Degnas Islas

Degnas Islas / Alchemical Apotheosis / 1

Story-bible material, page 1 of 5. Source document pages 2–8.


Degnas Islas

DEGNAS Sword & Sorcery Alchemical Hero”s Journey

LOGLINE:

Journey of a strayed alchemical sorcerer, who in seeking his lost master, finds friends, purpose and strength to smite three warring jinn dominating, dividing and ravaging the isolated magical island continent of Degnas.

PITCH PARAGRAPH:

A wayward Veral has lost his master, and with the aid of some new found friends sets out on a journey to find him. Along the way conquering his self through alchemical rites, breaks the culture of division set by centuries of warfare, and transcends into the living image of his people's godhead.

DEGNAS – World-story, with action oriented three act through line allowing for serial or episodic media, such as a feature, animation series, mini-series, comics, graphic novels, pulp, toys, of a hero”s journey following a young alchemical sorcerer through a road of trials.

*Main themes – Alchemical sorcerer”s apprentice, sword and stone motif. Dwell knight master-servant motif. Golem master motherly matter marionette motif, each embodied by a main character.

*Sword and sorcery journey using alchemical symbolism and three supposed aspects of godhood to become the image/reflection of this cosmology”s unseen creator. *This “universe” can be expanded past three act through line best by exploring the continent, cultures, lore, back stories of the protagonist companions. Each have their own hero”s journey, as each epitomizes one of the three jinn arts, therefore the division of one into three. Making their relation to each other simultaneously the metamorphosis of the three as a group into Veral”s apotheosis, which could be said they are three into one.

*The three proposed arts as aspects that in context are the abilities of their unseen creator deity are 1. Magic Bio-alchemy. 2. Goleming. 3. Necrocy. Each has a corresponding Jinn and rules nearly every aspect of the continent”s cultures which are in continuous war to see which of the three Jinn, arts they embody, is the supreme trait of their a creator deity. *These arts and the cultures are social constructs of the Jinn that rule their dominions, which are under their complete control with their subjects as practitioners of the art that is the foundation of their respective civilizations. Each art imitates an act that the unseen “god” in this context performs, which idealized human desires sought through actual history further fictionalized here, thus proving that beings create gods as the ideal being which the first beings strive to be. .Magic bio-alchemy or alchemy in this context - is magically “enhanced” biological evolution, magic chemistry, biome-terraforming, bio-molecular magic. Similar to genetic engineering ro perceived purity, so the Alchemical symbolism is Gold, a pure consciousness.

.Golea – is telekinetic control of mass, of matter sculpted out of any substance, usually variation of earths, minerals, plant matter nature formed into any shape. Similar to robotics, automata, and degrees of AI, in that they strive for more precise replication, so the alchemical symbol is Philosopher Stone, that which creates all, is the creator of the stone, by perceiving and molding into image.

*.Necrocy – is control of life force energies as a sort of frequency scale of life and death as a polarity ruling living and undead where existence is not necessarily corporeal. Similar to life energy, eternal youth, and longevity of today, so the alchemical symbol is life”s elixier, the dream of eternal life.

*Source of conflict – the incessant war of the three Jinn, Arts, and exploring the continent, and peoples they subjugate and contexts which emerge from their interaction. *Visually, highly symbolic semiotic sorcerers synchronistic apprentice resembling updated fable fantasy style animations. Mode of episode, chapter etc. is a Trial, a hero”s journey trial as describes by Joseph Campbell, and Jung. _A Trial in context of this hero”s journey are events or challenges that specifically test the strengths and or weaknesses of one or all of the three and so establish growth of character and ability. The main through line is primarily of Veral”s hero”s journey as the central theme.

_Audience engagement: Viewer Engagement in growth of group into friends. Exploration of character and problem-solving of present circumstance figuring out what and how the trial is and what must be done. Variations of three arts and their applications as means to explore aspects of the ideal, what ideals are, and what is sacred and what is profane. Even though this doesn”t seem like it is to be a very subtle observation of humanities predilection with religious structures, that is what they hold sacred or profane and why.

EXAMPLES OF SOME INTERACTIONS.

ALCHEMICAL WITCHES - part of and denote trials of Veral, though lesser suggest his theme and can be met throughout.

TROLL AND SORCERESS - with her hut near cliff, she creates concurrent force fields trapping and separating the three, Rijil must fight a troll, Veral and Eltrea separated from him trying to break the seal, Rijil getting beaten, they rupture cliff, it breaks away putting all in danger, troll protects the sorceress who falls from the cliff with hut. Troll catches the sorceress as they fall.

TWO ALCHEMIST UNDER SEIGE - two strong alchemists under siege in a battlefield chapel-like building behind a wall, with trench like waves of earth, and golemers unloading magic as well as mass. The alchemist turn to using acids as a shield, with waves thrown over their wall to eat away at the ground and mass of living artillery. Crawl in trenches, holes in wall breached, rocks flood pummel over the wall a spiral spike through one alchemist then white phosphorous made of shattered stone whips out in solar flare through trenches, eating away at golemer legs.

