Friday, October 1, 2021

Sequel to Kellyanda in Eagleworld

This is the sequel to the "Kellyanda in Eagleworld" TV show idea I've thought about for quite some time, but have finally decided to abandon. I've reached the point where it's very unlikely I'll ever make anything of this, and I want to clear some head space, so I wrote everything I ever thought about it down, and, hopefully, I can stop thinking about it. I am sharing it with you, the world, and am allowing and encouraging you to do what you'd like with it. Want to finish it? Create fanart? Fanfiction? Do you think you can make it an actual TV show? Be my guest. I'm done with it. You can use this in any way you see fit without asking permission, as long as you don't claim it's your own idea. And, if you do make something with it, it's not required, but I'd appreciate the credit "Based on an Idea By: Zachary Christensen" somewhere. Enjoy, and I hope this is put to use in some way.

Also, I apologize for the grammatical problems and rushed nature of the writing. Most of this was completely stream of consciousness and just an attempt to get everything in my head down in text. I hope you still find some quality in it.

Premise: 20 years after Kellyanda defeated Mordrea and returned home, she's become a relatively successful writer, writing a series of young adult novels inspired by her adventures in Eagleworld. However, her daughter, "Cassandra", isn't into fantasy, and, as a teenager, demonstrates moody apathy towards life in general. With how the books are written, she asks her mother if she actually thinks she lived through these events, which Kellyanda tells her that, since she woke up right after the storm that sunk the ship she was on, she's not sure herself, but she feels like she lived it. Shortly after, "Cassandra" is idly playing with a metal figurine she found at a yard sale, when reality appears to melt around her, things warping, fading in and out, and the stitches of the universe itself seemingly unraveling to reveal colorless voids. Before it appears "Cassandra" will be swallowed by the universe itself, the figurine glows and she is suddenly teleported to the middle of a busy traffic center, where she's nearly hit by a steam-powered carriage. It turns out she's been teleported to the Eagleworld her mother had visited, but over 200 years after Kellyanda's departure, with culture and technology taking on a mid-19th century, steampunk aesthetic. "Cassandra's" appearance creates quite a stir, and she's brought before the parliament that now governs the "United Eagleworld Empire". Nobody knows why "Cassandra" is here, including "Cassandra", and, since magic and prophecies had fallen out of favor over the years, there was nothing foretelling her arrival. Not wanting to be bothered with the situation, the government sends "Cassandra" to live with a low-ranking ministry employee until other arrangements are made(aka "likely the rest of her life"), and a low-ranking "curtle" is appointed to make sure she doesn't get into trouble. "Cassandra" is very scared and unsure what to do, but she quickly makes friends with her apartment-mate and appointed guard and tries to make the most of her situation. However, she's in for another surprise when it turns out her metal figurine IS ALIVE! And can move and talk! It also doesn't know where they are or why, but, every once in a while, it gets a feeling that they need to do something, grab some item or explore some location, usually something they're not supposed to grab or somewhere they're supposed to go, but they obey anyway and make discoveries, sometimes unclear at the time, sometimes revelational. As they explore, they find that, after Mordrea was defeated, an ENORMOUS amount of energy was released all in one spot, enough to tear the fabric of space and time itself, including the outer dimensions where a great evil has been imprisoned. It's managed to keep the tear open with the smallest fraction of its being, and has been steadily tearing the rip open, warping reality throughout time as it proceeds. "Cassandra" and friends must utilize the figurine's vague guidance and find the pieces to an ancient weapon another omnipotent being buried on the planet just in case this ever happened, before the being can fully free itself and reform the universe to its liking.

