often times useful purposes, thus wasting Essence.
Visualizing Norro
One of my favorite characters to ever create. Here's a history of his evolution from doodle to digital sketch. Change his design however you see fit.




Busarah is the Queen of Sajes, and helps Easy unlock his abilities. Busarah is 2,400 years old, and she lives in secret in the ruins of the capitol city of the Sajes. Busarah’s background is unknown to the cast of the show. However, she was born right before the Sajes went extinct, and she is in reality not royalty, because the Sajes didn’t have monarchs. However, the Sajes went extinct shortly after her birth, and she was raised by Second-born Rays. These Rays raised her as a “queen,” that is, they always told her to never let someone rule over her, and to be the queen of her life. In addition to raising her to be a confident person, they taught her the importance of being in tune with nature, XSTRIN as a whole, and remaining a humble servant of life. The Rays also taught her all they knew about Magic, and through their teachings over the course of several decades, Busarah became a Warlock. After she reached adulthood (roughly 600 years), the Rays sent Busarah to travel XSTRIN and learn everything she could. They parted, and she journeyed for a thousand years learning Magic from the first Masters in XSTRIN. She lived in the wild, adventuring, saving lives, fighting evil, learning, loving, losing. It was an experience that culminated in her finding the ruins of her once great people, where she decided to settle and live off the land. In the show, Busarah is a lively old Saje (she would only be considered 72 years old on Earth). She enjoys meditating for most of the day, adventuring in the wilds near the ruins at night, and communing with nature in general and the few travelers that find the ruins. Busarah mainly uses simple Magic, but she is highly adept at battle Magic, though she claims to have not fought anyone in over a thousand years. Busarah believes Magic and life are things to be loved and revered, and she stresses the connectivity of all that is. She is extremely wise, often peering into people’s minds and discerning their character almost immediately. She respects people’s boundaries and wishes, and only offers people advice when they ask for it. She’s kind, patient, deeply compassionate, humble, yet firm, can be authoritative, and unrelenting. She received similar prophetic dreams to Wyng, except she believes that Easy is the key to saving XSTRIN in the future. She pushes Easy to be the best Magic user he can be (parallel Oruba-Norro relationship), and she acts as a motherly figure, teacher, and confidante for Easy, Gale, and K'Ali. Busarah has a special relationship with Gale because of Busarah’s connection to wild Rays. Her bond with Gale is one that leads to Gale’s self discovery, and it is imperative to Gale’s character growth. They have a stronger bond than any of the other characters. She wants to see XSTRIN safe, peaceful, and wants people to feel connected to XSTRIN and one another. In sum, she is motherly, wise, fiercely loving and caring, aloof, mysterious, trustworthy, and powerful. (Physical description needs to be created.). “Take that pain. It becomes power with practice” should be something she says. Potential quote: “I will not take your weapon. It gives power to those who otherwise wouldn’t have it. I will not use Magic to harm. You have turned it to a tool of death, when it is in fact life itself.” Wise, loving, enlightened.
Character Node: She helps people’s identities take shape. Static character.
Kachi is Easy’s AI dog that is accidentally brought into XSTRIN with him. Kachi is an intelligent dog that listens to Easy...sometimes. He’s pretty aloof for comedic effect, and he always has funny reactions to the creatures they meet in XSTRIN (like raised eyebrows and what not). He’s loyal, funny, and a huge cybernetic pit bull. Kachi was created by Mekai to entertain Easy while they lived underground. He is one part clone, one part android. Everyone that meets Kachi is afraid of him at first, for comedic effect (since dogs aren’t in XSTRIN). He often aids Easy in combat. He and the rest of the team get along well, and they grow to love and adore him. I feel like Kachi could be pretty cool. How would you flesh him out to make him a standout character?
N’ky (pronounced inky) is the first amicable creature Easy runs across. N’ky isn’t gendered. N’ky becomes best friends with Kachi, and they have a funny relationship throughout the show.
Oruba is Wyng and Norro’s mother. She is a benevolent goddess, but is trapped by her daughter in a crown jewel that Wyng wears. Goddess of the Kingdom of Tempus, Patroness of the Storm.
Dregg is the ground leader of Wyng’s forces that act as your typical minions. He’s a large beast that is comedic relief but physically terrifying. He is extremely loyal to Wyng and continuously tries to court her, to her amusement. He uses a battle axe with a wooden handle to channel his Magic.
Sir Vann is a part of the Knights of Oruba, a powerful group of wizards that act as the generals in Wyng’s amounting army. He is the leader of the Knights of Oruba, who begrudgingly work under Wyng. He and K'Ali become nemeses. He uses a broad sword with a wooden hilt to channel his Magic.
Althita is the queen of the Rekenna Kingdom, which borders the Kingdom of Tempus. Althita is a powerful goddess, known as Althita the Almighty. She is an Omaga Master and Tempest Master, and like her brother Ni’Xanti, she relishes in battle. She hasn’t been in a battle for decades, but the threat of her niece taking over her kingdom is something she was essentially waiting for. She always felt Oruba was weird for not using her power to dominate when provoked or to show superiority. Her kingdom is much smaller than Wyng’s, but Rekenna's armies are much better prepared and trained, staving off assaults on their borders for months before the story starts. Althita is the complete opposite of Oruba; that is, she always has an upbeat attitude about violence, is overconfident, snobbish, and a warrior before all else. She handles disputes in her kingdom with a heavy hand, not leaving much room for diplomacy. Her people are split about who they want to serve, but the army for the most part is firmly behind Althita. She isn’t typically a popular queen, but she influences her popularity via military parades and things of that sort. The kingdom begins to slowly turn against her as the story progresses, because the skirmish with Tempus begins to worsen, which damages her fragile image. Despite this, she never loses confidence that she’ll crush her niece, and since she believes Wyng killed her mother, Althita is fully prepared to kill her niece. Althita is quick to anger, impatient, entitled, but compassionate for those that are helpless. She holds those with power in contempt if they are passive in the face of struggle. She grows to understand the importance of being a queen before a warrior, and she regains the trust of her kingdom before the end of S1. Althita and her army are key to defeating Wyng at the end of S1. Althita is never seen without her armor, and she isn’t seen without her full battle mask until the back third of Act 3 of S1. Althita is an expert with a Master Staff, an adept hand-to-hand combatant, but she leaves the tactical aspect of battle to her War Witches. She is 6’2”, with violet skin, yellow eyes, Egyptian eye shadow, a bald head, and her eyebrows always seem to be furrowed. She has a bulky build. She and Zindia eventually become a romantic couple.
Lin-baji is the creator of techno-mystical technology. He’s an extremely old creature, very shrewd, shrouded in mystery, and acts as comedic relief. However, he has a distaste for Magic, and only sees it as a tool to enhance the wonders of technology. He somehow knows about everything going on in XSTRIN. He’s the creator of the rogue Reapers. He uses a wooden staff mixed with metal alloys to channel his Magic. He sends Upela after Easy to study and use him to advance his technology. This becomes a plot point in S2 when he threatens war if Easy is not given to him by Oruba. He was taught the secret of energy efficiency by Lin-baji.
Upela is hired by Lin-baji to find the “mystery boy” that could stop Wyng from initiating war. Upela is a cyborg Talon that acts as a background character but comes to the forefront in the back third of the first season. He has a squad of cyborgs with him at all times, and is just another cool character for kids to see. He uses the wooden-metal alloys that make up his arms to channel Magic. He becomes an important character in S2.
