Category Archives: Lore Concepts

Various types of conceptual pictures (typically drawings or Photoshop creations) and videos that encompass the different facets of the story of each character, civilization, planet, and Perspective within the various titles of the “Legends of Saviors” series.

The 1st Version of Saro Core-Star Concept

The first (but not current) concept of the Saro Core-Star
The first (but not current) concept of the Saro Core-Star

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.

The idea of a “core-star” (or its bigger version known as a “God Star”) came out of necessity more so than freedom of artistic expression; it was to be the centerpiece of each Perspective within the ST’RCK-5 multi-macroverse, and serve as not only the central figure in which all other cosmic bodies would revolve around, but also as the resting places for the Yin and Yang gods of each Perspective; which each act like their smaller counterparts, MaRu, and RuMa, respectively, who help keep the universe in balance in various, typically macroscopic ways.

After delving and creating more stories and history of the many planets, suns, and people in the Saro Perspective, I figured out I could use the Saro Core-Star and its godly inhabitants in a very integral way, story-wise.  As the picture above shows, it gives you a brief description of the physical qualities of the different layers of the star itself, but also a little story about another integral character that will eventually make choices that sets the destiny of the Perspective onto a different, but hopefully better, path.  I feel that this 1st version (that also coincides with the paper concept) is a good starting point to create an even better, but not totally changed, 2nd version in the near future.

The 1st Version of Signa Concept

The first (but not current) concept of Signa
The first (but not current) concept of Signa

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.

The idea for the 5th and final playable planet (even though there are two other playable areas after Signa, but they are not planets) was mostly to try to conceive of where Kendell was originally from; considering Kendell is such an important character, I figured the reasons behind him being so important must have to somewhat do with his environment and how he lived.  Kendell, even back in the RPGMaker days, has always been a font for technology and inventions, and I wanted to create a planet that displayed the side-effects of his possible experiments.  With that being said, the 1st version above (which coincided, like Jagg, with the paper version) began to take the shape of a planet that had, over a long period of time, been transformed into something quite unnatural; a mechanized, uniform version of its old, organic self.  I wanted to basically create a planet where the inhabitants no longer had to rely on working, trading, or even hobbies to pass the time – where everything was provided for them through (energy, food, water, clothing, information, etc) in a split second within the Supply Citadels and they all lived in designated Residential Columns; they were also all plugged into a type of hivemind when they were alive, and would be mass buried inside the Cloud Buster Mausoleums when they died.

A lot of the same concepts (both lore-wise and physical features) stayed the same for the 2nd version that would follow; which can be seen in this post, among others.  I hope that by the time, regardless of what the final version will be like, the player will touch down on Signa with a feeling very similar to Jagg, but in a somewhat inverse effect, to where everything around them should look like it supports life – in which it still will, at that point – but there is barely any to be found.

The 1st Version of Jagg Concept

The first (but not current) concept of Jagg
The first (but not current) concept of Jagg

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.

Jagg is relatively new in the timeline of ideas for “Legends of Saviors,” and wasn’t even conceived of until the summer of 2015, right before I got back into college.  Originally in the fan-fiction version of “LoS,” the adventure that the Buntaiens would go on was supposed to span across the universe.  Following that, the RPGMaker version combined all of the previous ideas, and molded them onto a single planet; where each continent would, in essence, act and look like the other planets I had created at the time.  When I had finally picked the project back up years later, I decided to go back into my original idea of having a science fiction, fantasy, role playing game set across many different planets; however, this time, it wouldn’t be taking place in a universe, as we know it, but within the ST’RCK-5 multi-macroverse’s Perspectives.

As for the 1st version of Jagg (which both the paper-concept and Photoshop version were created aside one another), I wanted to capture a sense of wonder and dread for when the player touched down on this planet.  I wanted them to have to see a world that had possibly been beautiful at one point, but would now be almost utterly destroyed (on a civilization sense), and would have to figure out as to why this event had occurred.  Also, with the giant Kay Shard piercing through the entire planet, I wanted to invoke wonderment and even foreshadowing, as to both astound the player with something new to see, and to get them even more ready for what would follow.  Initially, Jagg was within the Life Sol-System, and as such, the Alpha Species were going to be oxygen-breathing creatures who lived among a lush and almost Par’N-like surface.  At one point in their history, the planet was to be flooded up to the peaks of their highest mountains, by some “explainable” event, and it basically was an extinction event for most of the flora and fauna of the planet.  However, with new lore and history concepts (and the fact that Jagg being in the Life Sol-System didn’t make sense in the long run) – and changing out the position of the planet to the Water Sol-System (Signa, to follow, would then be put in place, within the Life Sol-System, instead) – the 2nd version (which can be seen in this post) was created to present even more drama, intrigue, and overall depth to the player.