Setting: The series takes place back on Eagleworld, but 200 years after Kellyanda's departure. In that time, the planet has taken on a more "steampunk" aesthetic, resembling Victorian England in the mid-to-late 19th century, but with more advanced, steam-powered technology than existed during the human era. Later inventions and styles also exist, including jazz/swing music, radio, and even early film and refrigeration technology, but animals are still not utilized. The constitutional monarchy has been deposed of decades ago in favor of a plutocratic republic, where the rich and influential serve in office to help guide the empire, though corruption is almost the norm with these elected individuals. Since the war, the term "monarchy" has developed an incredibly sour taste, being associated with tyranny and oppression, and to even be suspected of being a "monarchist" results in scorn, the loss of any credibility, usually loss of job and being blacklisted from employment, and even long-term imprisonment, depending on how much ground the suspicions have, similar to the McCarthyism of America in the mid-20th century. Unlike the "golden era" the world Kellyanda arrived in appeared to be in, the world "Cassandra" is dropped into is going through a depression, having just come out of a great world war against the remaining and most corrupt monarchies about a decade ago. Unemployment, homelessness, and crime are rampant, and the foggy, smokey area of the Capital City makes everything seem overall depressing. Magic has fallen greatly out of popularity in favor of technology, with most magic only utilized by hobbyists, cultists, and entertainers, and stricter restrictions placed on those who use magic, though some important magical things, such as the translation field, are still maintained. Swords and crossbows have given way to guns and throwing daggers, and even early electrically-charged disciplinary rods, though steam is the preferred method of power for most machines. Airships are still the preferred method of travel, now resembling zeppelins, though the wheel has increased in popularity with the decrease of magic, with trolleys and steam-powered public and personal transportation helping citizens get around the overcrowded cities. For "Cassandra", nearly everything she goes through is the exact opposite of her mother's experience. She's stuck in a tiny apartment barely big enough for one individual, let alone 2, with her "caretaker", even with the allowance she gets from the council to look after "Cassandra", barely making enough for food and rent. "Cassandra" sometimes tries to help earn money, but, in a depression-stricken empire, jobs and income are scarce. "Cassandra" is also not allowed to leave the city, or to wander outside her apartment without an official escort, so, on days when her usual guard is unavailable, she wants to do things by herself, and/or they need to leave the city, she must find a way to sneak out without her or her friends being noticed, which is quite difficult for the only human on Eagleworld. While Kellyanda had the full support of the princess, the parliament couldn't care less about "Cassandra", often declining or ignoring her petitions and warning her that any "tomfoolery" will be dealt with severely, so, for most missions, "Cassandra" and friends are forced to stealthily evade the notice of any officials. And while most of Kellyanda's problems could be solved through magic or a fight, most of "Cassandra's" adventures take place within the city and with regular citizens, where fighting or killing is frowned upon, so many of "Cassandra's" "missions" require stealth and cunning over combat, usually having to talk her way through a situation or just avoid being caught. And when she needs to leave the city and go to a location outside of normal airship routes, they either need to find a way to charter a flight, which is very expensive, or sneak aboard something going that direction. For "Cassandra", the "adventure" most days is just to stay alive.