Reapers are a group of robots created by Lin-baji in his younger days. They could track specific Essences and drain Magic, which was unprecedented. They were used to build the spectacular cities of XSTRIN. However, the Magic they drained fused with the Magic used to create them, and the techno-mystical fusion created artificial Essences. They went rogue, some went mad with power, others just went mad, and the majority travel XSTRIN absorbing the Magic of the most powerful users. They’re every Magic users’ nightmare. Act as background threats, are reoccurring. They absorb your efforts to change.
Zindia is an Elva warrior that defends her village from Wyng’s hordes. Zindia has forsaken Magic because her wife was killed by Norro during her attempt to use Magic to protect the village. As a result, she trained herself to be a deadly close quarters combatant. Zindia is a simple woman that only wants to protect her village and maintain the peace. She is introduced in the beginning of Act 2 of S1 as another person that trains the main group. Her training will have huge impacts on the ways that Easy, Kali, and Gale fight. Their battle Magic will flow much better, and the choreography will become more fluent as well. They will also be able to engage opponents on three levels after their training: Magically, hand-to-hand, and with weapons. After training them, Zindia makes her reappearance towards the end of Act 3 before the most climatic episodes. She is very dry, jaded, with an attitude as if she knows what’s best when it comes to combat. She goes 100% in everything, and her aggressiveness can intimidate anyone. However, she wasn’t always this way; months and months of fighting hordes of monsters that murdered her wife have done this to her. In reality, she is tired, has pint up grief, and is always looking for a way for things to return to normal. Zindia is not really a mentor for the group, but more of a trainer. She doesn’t get along with K'Ali and Gale, but Easy has a childish crush on her and does pretty much anything she says. She is 5’7”, with dark beige skin, hair in black dreads in a messy ponytail, black eyes, scars over her arms, and a body like an Olympic gymnast.
Her choreography is based on breakdancing and hip hop dancing, which is where I insert the movement pillar.
Aivu is a demigod Master with dubious morals. He is the son of Sansi the Wandering God. Aivu was raised by his mortal extended family, whom he was given to at birth. Aivu grew to resent both of his parents. He was raised well by the mortals, but when his divine lineage became more apparent to him, he began to see his family, as well as all mortals, as inferior. Eventually, saddened by his growing ego and superiority complex, his family cast him out to wander like his parents before him. Aivu travelled aimlessly, gaining a reputation for playing tricks on mortals, stealing, and causing mayhem for fun. He gained the moniker Aivu, the Demigod of Deceit. One day he happened to run into the ruin of the Sajes, where he met Busarah. He liked her immediately, and devised a plan to use her to become a Master so that he may find his father and enact revenge. He went about thinking he was playing her, but she knew immediately what he was doing. She trained him anyway, seeing in his future the good he would do, and taking pity on him. He excelled in Quantum Magic (like his father), Psychic Magic, and Primordial Magic. When a few years passed, and he learned of the capabilities of Nether Magic, he asked Busarah to teach him. She refused. They had a falling out, and she Magically banished him from the ruins. However, he wouldn’t quit until he learned Nether Magic. He went to Tempus, where his cousin, Norro, taught him Nether Magic. Once he learned, he disappeared, wandering XSTRIN to Magically track his father. Easy’s incursion got his attention, and he spends the first third of S1 tracking Easy. When he introduces himself, he becomes an alternative teacher to Busarah. He becomes a mentor for both Easy and K'Ali, and he teaches them Nether Magic after Busarah refuses. He uses them, however, throughout S1 for selfish reasons. He teaches them more dubious ways to use Magic, but he only does so after they do something for him. His end goal is to use Easy to lure his father out, since his father is always trying to accrue knowledge of the unknown (Easy being an alien and all). However, he is defeated by Easy, K'Ali, and Gale after his true intentions are found out. He is a Master of Quantum, Psychic, Mind, and Nether Magic, making him the 3rd most powerful in the show. He typically uses Psychic Magic for illusionary and mind reading purposes to aid in his tricks and deceit. However, buried underneath all of this is the pain of having never known his parents, mostly aimed at his father. He thinks he wants to kill his father, but he really just wants to be acknowledged. He pulls tricks on people and belittles them because he just wants the attention, and because he wants to keep people at a distance so that he can’t be hurt. He’s afraid of pain. He wants to be seen. In sum, he is egotistical, deceitful, smooth, sarcastic, and cunning. He serves Malbrakka in S2, but betrays him at the end of S2, dealing a crucial blow to Malbrakka’s plans. He may eventually mature and begin to see himself more as a prince and servant of the people than as a demigod worthy of worship. He serves as a Lex Luthor type of character, meaning he’s self-serving, rather than good or bad. Aivu is 24 years old. Aivu’s face is always covered by a cloak, along with the rest of his body. His eyes shine through the shadows of his cloak, and are a bright yellow. He has long black hair that flows out of his hood sometimes. His height and body type vary, causing people to be confused. He’s never seen wearing the exact same cloak either. (Need more for physical description.) HE IS INTRODUCED IN S2 AS MALBRAKKA HENCHMAN.
Sansi the Wandering God is the father of Aivu. He gave his kingdom to Oruba so that he could travel XSTRIN with his mortal wife in search of knowledge and ultimate communion with XSTRIN. At some point, he had a son with the woman, but abandoned him in favor of his quest. Sansi hasn’t been seen in over 20 years. He solved the heat problem, creating perfect efficiency for work. INTRODUCED IN S2
He’s seen on one of the suns in S1E3.
He uses his accomplishment to compete with Ni’Xanti.
Jontu was Wyng and Norro’s father. He was a Mixed Dulu of canine and feline descent. Jontu wasn’t really into Magic. He enjoyed the simplicity of marrying into royalty, and took full advantage of it by giving all of his time to his people and to his family. He was a loved king that treated his children as equals. His devotion to the people of Tempus creates the drive present in both Norro and Wyng to protect and serve Tempus. He passed away peacefully after becoming ill. We may only see him in flashbacks. Jontu was extremely strong, like EZ’s father. A subtle connecting point between EZ and Norro.
Malbrakka the Mad God is the main villain. He is evil incarnate, having butchered countless gods and goddesses at the beginning of time. He is the Master Nether user, and a Master Psychic Magic user. Malbrakka was the first god to discover Nether Magic, and through discovering how he could enhance himself, he decided to use the power to tame XSTRIN. To Malbrakka, XSTRIN is an organism that lacks a brain, and he knows that he could achieve more controlling XSTRIN rather than living in it. So, he sought to attain enough power to bend XSTRIN to his will. He began absorbing the Essences of his siblings, igniting a war that lasted over a thousand years. He and his army of demonic creatures vs. his siblings and the emerging species of XSTRIN. After absorbing many of his siblings, he gained enough power to see Earth (although his plans to go to Earth aren’t revealed until much later in the series). In an act of desperation (or adaptation?) XSTRIN created the Rays, who were powerful enough to help the gods in defeating Malbrakka. Malbrakka’s Essence was splintered; most of it is imprisoned in the Nether Plane, some of it in various locations throughout XSTRIN, and a portion acts as the gatekeeper of the Ether in its entirety (he’s trapped into being a grim reaper essentially). Malbrakka’s measurement of meaning is power. This led him to create Nether Magic, and it led him to absorbing many of his siblings. He did this to feel special; to him, he was the same as his siblings, and he wanted more. He became ceaselessly hungry. The process of absorbing all of those Essences resulted in gradually losing touch with himself. He doesn’t know what’s him or what’s someone else’s Essence influencing him. This makes him insane; the lack of identity is a thematic opposite to the protagonists (particularly Easy). This is further demonstrated by his tendency to use his Psychic Magic to enslave others, and removing their identities to be extensions of his will. The only certainty in his life is that he wants more. His singular purpose is to devour. Like how Easy in S1 has random bouts of confusion, flashbacks, and forgetfulness, Malbrakka has bouts of intense hysteria. This is because he is literally fighting himself; all of the absorbed Essences fight Malbrakka’s Essence for control. He has put himself into a vicious cycle: using Nether Magic to absorb Essences weakens his own, so he can only absorb Essences at his strongest, which occurs after bouts of hysteria when he fends off the assaults on his Essence. So, his power levels ebb and flow affecting his outward mood. Malbrakka has an unpredictable and powerful presence, people are always on edge due to his bouts of hysteria and propensity for violence. Since he’s constantly at war with himself, he is quite lethargic, and these are the times when he cannot absorb Essences and when he is slightly weaker. After his hysterical bouts, he has subdued the Essences enough for him to absorb more to increase his reserves. During these times, he can seem to be animated (in a serious and evil way), laser-focused, and extremely violent and powerful. His end goal is his own twisted way to be “enlightened.” He is the spiritual antithesis of Busarah. At the end of S3, Malbrakka is overloaded. His Essence is destroyed by all the Essences in his body, releasing all of the Essences. “I wanted to be special.” “You were to us.” “I couldn’t see it.” “No, you didn’t want to.” His final exchange with his siblings, right before his Essence is destroyed. Power-hungry, dramatically evil, fractured. THEMATIC OPPOSITE: Hive-mind, collective consciousness, suppression/lack of individuality. Quote driving character philosophy: A man that does not know what he has has nothing at all.