The 2nd Version of Hatz Concept

The revamped (but not current) concept of Hatz
The revamped (but not current) concept of Hatz

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.

For a long time there, Hatz was only alive in my mind, since I had never written anything down about it (neither text nor images).  It was supposed to be a desolate place full of warring tribes that were obsessed with the now-extinct creatures that once inhabited their destroyed land; I suppose, for all intents and purposes, that mental version would be considered the 1st version of Hatz.  Years later, after writing some notes down about it and figuring out reasons as to why the planet may have become torn apart in the first place, I created this 2nd version; which goes into more details on exactly how the surface of the planet looks, shows remnants of what might have been there in the past, and shows off a unique feature of an “ocean layer” being under the surface of the planet.  As I began to create the 3rd version (which can see on the post, among others), I decided to add even more depth by fleshing out the planet’s Alpha Species, their roles in the planet’s overall history, and what the conclusion of such changes would yield.  As much as I like the 3rd version, features of this version still might make it into the final version; like how the mountains were more contained and circular, compared to the ranges created in the newer version.  Either way, I believe Hatz will be a unique experience, and hopefully players will feel empathy for the inhabitant’s ironic and unfortunate plight.

The 2nd Version of Katu Concept

The revamped (but not current) concept of Katu
The revamped (but not current) concept of Katu

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.

I never got around to digitally creating Katu originally (or creating Katu in any visually sense), but there was a concept of it on paper (as described in this post); so, to me, the 1st version of Katu was the concept version just discussed about, while the 2nd version is this one (which was my second attempt, ever, to make a planet in Photoshop – back in 2015).  I made various changes to the specific names of the landmarks of this planet and the details of its history – and even up to the point of this post, I still am not 100% sure on what will be called what, or what will happen exactly when (which is all in the works) – but a lot of what is in this image is still relevant to the 3rd version that has been created recently (which can be seen here, among other posts).  A big difference between this version and the 3rd one is the number of giant rivers cross the entire face of the world; whereas, there is now only two rivers, compared to the four (which the idea could always make a comeback, if proven advantageous).  Either way, no matter which version I go with in the end, Katu will be a primal place full of cat-like creatures who are obsessed with their two greatest assets: their children and their traditions.

The 2nd Version of Par’N Concept

The revamped (but not current) concept of Par'N
The revamped (but not current) concept of Par’N

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.

So, as to clarify, I consider the official “1st version” of Par’N is the one I created within RPGMaker; which was the first time I ever created a game space, and was able to actually create a template for the entire world I had in mind.  This official “2nd version” is the very first Photoshop concept I made for Par’N (which is strongly based on the 1st version), and helped me elaborate more on what I had created in the past.  This version showcases what the planet would have looked like before (“Old Par’N”) and after (“New Par’N”) a great calamity that befalls the planet around a century before the game begins.  The most current conceptual version of Par’N – which I suppose would make it the “3rd version” – shares a lot of the same (if not all) ideas and landmark ideas, but expands upon them even more (you can see one of the posts about the 3rd version here).

*As a side note, the whole Latin theme for the names of the “New” Par’n landmarks might not be used in the final version, but I thought it was a nice touch at the time.

RuMa and MaRu Domaciles Concepts

A concept of a RuMa Temple
A concept of a RuMa Temple

 

A Concept of a MaRu Fortress
A Concept of a MaRu Fortress

It has always been planned that I were to create a game(s), it would be filled with believable, dense, and fanatical lore that would try to tie-in each theme into one other.  With this in mind, I have been working on said lore, people, cultures, planets, history, etc. for many years, trying to figure out something compelling and receivable.  I hope to bring old traditions of certain cultures to modern people through various themes, and to engender an experience that transcends the gaming system it is played on.