 *The "CURTLE" Program: A major element of the series is the presence of the Criminals Undergoing Rehabilitation Through Law Enforcement program, or "curtles", as they're unofficially, usually derogatorily, referred to. As the name implies, the organization attempts to reform felons by enlisting them in law enforcement, promising, among other things, that their criminal record will be erased once the probation is completed. It's completely voluntary, and most arrested citizens can request that they be taken to a recruitment center instead of locked-up and charged, which the police are legally required to comply with. Of course, the program doesn't take everyone, as they will instantly refuse anyone with crimes too irrelevant(such as littering or jaywalking) or too serious(such as murder or arson). Once the organization agrees they're "criminal" enough to be reformed, the applicant is then subjected to a series of strenuous mental and physical tests to determine WHY they want to join the program, if they pose any danger to themselves and/or others, and if they're fit enough in body, mind, and morality to endure the stress of working in law enforcement, the failure of any of these tests resulting in immediate expulsion and incarceration. If the individual successfully passes these tests, which may take several days or even weeks to complete, during which time they're locked in holding cells, they are sent to a facility very similar to a police academy, where they undergo several weeks of practically the exact same training, but failing at any point results in expulsion and a return to being sentenced. If they can complete their training, they are fully recognized as a "curtle", assigned a district to work in, and begin their probationary period assisting as "lower-class" law enforcement. During this time, they are assigned a bunk of their own at the local barracks, plus food at mealtimes and basic healthcare, and they're even paid a set salary every week, though only half the established minimum wage of the district. But these amenities aren't free and require the "curtle" to obey a strict schedule and set of rules. They must be up at a certain time, in bed by another time, provide a detailed written account(that can be transcribed by the in-house secretary if they can't legibly or coherently write) of every day, whether on or off-duty, and have it handed to their commanding officer for review by the end of said day, engage in occasional mandated activities, check-ups, and training periods, and treat their superiors and fellow "curtles" with respect, with no fights, theft, or significant property destruction of any kind tolerated. On duty, the "curtles" mostly serve on-patrol(though the more "favored" or "incapacitated" may be assigned desk and secretarial tasks), performing mostly police grunt work, such as writing tickets, breaking up small public disturbances, guiding traffic, moving along loiterers, and, as "Roger" is assigned to do, guard any designated place or individuals. However, guard duty is not a permanent assignment, and is considered over by the end of the day or when shifts are changed. So if an individual, like "Cassandra" qualifies for a guard and seeks a specific one, they must petition for that guard and hope he is not busy with other duties. In events that backup or other large-scale support is required by fully-fledged officers and when more "official" help is unavailable for immediate recruitment, any "curtles" in the area, save for those assigned guard duty, can be recruited, and are legally obligated to comply, though the officer(s) are also held accountable for actions of said "curtles" and any orders they're given, especially those that exceed their authority. "Curtles" cannot arrest offenders, but can detain them for no more than a hour until actual officers can be summoned, though evidence of wrongdoing must be present and/or witnessed. "Curtles" cannot carry or use weapons, save for an electrical "discipline stick" that administers a light shock, and cannot physically attack individuals unless attacked first and clearly in danger and unable to simply restrain the assailant. "Curtles" also cannot be given or assigned warrants, given undercover assignments, own personal or drive police transportation, use their status as an excuse to be shown "special treatment", and must obey all other applicable rules and restrictions of the police force and laws of the district and land. Any one serious infraction that cannot be justified can be considered grounds for termination by their supervising officer, and, in the event of discharge, their parole is considered violated and the offender is sent to jail to serve their remaining sentence, plus any more time incurred by the offender's actions, with their criminal record restored and permanent. However, "curtles" can earn reductions to their sentences through good behavior or notable good deeds, and anyone who assaults or murders a "curtle" is charged with the assault/murder of an officer. Any "curtle" that successfully completes their tour of duty is considered "time served", their criminal record is expunged, and, availability providing, may also be offered a position as a full officer. However, the program can only be applied once, and any repeat offenders are denied entry and arrested and tried with regular procedure, with any convictions being recorded on their permanent record. As can be assumed, nobody likes a "curtle", considering it a way for criminals to simply escape punishment and be shown "special treatment", especially when the same individual that robbed them several months ago is now writing them a parking ticket. Some will even go out of their way to try to get a "curtle" discharged from the program, claiming excessive action or feigning mistreatment, but such claims are often not followed up on. Even "real" police officers often see "curtles" as "leeches", stealing essential "pathway" duties from "actual" police cadets, and usually treating them with distrust and even attempting to overwork them to get them to forgo the program and go back to prison. And while the program is exploited by more devious and unscrupulous individuals, including those who secretly use their clearance to spy or commit theft or murder, for most felons, the promises made by the program, including a salary and the opportunity for a fresh start, and the benefits of the program over being locked in a filthy, dangerous prison, are too tempting to pass up. Another program titled CURTMA(Criminals Undergoing Rehabilitation Through Military Appointment), that seeks to have felons reform through military service, is also proposed, but, during "Cassandra's" journey, its ratification and implementation is never confirmed.

Characters(all names in quotes not finalized):

*"Cassandra": "Cassandra" is the teenage daughter of Kellyanda, and the new "chosen one" of Eagleworld, though what that means isn't made clear until much later. Her personality has not been set, but it's likely the personality not chosen for Kellyanda in the previous pitch. It's also likely she has a bit of a rebellious streak, being known for shoplifting small items and ignoring boundaries back on her world, traits that surprisingly come in handy in her new location. She also discovers that she has a love for the theater, her ability to act and disguise herself proving useful for many situations. Not much else has been decided, except that she becomes less rebellious and more comfortable with her surroundings as the series goes. And while more toiletries and clothing are available in this time period than the one Kellyanda adventured through, shoes and T-shirts are still a problem.