The evilest thing one can do is kill and try to control their brothers and sisters
Visualizing Malbrakka





Dru'Draago is Malbrakka’s battle beast. A grootslang inspired creature. He is infused with Shadow Armor and is said to have devoured may gods and goddesses. He is a powerful beast that Malbrakka resurrects in S2. Doom follows Malbrakka similarly to how Kachi follows EZ, which makes things funny and lighthearted.
Mekai is Easy’s father. He is strong and intelligent, having taught his son how to be empirically minded.
Jia is Easy’ mother. She is a cunning and agile tracker that taught her son how to maneuver harsh environments using nimble motion.
Mtii is a Nature Magic god. He was the main driving force for the creation of the Sajes. As such, he assisted them in building their great city, and he was one of their largest advocates. He refused to rule over them, but always vowed to help them in times of need. Their extinction broke his heart, and he chose isolation ever since, living with the Nelv in their temple in the Freelands.
Aal’Wan is a Tempus Master introduced in E3. He is one of Tempus’ leading Magic-Scholars, specializing in Nature Magic. He uses it to interact with nature on a biological level, making him an adept tracker by picking up unique biological markers (smells, hormones, pheromones, etc.). He likes to use Nature Magic to weaponize microbes in his area. He isn’t much of a fighter though.
Cephrey (pronounced seph-ree) is a Nelv male that is the equivalent of a psychologist in XSTRIN. He is a catalyst for growth for Norro. He is a strongly curious person, greatly intuitive, highly empathetic and compassionate, and his fatal flaw is that he always tries to rush to solve problems, even when it would be dangerous or fruitless. He helps Norro deal with his inadequacy, and his ability to read people can sometimes be used for comedic relief. Although he isn’t a fighter at all, he is highly adept at dodging and outmaneuvering his opponents. He is calm and collected, and always dodges his opponents’ attacks with ease and his arms behind his back. He is very talkative in the heat of battle, taunting people due to their inability to hit him. He is heavyset, with long white hair in a braid, goofy glasses, long curved ears, Afro features, and a decorative nose piercing. He is 5’5”. He is a side character INTRODUCED IN S2. He reminds me of Uncle Iroh.
A character that is constantly reimagining their body using BM. This impacts the character’s relationships. Akin to Dr. Who regeneration and bug dude in Kipo.
Qim is K'Ali’s dead twin.
Ni’Xanti (pronounced knee-shantee) is the ruler of the Nguvo Tribe, a small kingdom in XSTRIN. He is a god, and he has a thousand-year rivalry with his brother, Sansi, over the use of Quantum Magic. His brother believes it to be the most capable form of Magic to accrue new knowledge; Ni’Xanti sees Quantum Magic as a weapon and a channel for one’s emotions. He created a technique focuses on channeling one’s emotions and using them to create energy, thus creating an aggressive form of battle Magic. INTRODUCED IN S2
Characters and Their Magical Strengths and Weaknesses (forms in order of proficiency for strengths, weaknesses refer to lack of knowledge, x means vulnerability)
Eziyael Strengths: Quantum, Body, Nature, Primordial (late in S1) Weaknesses: Psychic - x, Nether
Wyng Strengths: Psychic, Body, Nether, Nature Weaknesses: Primordial - x
Gale Strengths: Nature, Body Weaknesses: Nether - x, Primordial - x, Quantum
Norro Strengths: Body, Nether, Nature, Primordial (with arm) Weaknesses: Quantum - x, Psychic
Busarah Strengths: Primordial, Quantum, Nature, Nether, Psychic Weaknesses: Body
Lin-baji Strengths: Quantum, Nature Weaknesses: Psychic - x, Body - x
K'Ali Strengths: Nature, Body, Quantum Weaknesses: Psychic, Nether
Oruba Strengths: Nature, Psychic, Quantum, Body, Primordial Weaknesses: Nether - x
Aivu Strengths: Quantum, Psychic, Nether Weaknesses: Body - x, Nature - x
Different Species
Rays are the white blood cells of XSTRIN. They were the second beings created by XSTRIN. These Rays live in a different dimension than all other species in XSTRIN, and come into this dimension when XSTRIN calls on them. As living beings, Rays had the ability to procreate, but their offspring were significantly weaker in power and overall Magical makeup than their parents. In order to exist within the home dimension of the Rays, one must be of a certain Magical makeup, thus, the offspring could not live in that dimension and became wild Rays in the normal dimension. Wild Rays are extremely powerful beings as well, but they can be tamed by Masters and most Warlocks, and can be fought off by well-trained Wizards/Witches. When wild Rays reproduce with one another, they create even weaker Rays that can be tamed by Masters, Warlocks, most Wizards/Witches, and well-trained Mages. Rays don’t have Essences because they’re beings of pure Magical energy, or in a way, life energy. As such, wild Rays are often captured to be used as source of energy for techno-mystical companies. Poachers take wild Rays to these people and sell them for the highest bidder. First-born Rays are so powerful that if too many exist in the dimension of the other living beings, XSTRIN itself wouldn’t be able to handle the Magical energy, and would implode. The First-born Rays were created as an overreaction to Malbrakka, much like how the body can create too many white blood cells to the point that they start attacking the body. Thus, to protect itself from its own creations, it created the separate dimension for the Rays to exist in. Rays fulfill their purpose as quickly as possible because their home dimension is a paradise that no mortal has seen before. They only come to help when XSTRIN calls on them. Rays are called as an absolute last resort, because XSTRIN can only interfere in the affairs taking place within it so much. First-born Rays are Masters of all forms of Magic. Second-born Rays can only be proficient in every form except Nether Magic and Primordial Magic, and Third-born Rays are the same except less powerful than Second-borns. Rays can take any appearance they please, but they all tend to be ghostlike in appearance. Second-born and Third-born Rays are made of specific Magical energy types, creating subspecies of wild Rays.
Sajes were thought to be extinct until Busarah the Queen of Sajes is found by Easy and his companions. The Sajes are an ancient race of Magic Masters that are believed to have been created early on. Not much is known about how the Sajes were killed off. Busarah refuses to talk about it. As a Saje, she is extremely in tune with XSTRIN. The Sajes mirror what happened to the humans on Earth. They killed each other off via intense Magical warfare.
