The Original Yenen (Throwback)

ConceptYenen1

The original drawings of Yenen, circa 2001 & 2002
The original drawings of Yenen, circa 2001 & 2002

The origins of “Legends of Saviors” lies within a Dragon Ball Z/Dragon Ball GT and Mortal Kombat amalgamated fan-fiction I had acted out with friends, wrote documents on, created a D&D campaign based on the lore, and crafted a short game made in RPGMaker.  I still have drawings from those days, and thought some people might be interested in what was going on almost two decades ago.

Originally, and simply, Yenen was a clone created from the genetics of Piccolo, Vegeta (both from the Dragon Ball Z series) – hence his Namekian antennae and very Vegeta-like widows peak and facial features – and the Yin-god of the Saro Perspective.  He was used as a living weapon, for around 500 years, to take care of Kendell’s enemies, whoever those might have been at any given time.  Eventually, Yenen (at this time, his original name was Yinen – but now has been changed to Yin-En, to indicate a designation, of sorts) was sent to a desolate moon where a certain group of people ran a type of “mercenary outpost/outlet” within a single, giant, towering building on the spheroid.  Consequently, he was beaten so badly, he was sent spiraling through space, and eventually landed within Par’N’s ocean (where he was then found and treated by RuMa of Par’N).  After coming too, he then trained with RuMa and Draegon, so that they might be strong enough to fight back “evil” and find the other Buntaiens who had not awoken yet.

In the present day, this origin story shares similar aspects and traits, however a lot of details have been changed, to hopefully create a more deep, flowing, and overarching story.  As you can see from the second picture, I was attempting to get away from the fan-fiction I had created, and was trying to create characters that didn’t share so much with my favorite entertainment mediums.  I also added some mass to Yenen, which ultimately I didn’t prefer, which I change later for another picture (which I will post soon).  The overall features, however, have not changed from the inception to the latest concept picture – the blue, spiky, long hair, the blue eyes, the fang in the mouth, the pointy nose, pointy chin, etc.

If you’d like to see the most current version of Yenen, check this post out!

Saro Perspective | Present Phase

 A basic diagram of the inside of the Saro Perspective during its Present Historic Phase

A basic diagram of the inside of the Saro Perspective during its Present Historic Phase

The cosmic laws and entities of the ST’RCK-5 multi-macroverse are both similar and alien to our own.  There are planets and suns, with various types of life on some of them, but the ways these bodies work is not always exactly the same as ours.

Continuing from the previous post about “Perspectives,” there are indeed 5, that revolve around a giant God Star.  Each Perspective is called thus because they each represent the different – 6, originally – aspects of the STARCK being that helped create it (again, with the help of the Kay Crystal).  The name STARCK is actually an acronym, and each letter is a word, in which, each word is the name of each of the different aspects/perspectives of this god-being.  As for the ST’RCK-5, a 6th Perspective (the “A” one – which stands for “Aryk”) had to be quelled and sealed away for the purpose of the experiment this particular god-being helped devise.  Just like how each sun within each Sol-System has a specific theme and engenders specific traits within the beings that live around it, each Perspective, as well, also has different themes, which also controls certain aspects within each.

This diagram is during the 3rd – and most present – Historic Phase (also dubbed as the “Present Phase”), which, specifically for the Saro Perspective, sees a large decline in the lives on the “Alpha planets” (planets which bear a native Alpha Species), a loss of secondary planets (those that don’t seem to have an Alpha Species), and overall peace.  As a Buntaien, it is essential to be summoned into a Perspective when it tends to go out of balance (but had to be of a large degree), however, considering the new plans set out by Wajoby and the RuMas of Saro, the summoning of these Buntaiens had to wait until there was no other choice but to rely on their powers to help set things right.  As seen in the picture above, most of the planets, at this point of history, has been irrevocably changed (and most, for the worse), and it is up to the player to create harmony for the remaining living beings, ignore their pleas for help to go on a more personal and selfish journey.

Yenen’s Buntaien Weapon Model, Cont.

Kumojahitii Blade - Lvl 3 - 1st Version_2

More angles of Yenen's Kumojahitii Blade
More angles of Yenen’s Kumojahitii Blade

Within the RPG titles of the “Legends of Saviors” are many planets with different creatures, people, cultures, and histories that will all have a unique and distinct look from one another, but following a similar style.  I hope to create models that reflect exactly what it is I’m looking for, and create a consistent look with everything.

As mentioned before about this particular weapon, it harnesses the power of life and energy, in which it displays those abilities through various forms of light and lightning.  As for this version of the Kumojahitii’s final form, I wanted to create something that almost looked ridiculous – from a “mortal” standpoint – and would look almost impossible to wield; trying to go for something a possible “god” or godly entity would use.  The blade itself is able to split off into different shards, and can be used to entrap enemies (while electrocuting them), shield oneself (or others), deflect attacks back to enemies, and can even be used as projectiles.  The tip of the hilt (going past the blade, itself) can also be used as a piercing weapon, once the blade has been “shattered.”  The jewel within the hilt (and the gold-color of most of the sword) is supposed to represent which Buntaien is wielding it, however, for this one, the coloring will be different in the final version, to go along with the new themes chosen for the Buntaiens.  The grip, for this version, looks like the hide of a creature that dwells in space or at the bottom of a deep ocean.  There are also 5 spheres on this weapon, to represent the 5 different suns within the 5 different Sol-Systems, and act as generators (visually and mechanically), both gathering and dispelling energy according to Yenen’s will.

The Planet Par’N Concept

The 3 Historic Phases of the planet Par'N
The 3 Historic Phases of the planet Par’N

Within the first RPG title of the “Legends of Saviors,” the player will begin their cosmic adventure on the 1st playable cosmic entity (a planet in this case), known as Par’N, within the Saro Perspective.

Par’N, within “The Buntaien Souls” RPG game, will act as both the first, playable planet to balance out, and also as a central hub or base where the player will spend more time than the other planets.  With this in mind, it is important to have enough things to do on Par’N, as to not make it a boring, lifeless husk of a hub (as some games sadly do).  With that being said, Par’N has, what is called, “dead-tech” that is scattered across the remaining landmasses; which include energy towers, entire cities, and the technology therein.  The player will have the option to find a way to fix various dead-tech spread around the planet, which in turn will help the inhabitants recover their lost history within the data banks of the Controller Cities, and basically their old way of life.  There are 3 different landmasses on the planet as well, which again, will serve as “milestones” or checkpoints for the planet (and kind of the whole story, in general); where the first landmass will be accessed in the beginning of the game, the second landmass will be accessed once a Buntaien leaves for Katu, and the third landmass will be accessed once a Buntaien(s) leaves for Hatz.  After that, depending on the choices you made during the events of the three landmasses, there will be a type of “epilogue” that will eventually play out once the player gets far enough in the game.  Also, specifically with Par’N, the RuMa Temple will act as the physical base for the Buntaiens, where they will be able to train their abilities (while possibly learning new ones), teleport to other RuMa Temples on other planets, build new rooms for various purposes, and hang out and talk with the other Buntaiens for character progression and narrative purposes.

If you are interested in more details of the newest concept of Par’N, check out this post and this post!

*As a side note, this is basically the theme for all of the 5, main planets, where they are in a certain state of disarray when you arrive, and – once again – depending on the choices you make, and the actions you take/don’t take, the planets will be different later on, once you visit them again near the ending of the game.