*"Goldie": "Cassandra's" draconian "caretaker" and roommate. "Goldie" works for the Ministry for The Prevention of The Abuse of Magic, mostly as a desk clerk, but also accompanying some "search and seizure" groups to document the locations of offending groups that must have their gems confiscated, as well as each step taken to be recorded on file. It's a long, thankless job that pays nothing, but, given the state of the world, it's the best that can be done. "Goldie's" dream is to work at Draco Industries, the leading name in the technology that's shaped their world, but knows that it would be easier to fly to the moon(which the institute is currently working on) than to even to get a desk job there. Character and voice-wise, "Goldie" is very similar to a Whoopi Goldberg performance from the 90s. Wild, hyper, and sarcastic at times, but also very caring, emotional, and good-natured. She often refers to "Cassandra" as "baby", and has a hard time keeping her mouth shut when annoyed or joking. "Goldie" is fascinated with magic and attempts to use it whenever given the chance. She has always lived in poverty and can't afford a regular gemstone, but, ever since she was a young girl, she's made do by hunting around the garbage in the richer districts of the city, finding shards of anything that could be gem fragments(though quite a few are glass or common crystal), and gluing them to her scales. By this point, she's quite colorful, and the fragments allow her to use simple spells. However, the unstableness of utilizing multiple fragments of various gems-and-not-gems usually cause the spell to backfire, and the force of any spell almost always knocks her on her backside.  She believes in "Cassandra" and tries to help her in her quest whenever and however she can. Even if she has to bust some heads in the process. ESPECIALLY if she has to.

*"Roger": "Cassandra's" "personal guard" eagle, and a member of the CURTLE program. "Roger's" parents suddenly died when he was a young male, leaving him as the sole heir to a large family inheritance. Without the mentality or education to use his money wisely, he would throw lavish, hedonistic parties and go on regular shopping sprees, making no attempt to make any of the money back. As his funds dwindled, he attempted to keep up his lifestyle by selling more valuable possessions or taking out large loans, but finally spent every penny, losing his home, his friends, and everything but the clothes on his back. He'd wander homeless for a while, digging through the trash for food, before resorting to secretly stealing it. But his spree wouldn't last long and he'd be caught and thrown in a jail cell awaiting sentencing, where he'd meet "Mike", the leader of a vicious "steamcycle" gang. He'd help "Mike" escape, and, in return, was made a member of the gang. For years, he'd run with the gang, committing robberies, vandalism, thefts, and fighting against officers and other gangs. He or other gang members would be repeatedly arrested, but always bust out with help from the rest of the gang. However, that all ended over a fight over a female eagle both he and the gang leader wanted to be theirs, and he'd expel himself from the gang. With nowhere else to go, he'd discover the the recently established CURTLE initiative, successfully apply, and has already been serving several years under the program. While "Roger's" on-duty demeanor displays the tough, loyal, militaristic tone that his job entails him to have, when off-duty, he proves quite timid, not wanting to go to huge gatherings or have personal meetings with people. "Roger" shows much regret for his past, and doesn't like talking about himself unless he absolutely has to, like when he's explaining why following a certain individual is incredibly important to him. Even his relationship with "Cassandra" starts out as simply part of his job, as the guard who is entrusted to make sure "Cassandra" doesn't walk around the city unsupervised, and whom "Cassandra" has to trick or distract to get somewhere and complete her mission. However, he starts to loosen up and becomes one of "Cassandra's" friends, believing in her mission, and doing everything he can to help in the confines of his very restrictive probation. He'll try to get "Cassandra" where she needs to go and find what she needs to find, even if it means putting his job and his freedom at risk, though any conflicts or likelihoods he'll be terminated are usually resolved and he keeps/regains his position. At some point, he and "Goldie" begin a romance, possibly ending with them marrying. Eventually, he serves his sentence and becomes a full officer, serving full-time as "Casandra's" guard with more means to help her.

*"Small Metallic Figurine": "Cassandra's" vaguely-humanoid trinket, and what transported her to Eagleworld in the first place. In this new land, possibly with the presence of more readily-available magical energy, it comes to life, being able to walk and talk. However, it's only 4 inches tall and weighs less than a strawberry, so it prefers to travel around in "Cassandra's" pocket. Its personality is quite grouchy and sarcastic, usually responding with pessimistic one-liners or even exploding into insults if it hears something derogatory said about "Cassandra", usually in public with it tucked in "Cassandra's" pocket, leading to a hasty retreat from "Cassandra" and friends. However, it does demonstrate it genuinely cares about "Cassandra" and wants to help, even if it has trouble expressing genuine appreciation. Its features are very basic, looking like a human sculpture that only just got started, with the shape, but few of the details. It has little dot eyes and a jaw that unhinges to talk with, as well as arms and legs, but no hands or feet. It speaks in a very "androgynous" tone, never letting on if it's male or female, if even either. Despite being the thing that teleported "Cassandra" to Eagleworld, it has no idea how it pulled it off, nor why they're there. However, every so often, it will get an impression, something they need to do, usually somewhere they need to go or something they need to find. The impression never manifests itself all at once, being revealed to the figure piece by piece as they travel to each area it's impressed to lead them towards, and sometimes leaving them in embarrassing situations, like when it tells them to do something, they do it, but then it gets the other half of the instructions that prove it was a warning NOT to do what they just did. Often times, the final result leads them to something odd, usually something commonplace and/or seemingly worthless that has nothing to do with their journey. However, later-to-much-later, their need for the item or the reason they did something in one area manifests itself, bringing them closer to whatever their goal is. Only "Cassandra" and her friends know of its sapience, making an effort to hide it in public as to not arouse suspicion or link anything questionable they might have done back to them. Due to its small size, it proves invaluable in sneaking through unreachable areas, or inconspicuously spying on certain groups. However, its lack of fully-functioning limbs means it's a clumsy runner and can't pick most things up, plus it's often put in situations where it could easily be squashed underfoot or flicked around by small animals, so even the simplest of spy missions often proves extremely dangerous. Whatever the figure leads them to, "Cassandra" hopes it'll explain her presence on Eagleworld, and the strange warps in reality that have been occurring.