Various gods and goddesses were the first beings created by the overabundance of energy present in the early stages of XSTRIN. XSTRIN’s overabundance of energy resulted in the rapid individualization of pockets of Essence, and these newly sentient pockets of Essence created forms for themselves, thus becoming gods and goddesses. These gods and goddesses communed with XSTRIN, and from it learned to manipulate it via Primordial Magic. These new beings used Primordial Magic to create offshoots of Magic since Primordial Magic was so difficult to use (although it is easier for gods and goddesses to use than any other beings with the exception of Rays). One god, Malbrakka, learned how to absorb the Magic from his brothers and sisters, and used this knowledge to create Nether Magic. He used this new form of Magic to kill many of his brothers and sisters as the power made him mad, so XSTRIN created the Rays to stop such savagery. Malbrakka couldn’t absorb the Rays because of their immense mastery of all Magic, and because Magic absorption only works on beings with Essences. The Rays kill Malbrakka, and they created the Nether Plane to house the remainder of his Essence, and the Essences of any other beings that died. After this, the various remaining gods and goddesses decided to rule XSTRIN as other species emerged. The gods and goddesses are considered as such because they were the first beings created. They became the first kings and queens, and all were benevolent (with the exception of Malbrakka). As time went on, some gods and goddesses were killed, but most simply left their kingdoms in the hands of mortals. Very few gods and goddesses continue to rule their kingdoms. The relationships between many have soured over the years. Gods and goddesses are extremely powerful, with varying personalities and beliefs. They typically master one form of Magic; those that specialize are the absolute best in those forms. Others master multiple forms. They vary in appearance. The gods and goddesses aren’t essential to XSTRIN, and some are worshipped. They can’t procreate with one another (because that’s whack), so their children are all demigods and demigoddesses. The gods and goddesses are immortal, but they can be killed, only if their entire Essences are destroyed. If their Essences aren’t completely destroyed, they can recreate their bodies and regain their strength via powerful Primordial Magic or Nether Magic.
Demigods and demigoddesses are the sons and daughters of the gods and goddesses. One of their parents is mortal, which means they have varying appearances and Magical abilities. However, they are still very powerful in their own rights. Demigods and demigoddesses are physically gifted with abilities that their divine parents do not have; the mortal parentage can grant natural gifts not seen in the divine parent. Demigods and demigoddesses can never be as Magically powerful as their parents. Since one of their parents is mortal, they just have extremely long lives, but do die natural deaths. The rate at which they age varies.
Nguvo are famed for their mastery and progressive use of Quantum Magic. Lin-baji is a former Nguvo. These people are ruled by Ni’Xanti, the most powerful Quantum Magic Master in XSTRIN. They are revered throughout all of XSTRIN. The Nguvo forsake all other forms of Magic to attain complete mastery and focus on Quantum Magic. The Nguvo is more of a namesake and culture than a specific race. It is a society that is completely communal, and they admire and learn from Ni’Xanti rather than worship him.
Elva are humanoid, and they all have the same basic characteristic of sharp ears, like prototypical elves. However, the Elva have many different offshoots. In order of number: Elva (characterized by African features and shades of brown for skin), Yelvan (characterized by longer ears and thinner hair, along with Eurasian features), Nelv (rare and considered to be exceptionally beautiful, their skin is like the night sky, swirling with black and stars, dark blue eyes, African features, often their ears are in ceremonial garbs). The Elva compromise most cities, villages, kingdoms, and armies. Unlike most of the other creatures in XSTRIN, the Elva are most likely to worship the gods and goddesses. They see Magic as something to use to make life easier when possible, but other than that, typically don’t engage in much. In order of most to least powerful: Nelv, Elva, Yelvan. All of these offshoots can become Masters. All Elva reach maturity and then stop aging physically, but they can still look old depending on genes. They live to around 90 years.
Souls are Essences of powerful (or lucky) Magic users that tethered to XSTRIN instead of going to the Ether or Nether Plane. They are tied to a medium, and only powerful Magic users can see and interact with them. Some souls are stronger than others; they vary in moral alignment. Shetani influenced species. Shetani are evil African spirits.
The Dulu is a species consisting of humanoid bird-like (officials and scholars, the oldest of the Dulu), canine-like (warrior-philosophers and second oldest), and feline-like (most Magical and youngest) types. Each type has wings. They can interbreed to create mixed Dulu. The bird-like types are tall and slender with huge wings. They can transform into giant birds capable of light speed flight. The canine-like Dulu are mesomorphic with wings like liquid steel that they can use as armor. They are natural conductors, meaning they can channel and absorb large amounts of electricity. This allows them to release powerful amounts of energy. The feline-like Dulu are tall with lean musculature. They are naturally electrokinetic, capable of generating and manipulating small amounts of electricity. Mixed Dulu take on the dominant traits of their parents. The Dulu are the oldest race in XSTRIN, and are highly revered for their elegance and altruistic society. The Dulu are a beautiful and powerful species that is spread throughout XSTRIN. They take up many official positions in both the kingdoms and the city-states, and make excellent warriors. The Dulu are descendants of the main species (resembling animalistic angels) that assisted the gods in their battles against Malbrakka. Impundulu (Lightning Bird) influenced species. There are multiple subspecies. Wyng and Norro’s father was a mixed one.
Ninki are the horses of XSTRIN. They are an amalgamation of dragons and horses. They act just like horses. The smallest are horse sized, largest are hippo sized. Ninki Nanka inspired creatures that are used as rides into battle.
Okoshe are little gremlins. They are highly intelligent, having spread across XSTRIN searching for knowledge that exists outside the realm of Magic. They have a more scientific view of XSTRIN, having created theories about its creation that exclude Magic. They are consumed by their pursuit of knowledge, which is what Lin-baji used to control them into helping him create the techno-mystic city-states. They are pretty ugly, often with distorted proportions and greenish hues for skin color. Their outward appearance stands in contrast to their earnest and curious nature. Those that were not persuaded by Lin-baji continued their nomadic life style. The Okoshe roam XSTRIN in bands of 20-40 members, setting up hi-tech camps when they stop. The Okoshe and the Elva have a very poor relationship. Tokoloshe (African gremlins) inspired species. Many of this species work for Lin-baji to complete the techno-mystic city-states.
Fangs/demifangs/Talons. Warg/werehyena/lycan inspired species, instead of canine they are reptilian. Fangs are fierce Magical predators that are omnivorous. Fangs roam XSTRIN in packs, and are plentiful. They are like four legged velociraptors and act as natural antagonists. It is said that the Fangs were created by Malbrakka to serve as his army; they are innately powerful in Nether Magic. Although they cannot cast spells, they can act as powerful Nether Magic nexuses, boosting Nether Magic users when near them. Demifangs are those that have been bitten by a Fang; they involuntarily turn to Fang-fused mindless, Magically powerful beasts that devour everything in sight. Demifangs can only be saved through the ritual Talon’s use. Demifangs eventually become mutated Fangs permanently. Talons are evolved Fangs that travel XSTRIN helping the Demifangs. Talons walk upright and have longer arms than Fangs. They have lighter colored eyes than the Fangs as well, and are intelligent beings. They have made it their mission to travel XSTRIN hunting Fangs and saving Demifangs. Unfortunately, Talons take decades to mature, so their numbers suffer constantly. The Talon Ritual is Warlock level Nether Magic, and requires a Talon to sacrifice its life to save a Demifang. Talons are honored throughout XSTRIN for their bravery and dedication. Talons are phenomenal trackers, and are amongst the hardest working and most accepting species in XSTRIN. Some people are wary of them though; their presence can mean a Fang pack is nearby. Talons live in villages near Fang nests, and they move after newborns have matured, so typically a 20 year period.