*As a slight disclaimer, I apologize for the crude drawings (I’ve never admitted to having great drawing skills), I feel I am better suited for “2.5D” and 3D canvases (like Photoshop or Maya), compared to traditional paper or whatnot.

If you have been looking at some of the other posts, specifically the “Planetary Concepts” or “Lore Concepts” ones, you may have noticed that each of the 5 main planets within the Saro Perspective (that each bear an Alpha Species) all have a type of natural extrusion at their northern poles; some examples would be the extrusive mountain on Par’N (the first picture above), the volcano on Katu, and the Kay Shard tip on Jagg.  Also, what you may – or may not – have noticed is that each planet (and actually, not just the ones that have an Alpha Species) also have a giant body of water that typically make up their southern poles.  Within all of the bodies of water is a natural mass of igneous rock and other dense and strong minerals that make it almost impossible to pierce (an example is the second picture above).  The northern extrusions and the southern masses are actually the domiciles/sanctuaries/beacons of two omniscient and immortal beings that help keep the balance of the planets they dwell on; the north having “RuMa Temples,” and the south having “MaRu Fortress” (both terms are used by the Buntaiens and the RuMas).  The reasons for these beings/entities existence on every planet is to keep a literal balance of all of the planets within the Saro Perspective (and every Perspective is the same, in these respects), summon the Buntaien Souls from their slumber (to find new hosts), and to not only train the Buntaiens that eventually develop, but also to guide the Alpha Species’ of the planets on which they exist.

There is a lot more information regarding both the RuMas and the MaRus (their origins, their reasons for being, how they are different from one another, etc.), but I will leave that for another post with updated concepts!

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.

Saro Perspective | Proto Phase

A basic diagram of the inside of the Saro Perspective during its Proto Historic Phase
A basic diagram of the inside of the Saro Perspective during its Proto 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 last post about “Perspectives,” each one revolves around a giant entity known simply as a “God Star,” which acts as both a center of the ST’RCK-5, and as a “prison,” of sorts, for the contained Aryk Perspective; which is a 6th, hidden Perspective sealed away, for the purpose of the experiment that STARCK and the Kay Crystal devised.  Iif any of this sounds confusing or unfamiliar, watch this VIDEO!

This diagram is during the 2nd Historic Phase (also dubbed the “Proto Phase”), which takes place after the Normg Virus of Mortality has affected the entire Perspective, making all flora, fauna, Alpha Species, and overall cosmic down to microscopic function follow a mortal way of existing (where survival, decay, and death are now realities, whereas during the Primal Phase, they originally were not).  Specially talking about the Saro Perspective, 4 of the 5 Alpha Species began to radically alter their people and cultures by cultivating the different types of Kay Material spread both across and within their native planets, and creating different technology with it (of each would be themed depending on which sun their planet revolved around).  One could say that during the end of the Proto Phase, most of the Alpha Species were living within their own “golden ages,” however, all of that would soon change, for each of them.

Saro Perspective | Primal Phase

A simple diagram of the Saro Perspective during its Primal Historic Phase
A basic diagram of the inside of the Saro Perspective during its Primal 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.

What makes up a “universe” in this type of reality is known as a “Perspective” (of which the ST’RCK-5 has 5, hence the designation); which from an outside view would appear as a specifically-colored “bubble” of energy, while on the inside it is a fractal of what is on the outside – 5 solar bodies, with 5 planetary objects revolving around each, revolving around a crystalline solar body.  Within the Saro Perspective specifically, each “Sol-System” (basically solar systems, of which there are 5 within each Perspective) has a single planet that bears an Alpha Species, while the other planets either only support basic life forms, or can’t support life at all.  The sun within each Sol-System is based on a different theme, which affects the lifeforms, environments, and functions of each planet around each sun.  For example, the Alpha Species within the “Energy/Life Sun” Sol-System (known as the Tarakins, during this Phase) eventually becomes obsessed with preserving all forms of life, and dedicate their existence to finding ways to do so.  Another example is – and again, during this Primal Phase – which is the 1st (out of 3) Historic Phase after the Singularity Birth – the ability that the Alpha Species within the “Love/Fire Sun” Sol-System (known eventually as the Katuar) uses is fire-based, where they can control flames and lava, and even summon volcanoes from within the planet.

*As a side note, not all 5 Perspectives have the same amount of Alpha Species’, nor the same laws and overall themes as each other, either.