*"The Colonel": A character likely introduced sometime in Season 2, "The Colonel" is a middle-aged draconian veteran of the world war that ended a decade ago. He meets and befriends "Cassandra" when he first moves into the city, and is inadvertently roped into one of their wild goose chases to find something of seeming importance, the experience proving convincing enough for him to believe in "Cassandra's" mission. Battle-scarred and with a spring-powered prosthetic replacing his right leg from the knee down from when he stepped on a mine during the war, he can't move quickly or gracefully, and long chases easily wind him, making him have to stop and catch his breath often. However, he proves skilled in sharpshooting, and can take out opponents from a distance if given a chance to aim. He's generally good-natured, easily amused and often letting out a boisterous chortle when he hears something he considers funny. He'll gladly tell stories about his time during the war, showing off souvenirs he's collected from all over the world, and sometimes proving to be an unreliable narrator, as some stories sound too exaggerated to be true. However, some recollections put him in a sour mood, including remembering how he lost his leg trying in vain to save his friend. "The Colonel" proves extremely helpful in helping "Cassandra" and friends get into places around the city, and even smuggling them aboard airships. While he's retired and his rank is now more honorary than official, his reputation still holds some clout with others, and he possesses great charisma and presence, letting him charm or intimidate others into helping them. ...Of course, even he has his limits, and sometimes gets into trouble for their actions, though he'll gladly take the fall for them, usually getting off lightly compared to whatever consequences the others would have suffered. He develops somewhat of a "grandfather/granddaughter" bond with "Cassandra", serving as emotional support when needs be. He likely doesn't live to the end of the series, but what he does to help everybody is more than any of them could have asked for.

*"Councilwoman Rose": An eagle member of parliament, one of the most corrupt and antagonistic to "Cassandra" and friends. Rich, aristocratic, and easily disgusted or provoked to anger, "Rose" seems to take a sick pleasure in making "Cassandra's" life miserable, vetoing every single petition "Cassandra" makes and usually convincing the rest of parliament to do the same. She will openly mock and tease "Cassandra" in public, calling her a "flesh blob", among other things, and having them kicked out or banned from events or buildings solely because they're attending the same event. She tries to pin every mysterious event on "Cassandra", even the ones they didn't do, and constantly demands she and her friends are arrested, or at least thrown out on the streets, but never finds valid proof and even her position has its limits. At some point, she may lose her position, or even get killed, but, for a good chunk of the series, she serves as the major "known" antagonist. It's also revealed she's a direct descendant of Princess Eaglet, showing that compassion and understanding aren't genetic.