Abwan are a species that may be added in S2. Zankallala inspired species that is dedicated to Nether Magic and worship Malbrakka. They took in Aivu after he was rejected from Busarah. They are an evil cult that assists Malbrakka’s return.
Chi’Yahi are underground peoples. They live in an isolationist society, with very few venturing above ground. They are highly adept at Nature Magic considering how they live in the earth. They reproduce via a process similar to budding; a male chooses which traits to allow a female to absorb, and the traits combine with random traits from the female to produce a bud. After several days of growing, the bud falls off and begins to take form. As such, the Chi’Yahi are pretty homogenous. This makes them have a very competitive culture; ambition, success, and differentiation are significant in the society. They are progressive Magic users since Magic helps them survive being underground and since it is an avenue many Chi’Yahi use to differentiate themselves. However, they tend to be well versed in Nature and Body Magic since they are the most useful for them. Kali and Qim are Chi’Yahi. They vary in color, but most are white. They have naturally bendy bodies; they evolved this to increase chances of surviving tunnel collapses and for getting through tight spaces.
The world of XSTRIN is filled with animals that are random mixes of different creatures, or new takes on mystical creatures.
Nomagon are Nommos-inspired species that brought the idea of techno-mystics to Lin-baji. They were created by Sansi, who left the mainland Xstrin for a different terrestrial body. This species was kept separate from all others, being completely dependent on Sansi. The Nomagon evolved in accordance with the Quantum Magic experiments performed on them by Sansi. As such, they are a highly advanced techno-mystical society with much better integration between Magic and tech than Lin-baji. Sansi’s poor treatment of them caused a rebellion, which forced Sansi and his mortal wife to flee. Following Sansi to mainland Xstrin, a group of Nomagon met the studious Lin-baji, teaching him about techno-mystics.
The ~In-Betweeners~ are the group of five tracking Sansi to bring him to justice for his crimes of cruelty and selfishness. They have perfect integration of Magic and technology, a feat no one has focused but them. They have come across Aivu before, and they both plan to make moves on Sansi.
Drakes are highly territorial winged sea slug-like creatures.
Ruunts are elephant-like animals that operate much like wolves. They aren’t nearly as aggressive though.
Phylines are lion and plant hybrid animals that are born into groups where every member eventually goes its separate way. They live highly solitary lives as a species.
~Razor fluffs~ are rabbit-like beings with huge ears full of endless rows of deadly teeth. They are some of the most fearsome predators around. Comically awful name. Help, please.
All Eye is a moose-like creature with demonic wings and deep red eyes with rows of eyes within the inner folds of its wings. These creatures are extremely rare and Magically powerful. It is said that those that consume the meat of an All Eye gain the ability to see the bloodstream of XSTRIN.
Nunu are small protoplasmic ostrich-like creatures capable of shape shifting into any organic thing they touch.
Magic and Essence
All sentient organic beings are capable of using Magic. The less organic, the less powerful one’s Magic is; less Essence = less Magic. Less organic matter = less Essence. Beings made of pure Magic are an exception (as with the Rays).
XSTRIN is a living universe that is the final source of all Magic. Magic is the manipulation of the universe via one’s own Essence.
Magic can only be channelled through living things, so wands, staffs, conduits, trinkets, and texts are made of wood. Mediums can make spells quicker since the Magic isn’t fully channeled through the body.
Magic depletes one’s Essence, so to recharge, one must meditate, which is communion with XSTRIN itself. If one depletes their Essence, they die. Low Essence leads to weaker Magic and illness.
Essence is biological, but can be increased via healthy living (akin to how your genes are the foundation for how muscular you can be, but working out can push you past that baseline).
The more one uses Magic via practice and being taught, the more powerful they can become.
Different forms of Magic require different amounts of Essence; likewise, certain spells/maneuvers require more Essence. So Magic must be used intelligently and often sparingly.
Different Essences have different compositions, which react differently to the forms.
Different forms of Magic can be used simultaneously, but it is extremely difficult to cast cross-form spells. Only Masters can perform such spells.
It is believed that there are only six forms of Magic, but there are really other forms that have yet to be discovered or created.
Magic Laws
Necromancy is forbidden, and violators are punished via Magical imprisonment. It is seen as taboo to use Essences at rest for personal gain.
To cast a curse is to commit the most heinous sin. Depending on the power of the caster, curses are like Magical cages. They act to somehow bind and limit the Essence of a victim.
Example: Efu- Empty Mask Curse; Psychic Magic, extremely powerful. It erases memories and prevents the victim from speaking.
Magic Forms
Power is determined by a form’s ability to affect Essence. The names of the forms can be better. Add any details you see fit.
Each form has techniques
Techniques are schools of thought with particular skills
Mastery of a form = mastery of all techniques of that form
Mastery of a technique = specialist
Generalists vs. specialists is a debate within the Magical community
Primordial Magic (see below Eziyael King's character bio). Primordial Magic Limits: more than one spell results in death; users pass out immediately after casting a Primordial Magic spell. The same spell can never be done twice; if it is attempted, the user dies. If something is being created from nothing, then a permanent part of the user’s Essence is used up during the spell, making the user too weak to ever use Primordial Magic again.
Nether Magic (red and/or white) is what you would consider Dark Magic. It's the 2nd most powerful form. It’s not inherently evil, but those who use it tend to use it for evil. Nether Magic deals more closely to Primordial Magic than any of the other forms, and this makes most people shy away from it. Nether Magic is given its name from the fact that it often draws power from the Essences of those that have died, Essences returned to The Ether. This type of Magic is frowned upon because it disturbs those that have passed, directly using their Essences to enhance one’s own. Nether Magic is most notably used as Magic that acts as a steroid for other forms of Magic. Nether Magic spells typically enhance the user’s Essence to varying degrees depending on the power of the spells, and allow users to go past their natural Magic levels. Nether Magic is also how people communicate with the dead. Nether Magic users are necromancers; that is, they can reanimate corpses and other dead organic material and manipulate it at will. Nether Magic is also the most volatile form, because Essences that are used can sometimes fight back, which can cause spells to go awry. Controlling this volatility requires great focus and Essence to begin with. Nether Magic spells must be channelled through a medium, typically blood stones, to assist in taming the recalled Essences. Nether Magic requires the longest incantations and several hand gestures, and the process of using a spell can take days. However, the payoff is normally worth it. Nether Magic can make good battle Magic if used intelligently. Nether Magic abilities include: Magic leeching, telekinesis, emotional leeching, nightmare control, shadow casting, access to the Nether Plane, possession, astral projection. This form also allows a spell for users to copy their Essences temporarily, thus creating clones for a set amount of time.
Techniques: Shadow Casting (manipulation of shadows cast by living things since these types of shadows have very low Magical energy)
Nether Magic Limits: Essences used to enhance one’s own can permanently change the user’s own Essence, which can drive people insane or change their character, so enhancement must be used sparingly. Reanimated corpses may retain trace amounts of the dead being’s Essence, which could result in the corpse retaining some individuality.
