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 Original Luka (Throwback)


Original concepts for Draegon, circa 2002
Original concepts for Luka, circa 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.

Luka was always somewhat of a mystery to me and I could never really get a grasp on her personality, her role in the group, and especially her looks.  As a teenager, I had almost exclusively drawn men (mostly because of my Dragon Ball Z and Mortal Kombat “roots”), and woman served as an enigma to me, with their curvy figures and typically striking facial features; sadly, it wasn’t until I was in my 20’s when I finally started to draw female characters, but truth be told, I still don’t feel it’s a current strength.   The only thing I had truly created about her had to do with concept ideas of her involvement with her culture (as a type of “guardian princess”), how she was betrayed by some of her people and put into an “hallucination prison,” and a short story about Yenen touching down on her planet, finding and freeing her after a few different events, and then the final battle on Katu, where Yenen and Luka face off against a pair of twins bent on creating utter chaos on Katu – which at this point, Luka is also supposed to learn how to harness her Buntaien abilities correctly.  Currently, Luka’s origin story is still very much the same, but altered a little bit to accommodate the new look and history of the planet and other changes.

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

The Planet Jagg Concept

The 3 Historic Phases of the planet Jagg
The 3 Historic Phases of the planet Jagg

Within the first RPG title of the “Legends of Saviors,” the player will continue their cosmic adventure onto the 4th playable cosmic entity (a planet in this case), known as Jagg, within the Saro Perspective.

Jagg, like Signa, wasn’t even conceived of until a few months before I had started back to college in the fall of 2015.  I was trying to come up with an idea for the 4th playable planet, one that would be a bit different than the others, follow a certain theme (in this case, obviously water-based and “movement” in various ways – one example is the Alpha Species of Jagg are the first species to create space flight in the Saro Perspective), and also served a few different functions, both in a narrative way and game design-wise.  Firstly, I wanted to present an almost “lifeless” planet/level to the player, full of wonderfully broad views and intrigue of what had transpired (initially, the idea was to have a planet become totally submersed in water at one point in its history, effectively killing off most of the flora, fauna, and even killing off the Alpha Species, but the frozen aspect was later added with the revamped history of the planet and its inhabitants).  The giant Kay Shard would also help begin unraveling questions within the player, having to do with the gigantic structure, its purpose, and its origin; as it obviously does not look like a “natural” occurrence.  Secondly, the time in which the player gets to visit Jagg will be (if not at the exact time) the climax of the RPG title, “The Buntaien Souls;” where, within the story, Kaiel is under great duress, Yenen begins to remember things he probably shouldn’t be, and the facing of a planet where almost everything is dead and frozen in place, should give a very tense and somewhat melancholy feelings to the player, hopefully urging them along, to make get answers to their questions, and to make things right, again!  Also, another reason for the purpose of Jagg, and what becomes of it, is integrally tied to the transition one main character must go through, to help further their character development and to lead the game where it eventually goes (to Signa and beyond)!

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