*Draco and Mage: While not actually serving as characters, Draco and Mage from the previous series are often brought up, and their actions during and after the events of the first series have had a major impact in shaping the world "Cassandra" now inhabits. After Kellyanda returned to her world, Draco and Mage's business boomed, the trade routes and warehouses full of resources they established proving invaluable in rebuilding the world after. They became some of the richest and most prominent businessmen on the planet with most of the world's trade routes either fully or partially owned by their corporation. And, while there is corruption on lower levels, they kept their morals intact in guiding their business. With one business doing so well, Draco eventually branched out into another venture, simply called Draco Industries, which began as his own personal lab to create, improve, patent, and sell his inventions, over time becoming the world's largest and most productive research & development lab. Thanks to his ideas and the ideas of others developed and processed through his venture, Draco became basically the Edison/Tesla of Eagleworld, nearly everything that exists during the time period "Cassandra" was dropped into having been invented or improved on by Draco and/or his labs. Draco would continue to head both ventures until his retirement, and would live to a ripe old age, having seen his ventures become the foundations the new world was built upon.  Both the trading venture and Draco industries still exist 200 years later, and some of Draco's descendants still hold some position in both, for better or worse, which have been split into two separate businesses since Draco's passing. Mage, on the other hand, would choose to go a different way with his life. While he continued as equal partners with Draco, gladly assisting in all areas he could, Draco remained the main face of the company, always the spokesperson and the individual seen by the public and investors, to the point many didn't even know Draco had a business partner, and Mage would sometimes have to convince security he even worked there, let alone that he owned the place! Additionally, while Mage tried to keep up with the frequent directions the ventures would take, he still had a hard time accepting the latest innovations, his traditionalist attitude in stark contrast with Draco's mentality of constantly improving everything. Also, his new born-again take on life made him feel guilty about all the money he'd be earning, even with much of it going to charities and other good causes. And, as the years passed, he'd find himself nostalgic for the adventures he, Draco, and Kellyanda went on, all the unknown areas they discovered and all the good deeds they performed. To the point that, one day, he decided that's what he wanted to do with his life. He sold his share of the company to Draco for practically nothing, on the condition the company would continue to support his charities and scholarships, and, taking only a small bag of supplies, set off into the world for parts unknown. For years, Mage would have his own adventures, usually alone, sometimes followed by a accomplice or pet, as he strove to discover new and unusual lands and landmarks, all the while doing good and keeping a strict, unflinching moral code(similar to the travels of the pulp hero Solomon Kane.) At some point in his life, he came across a hidden native civilization, where the inhabitants had discovered a brew that greatly slowed the aging process and lengthened the consumer's life. Gaining the inhabitant's trust, and completing a near-impossible task to earn their approval, he also drank of it. Because he consumed it at a relatively advanced age, his lifespan wasn't as expanded as most others, but he still lived and had energy to adventure far past normal life expectancy. Eventually, he was forced to retire his adventures, and, with his home civilization having left him behind decades ago, he settled among the natives that had given him the brew. At some point, "Cassandra" and friends would come across him, blind, bedridden, and extremely old, allowing him to meet with the daughter of a friend he never thought he'd hear from again, before handing her his adventure journals and dying shortly after. The adventures Mage undertook could potentially be spun into their own comic and/or micro series to be run with or after the show.

*"Unknown Character". A potential character that could be a minor or major character, or even an antagonist. Nothing else has been established except the backstory. The character spent most of their young life in an orphanage, before being adopted by a well-to-do farming entrepreneurial couple, who couldn't have children of their own. The character is brought up in the couple's large home, given a great education, and excelling in most of it, including physical activities, making their adoptive parent proud. ...But then, one day, something truly unexpected happens. The couple finally lays a fertile egg, something they had been trying for for years and they were told could never happen! While their parents are overjoyed, the character is frightened and disappointed to have competition for their parents love. The egg hatches and the couple finally have a genetic son. And while they insist they're not favoring one child over another, the character feels like most of their attention is drawn towards raising their son. The character goes into overtime to try and impress their parents, but they don't feel like they're given the respect they deserve. The character is forced to act as an older sibling to their stepbrother, and while trying to fill that role to the best of their ability, still finds themselves loathing the young thing that stole their parents love away from them. One day, there's a massive and unexpected fire in the house, one that the character and their parents barely escape from. However, they realize the brother hadn't made it out, and the character runs in to save him. They find him trapped underneath a collapsed piece of housing, begging them to save him. However, the character hesitates. This was the parasite that took their parents away from them, the unwanted thing that ruined everything they had worked for, and something that could so easily just go away in this moment... The character hesitates just long enough for a massive log to fall on the young child, before snapping out of it and rescuing their brother. While the boy is still alive, his injuries and trauma have left him unable to walk or talk, with other areas also showing below-average muscle functionality. While the parents insist the character did their best and none of it was their fault, the character knows better, feeling massive guilt over their actions and seemingly detecting an aura of disappointment from their parents. The parents seem to spend even more time with their young son, bringing in anyone with even a remote chance of fixing him, and never letting him out of their sight. Feeling even more ignored and unloved by their parents, and wracked with guilt over their hesitation, the character finally decides that the best thing to do is leave, walking out the door and never looking back. Where their path leads is completely unknown.