Quantum Magic (blue) is the manipulation of XSTRIN’s laws of physics (which are similar to those of Earth) and is thus the 3rd most powrful form. Quantum Magic, like Body Magic, uses Essence perfectly proportionally to the degree of the spell itself, i.e. the more complex the spell, the more Essence required. Quantum Magic allows users to manipulate space-time, as well as mass, gravity, light, and matter. Most spells only require a quick incantation, while more complex spells require longer incantations. Quantum Magic makes strategic battle Magic. It is often used to create items needed for potions for Nature Magic. Abilities include: invisibility (by manipulating light waves), mild matter manipulation (only inorganic matter, and things can only be created with other matter), gravity and mass manipulation, black hole creation, star creation, teleportation, mild chronokinesis, energy blasts, forcefields, dimensional shifting/creation, and electrokinesis.
Techniques: Techno-Mystics (combination of technology and Magic), Transmuters (those that specialize in matter manipulation), Nguvo Warriors (Named after the tribe this branch was created in. Deals with powerful energy attacks and manipulation that are Essence-effective, i.e. various energy blasts, electrokinesis, and mass manipulation), Blinkers (Magic users that focus on teleportation and dimensional shifting/creation)
Quantum Magic Limits: the imagination of the user is the only limit of this form.
Psychic Magic (see below Eziyael King's bio). Psychic Magic Limits: mind leakage occurs often, meaning the thoughts, feelings, and memories of the users involved may merge together or switch between the users. Attacking someone with strong psychic barriers may result in the attacker going into a Magical catatonic state. Psychic Magic spells aren’t permanent, meaning users have to continuously perform the spells to ensure they persist (the more powerful the practitioner, the less often they have to redo spells).
Body Magic (see Norro's character bio).
Nature Magic (see Gale's character bio).
Ranks of Magic Users (in order of power)
Olu’wan - or simply Masters - all gods and goddesses are here. Typically teachers, these individuals have complete mastery of at least two forms of Magic, and often are proficient in other forms. There are very few Masters, and they are revered across all of XSTRIN. They do not need a medium to channel Magic.
Malbrakka, Althita, Oruba, Ni’Xanti, Busarah, Norro (with arm), Sansi, Aivu, Easy (in power)
Warlocks - these individuals can be teachers, but are at most only masters of one form of Magic. They can be adept at multiple forms. They are very respected. They do not need a medium to channel Magic.
Wyng, Norro (without arm), Gale (in power)
Wizards/witches - these individuals tend to dabble in multiple forms of Magic, and can be proficient in one or two forms. This is where most people cap because getting to the Warlock and Master levels require skill, time, and luck that most in XSTRIN don’t have.
Lin-baji, Sir Vann, K'Ali ends here (S1)
Mages - these folks know very little about a few forms of Magic, and typically use Magic to create potions and other products to help in daily life.
K'Ali starts here, Easy (here in skill at the end of S1), Upela
Moofunzus - folks with little or no Magic skills and knowledge. They typically have the lowest capacity for Magic in the first place. Plants and most animals fall in this category. Most individuals in XSTRIN are here.
Dregg, Easy (here in skill at start of S1), N’ky
How Magic is Used
Magic is used in three broad ways: as battle Magic, techno-mystics, and simple Magic.
Battle Magic refers to Magic being used in either one on one duels or in battles. Battle Magic typically requires quicker spells, and in the heat of battle there’s little room for error or a spell gone awry can spell doom for everyone. Thus, battle Magic spells tend to be weaker than if users were focused on conjuring spells using longer incantations, full hand gestures, etc. Most Magic in the show will focus on battle Magic, considering this is where the action is.
Techno-mystics refers to the combining of Magic and technology. Technology is used to enhance Magic in particular ways, but also used to contain it, act as a medium, or an alternative. Technology can do many of the things Magic allows people to do, except typically less potently. This was created by Lin-baji to help make people’s lives better, similar to an Industrial Revolution but with Magic. This technology uses nature extensively and is very controversial, but most folks appreciate the large cities and technological wonders that it has created. This Magic is shunned by most serious practitioners. This Magic is also commodified, and is mass produced by techno-wizards. This use of Magic becomes a major plot point in S2.
Simple Magic is used in every day life, to help around the house, to communicate with distant relatives, to create potions and such for normal use. This Magic is used the most around in XSTRIN, but of course isn’t a focus.
Flesh out how the Magic is used.
Most Magic users tend to specialize in one or two forms or branches. Those with the time and resources tend to be more generalist in their approaches to Magic.
Different forms of Magic have different colors when casting, and maybe the eyes change accordingly.
Magic and Worldbuilding
How has Magic impacted the world? What'd be interesting from what you've seen?
Artifacts and Weapons
Blood stones are rare and valuable minerals that have trapped Essences in them. The Essences can be those of animals, plants, or people. These stones are vital to most Nether Magic. These are powerful Magical artifacts. The blood stones are alive and are parasitic, feeding off the Essences of things that have died around them.
Nature orbs are random natural phenomena (like lightning, mini storms, fire, hail) seemingly bottled into thin orbs of energy. These orbs can be found anywhere, and are great sources to use for power in techno-mystics and are great sources to use for meditation.
~Master Staffs~ are the most Magically potent staffs, and can only be wielded by Masters. These staffs are often kept in a pocket dimension by Masters, and can be used to amplify their already immense power by channeling the Magic, essentially making it purer. The Master Staff is made almost entirely of refined and ritually empowered wood, and some even use shards of nature orbs or blood stones.
POTENTIAL CHANGE: Master Staffs can be wielded by Warlocks and the channeled Magic is almost as powerful as a Master’s. With a Master, the staffs amplify their Magic beyond normal levels. You have to be upper echelon of Warlock to wield a Master Staff. Warlocks using this can only channel the forms they’re best at through the staffs. Thoughts?
Basic staffs are less refined than Master Staffs, and use metals to allow for these staffs to act as CQC weapons as well. They channel Magic the same as Master Staffs, except they don’t make spells anymore powerful. They risk overloading if there are Magical artifacts such as nature orbs or blood stones on them. Basic staffs are much more difficult to keep in pocket dimensions since they aren’t as organic as Master Staffs. These staffs are much less expensive and/or time consuming than Master Staffs. Basic staffs are used by Wizards/Witches mostly, some Warlocks, and very few Mages.
Wands are literally sticks. Refined wands can be made, but are easily overloaded. They do make spells quicker though.
Tentatively: Tree of Life. The one tree where all Master Staffs come from.
Timeline
Key note: Numbers are rounded. These are not exact, but the year is.
XSTRIN is 1,003,735 years old at the beginning of the show
Years were not counted until after Divine Settlement (DS), which is when some of the gods and goddesses decided to create kingdoms throughout XSTRIN
Story takes place in the year 1.2 DS (approximately 1.2 million years after DS)
Freelands are the youngest land
XSTRIN is born
Gods and goddesses take shape 10 years after XSTRIN’s birth
It takes Malbrakka 100 years to create Nether Magic
Malbrakka vs. siblings for 1200 years
Fangs, Dru'Drago, Dulu descendants, Sajes, Abwan created during this time
Other animal species evolve independently of gods and goddesses during this time
At the end of this period, Malbrakka is defeated, Abwan exiled, few gods and goddesses remain, Rays begin reproducing, Elva begin to appear
DS occurs in part to watch over Malbrakka’s fractured Essence after Abwan rebellion 25 years after war
Freelands begin forming.
Sajes migrate to the newly forming Freelands.