Episode Structure: As with its predecessor, the series is an animated action-adventure series comprised of 22-25 minute episodes. While most episodes for the first few seasons are self-contained plots, elements from earlier episodes play important roles in later stories, even as soon as the next episode. A seemingly random thing found in one episode will likely be utilized to recover another item later in the season. While the first series leaned heavily towards swords-and-sorcery action, this will focus more on stealth and exploration. As shadow creatures aren't present and very few obstacles exist that can be destroyed, "Cassandra" can't combat or kill to save the day, usually avoiding or outsmarting her opponents, and will run if overpowered. Some plot-crucial deaths occur, but almost always by someone else in or outside the main parties. Only extremely rarely is something killed or destroyed by "Cassandra's" hand, and it's always something of great evil where there's no other way to defeat it. While travel played a large part in the previous series, much of the first few seasons take place solely in Capital City, most episodes exploring the landmarks and hidden sides of the large metropolis. Very infrequently do the main characters venture to other cities or places in the world, and almost always because they're sent to follow up on the impressions of the small figurine. Much more emphasis is placed on the people and structures of Capital City, both the positive and negative, and certain places become frequent hangouts for our main cast, with more recurring characters than the previous series. The cutaways to explain aspects of the world to "Cassandra" make a return, but, this time, represented by mechanical and/or stop motion puppets that resemble metallic, cubic versions of the items or characters in question, including the main cast. And while little awareness is given to the cutaways, sometimes the figures will carry over to the cut back to the main universe, suggesting a character was acting it out with their own constructs. As there's little travel in this series, there's no clear sectioning dividing the early seasons, though the final episode or two may utilize remaining items and locations not already used or fully explored that turn out to lead to a piece of the weapon, which isn't made clear it's a weapon until Season 2 or 3. During most episodes, slight glitches in reality may occur, often minor and unnoticed, but getting worse as the series progresses. In the final season, the multidimensional being brings enough of itself through the tear in space for reality to begin unraveling, "Cassandra" and team being the only ones unaffected thanks to the protection of magical trinkets they found earlier, but they are still tossed through time, space, and other universes in a desperate attempt to find a way to utilize the weapon and stop the being. Unlike the first series, there's not as noticeable a tonal shift, but, as the situation is revealed, so is a ticking clock, so speed and urgency become crucial factors as the series progresses.

Series Progression:

*No definite plan or structure for the series has been laid out at this time. The only things certain are that the impressions from "Cassandra's" small metal figurine eventually lead them to either parts to or keys to an incredibly powerful weapon that will push the being back through the tear in space, and that their purpose and the danger the universe is in is slowly revealed piece-by-piece with each season. However, no progression has been thoroughly planned out, so most of the following story ideas could be placed anywhere appropriate within the series.

**Story Ideas

***"Cassandra" and friends must follow an impression to the backstage of the Empire Visionary Musical Contest, where representative bands and musical groups from every sector are given a chance to perform a song and win a grand prize. May possibly include a rendition of Sunstroke Project's "Run Away", but played on instruments befitting the 19th century?

***"Roger" is recruited to help an emergency group of officers and "curtles" to track down a dangerous "steamcycle" gang. During the hunt, "Roger" recounts his history and his time with his own steamcycle gang to "Cassandra" and "Goldie", and how it ended with him trying to gain the attention of a rich female eagle he had fallen in love with, which his leader told him to stay away from, leading to a fight breaking out between "Roger" and the leader and him leaving the gang to be with the female eagle. However, it turned out she was just using him and she was engaged to marry another eagle of great status, leaving him crushed and with nowhere to turn to but the CURTLE program. As he finishes his meeting, the group is separated from the rest, inadvertently coming across the steamcycle gang, which, as it turns out, is the same gang "Roger" had once run with. And, even more unfortunately, the eagle he had fallen in love with was now the leader's girlfriend. The gang leader explains that the powerful eagle she had married was a con man, who took everything she had and cast her out on the streets, where she wandered homeless for several weeks until the steamcycle gang took her in. "Roger" tries to convince her to come with him, that she doesn't need to be with this gang of criminals and he can find her a better life. Another fight breaks out between the leader and "Roger", "Roger" losing control and becoming a lot more violent than he normally shows, and eventually gaining the upper hand. Before he can land a devastating blow, he's knocked away with a long pole, wielded by the female eagle. She tells him that, when she was completely destitute and hopeless, the gang was there to take her in and make her feel like she belonged, which is a lot more than "Roger" ever did for her! She rushes over to the leader and asks if he's alright, only to get slapped and grabbed by the wrist for her trouble. The leader growls at her that that was his fight, and if she ever interfered again, he'd break her wings, demanding to know if she understands, which she tearfully confirms. ...Then they look at each other, smile, and kiss deeply, to the shock and horror of "Roger". The leader tells the group that he'll let them go this time, but if they ever cross him again, to expect no mercy, before riding off with his gang and girlfriend. The gang becomes a reoccurring force throughout the series.

***While on a hunt for an impression, "Cassandra" and team catch "Councilwoman Rose" in a shady business deal with a violent gangster boss, which they catch on camera. Near the end of the episode, they're ready to turn the evidence in, only to be stopped by "Rose's" goons and brought before her. While she could do a number of things to them, she tells them she won't do anything to them. Because she doesn't have to. If the evidence was ever made public, she had the power and ability to ruin their lives. "Roger" would be easy; she'd simply have his probation revoked, and he'd likely be stuck in a small prison cell until his scales started to flake off from age. "Goldie" would have the ministry banging down her door to explain certain documents connecting her with a violent monarchical group they've been investigating. To defend herself against these charges would take years and every cent she had and even didn't have, and even if she won, her reputation would be destroyed and she'd be blacklisted from every respectable government and business position throughout the empire for the rest of her life, which would hopefully be short, as she would be left completely bankrupt and destitute. As for "Cassandra", well, she was the only known specimen of human, and "Rose" knew of certain shady research facilities that would pay through the beak for even a piece of her to study. And once it becomes public that the so-called "evidence" brought before "Rose" was produced by violent criminals, public opinion would sway back in her favor, and the charges against her would more than likely be dropped. She makes it clear that she owns the city and everyone in it, including them, and even if they caught her murdering another politician in the middle of the city in broad daylight, she has ways of covering it up and making any threats disappear. She lets them keep the evidence and sends them off, smiling in glee that they know she'll make do on her threat if the evidence leaks, and that she controls the very air they breathe, with her mood deciding how breathable it remains.

***"Cassandra" and friends travel to another country, which is very similar in aesthetics to the American "Wild West", and where most of the remaining magical creatures still dwell. Other details unclear.

***"Cassandra" and team travel with "The Colonel" to another country, where they're soon met with hostility. They blame "The Colonel" for a massacre that occurred during the great war. ...And he admits it's technically his fault. His platoon was in the area for some R&R, some get too drunk, natives are angered, shots are fired, and before anyone knew what was happening, a large shootout occurred, with the mostly defenseless natives mowed down before "The Colonel" managed to get his company to retreat. He and his soldiers were court-martialed, most cleared of any wrongdoing, but all immediately transferred to another station. Now he was back and he had to face the music. Possibly the final appearance of "The Colonel", with him making a sacrifice to save the natives from a bigger disaster.

***"Cassandra" and team end up in a hidden, ancient civilization, where the inhabitants are given much longer lifespans through a special brew. They discover this is the home of Mage, who, thanks to the brew, has lived to be over 200 years old, but is close to death. He gives them the journals detailing his many adventures before passing on. They are also given the chance to prove themselves worthy of drinking the brew, but the challenge doesn't seem worth it and they move on, deciding they didn't want to outlive everyone or everything they knew.

***A mask very similar to the one worn by "Lance" in the previous series is put on display at a museum. Someone steals it and shows that, indeed, it's the same kind of mask with the power to turn the wearer into various animals. "Cassandra" and crew help defeat the thief and get it back.

***"Cassandra" and friends find either all the pieces to the small but insanely powerful weapon, or a giant superweapon and all the keys to activate it. And it's relatively early on, only about the end of Season 2, so it looks like a short adventure! ...Until they learn just what destructive power the weapon contains. It has the power to push a god-like being back through a rift in space, meaning that the energy released in the process would be enough to vaporize not just the users, not just the planet, but the ENTIRE GALAXY! Even with the fate of the universe at stake, and even if any of them could manage to escape at the last second, the group all agree they can't live knowing they just killed a googol(10^100) of lifeforms, thus, they go searching for another way to combat the being, or to use the weapon in a way that won't result in the galaxy being destroyed.

***...That's as far as any thinking process has gotten.