Peace throughout XSTRIN as Chi-Yahi, Dulu, Okoshe, and other species emerge; lasts for 1 million years
Sajes go extinct at the end of this period
Busarah is born at the end of this period
Talons evolve from Fangs at the end of this period
Demigods and demigoddesses born for first time in this period
Peace interrupted temporarily as a few kingdoms go to war, resulting in a few gods and goddesses deaths and kingdom assimilation. Lasts 20 years
XSTRIN continues to grow, introducing new lands 5 years after the last war
Lin-baji (1,375 years old at beginning of show) is born 1000 years after new lands arise
Busarah settles in the Sajes ruins during this period
Techno-mystics invented 500 years after Lin-baji’s birth
Reapers go insane during this period
Most of the Okoshe pledge loyalty to Lin-baji
Tempus and Techno-mystic city-states narrowly avoid war 800 years after techno-mystic invention
A few of Oruba’s siblings grant their kingdoms to her 75 years after an almost war
Wyng and Norro are born during this period
Jontu dies during this period
Malbrakka begins scheming during this period
Kali and Qim are born during this period, and Qim bites the dust during it too
Gale is born during this period
Busarah refuses to train Aivu in Nether Magic during this period
Eziyael King is transported to XSTRIN, show begins
Overall Settings

The Ether is the plane of existence that exists within the fabric of reality. It is both inside and outside of XSTRIN, and is equivalent to the afterlife. The Ether houses the Nether Plane. The Ether is an uncontrollable dreamscape independent of XSTRIN, and is where Essences go when the bodies housing them expire. Essences rest in The Ether. Some Essences retain their individuality, while others don’t. The Essences that don’t retain their individuality are simply stored, while those that do are free to roam The Ether. The Ether is endless, and there are many different regions. Essences can be recalled using Nether Magic to enhance the Essences of living beings. The more Essence one retains upon death, the likelier they are to retain their individuality. Anyone can be returned, although it’s far easier for gods, goddesses, and powerful Magicians. The dreamscape is only accessible by Essences that don’t retain individuality; the dreamscape is tailored to the lives of the Essence. The Ether is essentially Heaven, although there are regions that are less pleasant.
The Nether Plane is a specific region created by the First-born Rays to house the most powerful and deplorable Magic users. The Nether Plane is equivalent to Hell, and is a nightmarescape for evildoers. These individuals were extremely powerful, and their Essences are typically transported to the Nether Plane by the enslaved remains of Malbrakka’s Essence. Escape of the Nether Plane is impossible unless an immense amount of Nether Magic is used for necromancy, and the ritual typically involves sacrifice of a powerful Magic user.
Kingdom of Tempus is the biggest kingdom in all of XSTRIN. Tempus is ruled by Oruba, and the kingdom is known for its pacifist ways. The kingdom has never known war; it grew so large because Oruba’s nearby siblings no longer wanted their kingdoms, so they gifted them to her, seeing how she was a benevolent ruler whom her people loved. The kingdom adopted the armies of the other kingdoms, and thus has the largest standing army, although it isn’t the best trained. The kingdom’s center is a sprawling city with stone and wood architecture. There are many trees and much wildlife in the kingdom’s center, with nature being seamlessly integrated into much of the architecture and homes. The castle is beautiful Magically endowed wood and porcelain, helping Oruba and the occupants of the castle to easily connect to nature. The kingdom’s center is surrounded by the assimilated kingdoms, which vary in architecture, culture, and people’s. Tempus has a poor relationship with the nearby techno-mystical city-states. Based on City Park in Nola and mixed with Afrofuturistic elements.
Structure:
Royal family
Council of Tempus consists of representatives from the assimilated kingdoms.
Knights of Oruba (generals of the army) and War Witches (magical specialists of the army). The Knights of Oruba consist of mostly Wizards/Witches-Warlocks, with a few Masters. They are hand-picked by Oruba and most are descendants of other Knights. They are highly adept at Battle Magic and strategy. The War Witches consist of women that have dedicated their lives to the worship of Oruba, and they act as her acolytes in times of conflict. They specialize in spell casting for military campaigns or to derive blessings based on Oruba’s personal philosophy. Socially outcasted, they all reside in or near the High Castle and practice their magical prowess daily.
Tempus Masters are a drafted class during military campaigns.
Tempus Scholars are a class of Masters that are privileged due to their contributions to Tempus society. This is where most Masters are drafted from. Leading scientists, artisans, and intellectuals of Tempus society exist within this class. They enjoy having a huge influence over society.
Center Leaders are the executive heads of the different assimilated kingdoms, working directly under the representatives. They are like the governors of the different kingdoms, and they control large bureaucracies and standing militias to help organize and maintain order.
Nguvo Tribal Lands are only referenced in S1, but are a significant location in S2. The Nguvo Tribal Lands are in the farthest corners of XSTRIN. They are formed via matter manipulation from Quantum Magic. The settlements have very sharp and jagged features, with materials ranging from rocks to metals and other earthy substances. They generate their own power via Quantum Magic, and use Quantum Magic in ways just a step below techno-mystics.
Rekenna Kingdom is the closest to the Tempus Kingdom. It is ruled by Althita. The Rekenna Kingdom has the best trained standing army in all of XSTRIN, and it takes pride in this security. The people are safe and prosperous, so they have lots of time to complain. This kingdom is almost always in political turmoil. Provincial governors are always vying for power and manipulating their people into thinking poorly of Althita, who foolishly doesn’t care. Her apathy towards her political rivals is funny but given some serious undertones. At least once a year there’s an attempt on Althita’s life. The Rekenna Kingdom is characterized by its powerful stone architecture, bustling province centers, and elegant steampunk castle from which Althita dominates her people. Based on Overton Park and mixed with Afrofuturism elements
~The Tree of Life~ is the tree that all Masters travel to in order to craft their Master Staffs. The Tree of Life has roots that transcend dimensions, and it is believed that it began sprouting in the dimension holding the Rays and grew into XSTRIN. As such, it is one of the greatest sources of Magic in the series. Definitely needs a new name.
Earth is a planet with little life left on it. The atmosphere was so deteriorated that humans tried to fix it. We worsened the problem, and as a result the weather became extremely volatile, fluctuating between extremes at a moment’s notice. Within a decade, 90% of the population had died, and the GOAT of mass extinctions happened. Earth is 100 years into this tragedy when the show takes place.
Zindia’s village is on the border of the Rekenna Kingdom. As such, it has faced attacks from Wyng’s encroaching army. The village rest in rolling plains, providing no advantage. It is a large village, with mostly wooden homes and buildings but a few stone buildings in the village center. The aftermath of the first few attacks forced the villagers to build a large stone and enchanted wooden wall around the village. The villagers are hard af which can be used as comical relief but also to show the seriousness of impending war. They refuse to ask Althita for help since they believe her to be an incompetent queen. They are led by Zindia, the hardest Elva woman out. The villagers are mostly Elva, with some Yelvan and Okoshe.
The Ruins of the Sajes are where the once great civilization of the Sajes existed. The Sajes had architecture inspired by the ancient Egyptians and Aztecs. The ruins are of earthy materials that were clearly pyramid-like structures. The ruins have wildlife and shrubbery all throughout. There is a small stone and glass home that Busarah keeps clean. It was her home before her people went extinct. It is the only restored building in the ruins. The ruins are sprawling, going on for miles. The Souls of powerful Sajes roam the streets, reminiscing about life. They typically keep people from robbing the ruins. Busarah has cast a hiding spell that covers most of the ruins from most people’s vision; only Warlock+ level users can see through the veil.
The Freelands is where XSTRIN begins. It is an area of XSTRIN of dense vegetation and sentient earth. It is a nexus of Primordial, Quantum, and Nature energies, teeming with wildlife. It is beautiful, with a single gigantic river that flows through it, trees of all colors reaching hundreds of feet into the air, with multicolored grasses and shifting earth (dirt that is alive). It is dangerous; the wildlife can be deadly, the shifting earth is often malevolent, and the amount of Magical energy can overwhelm people. In addition, there are many Souls that wander the Freelands, endangering the living even further. The Ruins of the Sajes is here. It is one of the most Magical places in all of XSTRIN.
The newest parts are arid since nothing’s really had time to grow.
Forested area, jungle, savanna, mountainous regions, hilly regions, and even a small area with absolutely no life.
Techno-mystic city-states exist throughout XSTRIN, and are in clusters. These vary in appearance, but all are hi-tech, wood and metal infused buildings. Some are more advanced than others, ranging from a Magical steampunk influenced architecture to a Magical, wood-infused Cloud Atlas architecture. Cities are run by oligarchies that report to Lin-baji, who lives in a techno-mystic city-state that floats in the sky.
Asiri is a protectorate of the Rekenna Kingdom. It is governed by a secret oligarchy of lesser deities and mortals. The protectorate is a major trading hub in Xstrin. Important location for S2. Asiri is a fragment of an assimilated kingdom that fought for its independence from Rekenna. It succeeded, however, they quickly found themselves starved from a Rekenna blockade. Unwaveringg in their independence, the Asiri decided to accept the terms of becoming a protectorate, only having to pay tribute to Althita and pledge fealty if her armies need them. Asiri reluctantly agreed. After several generations, resentment for Althita grew to the point that Asiri became a launching point for insurrectionists. It is a hub of Althita haters, all protected by the secret and illegal oligarchy of three gods and four mortals. They organize the eventual overthrow of Althita, and they assist Malbrakka in S2-3. Asiri is completely walled off, with giant walls of poorly transmuted stone. The city is half the size of Rekenna with a larger population, so the crowding creates a cesspool of crime. However, as a major trading hub, it is much wealthier than it looks, and the oligarchy uses its money wisely in building the necessary networks to eventually attempt a coup.
A kingdom run by a mortal and demigoddess.
A kingdom run by a mortal family.
A kingdom run by a god.
Help me with these last three.
Themes
Finding your voice/Identity. Easy’s quest to break spell is titled “Find Your Voice” to signify this
Pressure to be what we’re not
Finding who we want to be
Another question: Why was he the one that was pulled from Earth? Was it truly random? Or is he somehow special? Magic in us all, so he wasn’t special, but his journey and struggle with identity ignited that innate Magic in the process.
Responsibility
As Easy grows in Magic, his responsibility increases, so they go hand in hand
Relationships
Hubris
Redemption and forgiveness (forgiveness isn’t anything without atonement)
Dealing with trauma
Racial dissonance as an allegory
Hell/nightmares vs. Heaven/dreams. A constant motif, this dichotomy is present throughout. It calls to the dystopian reality of the U.S. from the perspective of Black descendants of slaves vs. the utopian ideals found in Black creation.
In S1, each of the main characters deals with slivers of truth and fragmented lies to build an identity. The level of success they find in the season is proportional to their skill with navigating the pieces of their potential identities. So Wyng ultimately fails because she ignores truth and accepts lies. Easy succeeds because he does the reverse. Norro succeeds after some time of failure because he eventually makes the switch. Gale succeeds (kinda) because she starts to understand what responsibility means to her as a person. She still loses in a sense because it took her some time
Plot
Season One
Eziyael King and his dog, Kachi, are transported mysteriously to a magical sci-fi world called XSTRIN. Eziyael, nicknamed Easy, is in this strange new land with few memories of his life before then, and is thus a clean slate in XSTRIN. While there, he comes across a friendly creature called N’ky, a Magical ghostlike being named Gale, K'Ali, a Magical prodigy, and a wise old Master named Busarah that aid him in learning about XSTRIN and Magic, and his attempts at creating an identity in this strange land. XSTRIN is in turmoil as the young demigoddess, Wyng, prepares for war and a hostile takeover of XSTRIN, aided by an amassing army of Magical beasts led by her evil brother Norro. Eziyael and his friends must stop them from becoming too powerful, and save XSTRIN from the violence of war. But are Wyng and Norro the true villains, or is there something more sinister occurring in the mystical lands of XSTRIN?
explores mature themes
meant to empower Black kids
aimed at kids 12+
foreshadow Malbrakka
Season Two
Eziyael and the group must contend with the apparent death of Gale, and Eziyael finds it increasingly difficult to stay in XSTRIN as his memories come back after the defeat of Wyng. However, the truth of Eziyael’s entry into XSTRIN reveals that he may not be the hero many assumed him to be, and he may in fact be the pawn of Malbrakka the Mad God, a malevolent devourer of Magic.
Important fight/moments in Act 2: Easy and Kali travel to the Tree of Life, and during the journey you see more tension build between them, foreshadowing the climactic and cathartic fight scene that is the end of Act 2. FIGURE OUT WHY THEY FIGHT, TRY TO TIE IT TO UPELA AND LIN-BAJI.
Fight scene: The scene starts on a very large branch on the Tree of Life. The scene starts at night right before a storm as the moon is large and in the background. The camera starts with the two characters standing in front of each other from a distance on the branch. The camera pans around the scene so that the audience can see the entire environment and the scope of the danger of this moment. Before the fight, Easy yells in complete anger and lightning flashes as he does; Kali screams right after him with the same anger and thunder cracks as she does. The two characters begin to fight brutally but majestically in hand to hand combat blocking each blow from the other. They are evenly match, eventually landing blows on one another and then retreating. They stop, the rain begins to intensify. There is lightning and thunder in the background. Easy pulls his newly created master staff from his pocket dimension. Kali does the same; the camera pans across her body and it appears in her hands. They engage in melee combat with the staffs, and are evenly matched again. They take another step back, and then they begin to attack using Magic. The scene shows them engaging in a highly choreographed battle Magic scene, but begins to pan out until the audience only sees the light of the Magic spells in the night. The episode ends, marking the end of S2, Act 2.
Exploration of Lin-baji and the techno-mystical cities he has created. Upela becomes more of a character at the forefront. Reveal that Lin-baji is essentially an evil scientist that wants to use Easy as a test subject.
Explain more of XSTRIN’s history, particularly the gods, Rays, and other species. Answer questions that arise from audience and in the story naturally.
Theme shifts from identity to loving who you are. Have a character obsessed with Body Magic to explain body image and use that as a way of overtly talking about theme.
Every season introduces a mentor to conflict with Busarah. Aivu is the conflicting mentor in S2.
The Earth is revealed at the beginning of this season. The backstory of how it became destroyed is showed in juxtaposition to the destruction of XSTRIN at the hands of Malbrakka. Earth was a preventable disaster, and the blatant ignorance is the main factor for why the Earth was destroyed. In XSTRIN, there is absolutely nothing the protagonists can do to stop Malbrakka from being resurrected. At all times, it is a losing battle, and the stakes get worse and worse for the heroes. There is always a consistent sense of tension, but the stakes are so high because Malbrakka is just one decisive move away from victory. If he returns by any means, it’s over.
Season 3
Ending: Easy goes back to Earth after defeating Malbrakka. He wants to find his parents, and before he embarks he tries to cast a spell to see if Magic carries over. He snaps a couple times, and the last snap we see Quantum Magic flicker from his hand and the screen goes black.
Malbrakka mind controls Althita and they kidnap Oruba. Althita is being forced to kill Oruba who says “I hate magic. I hate XSTRIN. I just want my sister back”. Althita snaps out of it and escapes with Oruba but not before she has wounded her. She takes her to Zindia, and all of them renounce Magic and disappear together. They act as anti-heroes or villains in season 3 or in Follow Up Series
Episode Formats
25-30 minute episodes
3 Act structure