HILLS ALIVE - the roots of a living landscape reach to consume them. These are remnants of a massive series of scars, as though the earth as a ghost. A place where there is a mix of all the three arts to differing degrees, pending flow of combat and control of territory.

KRAKEN - living landscape example of using nothink to sever the strings of the witches thread. Pollen volume of jungle thrashing mile long tentacles.

TAR SANDs - a tar pit that is being used to “marble” golems like a watering hole to pilgrim golemers, this marbling gives them different properties than usual, enhancing Eltrea who is happy to see them. Dathir taints the pits and pools, and a massive polarity arc rips thousands of feet into the air, with a death magician siphoning the energy destroying the golems and spreading wild negative energies like an oil spill staining the earth. Eltrea learns.

CORRODED COPPER DEMIURGE - raising minions of liquid metal from foundries of deep earth and forges of molten metal. This is a being created by Grathir using some of Dathirs captured essence.

MEETING peoples as individuals or in groups, witches, sages, kings, queens, soldiers, minions, gypsies, dukes, warlocks, tribes, villages, kingdoms, bandits, legions, order disorder, landscapes, each aspects of three arts. Along with weather and battle climate. Circumstances of meeting, ex. Friend or foe, as skirmishes, migration, cavalry etc. Dragoon dwell knight, wyverns, life force polarity. Alchemists, Beast chimera living landscapes, bio-chem magic. Golemers, landscapes, myrmidons mass.

WHY THE STORY WITH RESONATE, it”s a story about what a deity is, and how theology affects populations, the value of trust, friendship and unity against the pressures of traditions culture and society which all people coming of age come to grips with as a natural part of their growth.

The Magnus opus of each of the three arts, which are based in actual alchemy, are analogs of concepts long eminent in the human zeitgeist, and each person alive would find reason to seek or enjoy any one of them. Especially reflecting in today”s highly technological world such as:

Goleming = automatons, are automation, robotics, with Grathir aspiring to create a cognizant, or artificially intelligent, self-operating golem. I relate him to the philosopher”s stone, which according to alchemy is the anthropos or perfected human. Also, that man was made of clay, malleable, and man also unsuccessfully tried to recreate cognition when creating the golem.

Necropsy = Transfer of energies allowing everlasting rejuvenation, with Dathir striving to live forever and to be young forever relating to anti-aging, and eternal youth of today, and all human culture. I relate him to the life elixir that was sought by alchemists so they may live forever.

Magic alchemy = magic as science adapting evolution to create change and form substances as needed. Essentially magic biochemistry relating to genetic modification, gene splicing, stem cells, and bio-synthetic chemistry, with Srathir aspiring to create the purest substances, to make himself in the image of his own creator (which Veral, an alchemist, becomes through unity with others, which Srathir lacks). This is related to gold, which to alchemist was a pure consciousness, and pure alchemical ritual.

TARGET AUDIENCE: Can be tailored to kids but generally directed at late teen, young adult, and adult, action violence and mature themes, with character and context as interacting metaphors composing an interplay of connotation corresponding the protagonists narrative purpose relative to each other and that of the art they represent. SUBTEXT: Through the sharing of ideas and unity among different peoples, there is greater strength. CONCEIT: That humans are the creators of the gods(virtues) which they worship as depictions of unattainable ideal images of themselves to aspire to be. CONTEXT: A world to portray the concept of humanity”s deification of itself, and the effects of the divisions made by these deifications on civilization. MOOD: Light hearted at first with increasingly serious with the eventual ascension of Veral to be the release of main tension. They will cheer for the defeat of Auexelain by Veral to save the peoples, though shown to be impossible. With the escape of the empowered Veral as the lone survivor, the audience will hang their tragic hopes on him.

VISUAL: if animation, or just the visual I”d like to convey. Portrayed as an expansive open world akin to Conan the barbarian, with visual style of RALPH BAKSHI'S 1970's animated films: "fire and ice" and the animated "Hobbit" *with (or without) rotoscoping and cell shading, of that time, for realistic movements. Shot like an animated dramatic film, Similar to Transformers G1 animated movie, or Heavy Metal.

LENGTH: A serial or episodic pulp fiction, or novelization. *A feature film if three act through line is strictly followed.

*20 EPISODES @ 12min ea. combined is a single 240 min animated film epic. Each half can be a feature- length film, or five 12 min episodes can be made into hour-long episodes to be a miniseries.

*A full series animation of 22 min runtime, keep the three act throughline, and explors lands, meeting different peoples, Rijil's and Eltrea's back stories, and the rites of their personal journeys. As well as depicting the events of the three Jinnn parallel to the three main cast while on their journey.

IMPORTANT EVENT LIST (semi order) . Alchemical grotto terrace . Verge rainforest, meet ALTREA. . From caravan into forest fleeing tribes, swept into battle . Large battle obtain urn and RIJIL . Fleeing, all sides, acceptance, three together . Srathir witch one, occult, minotaur marionette . Srathir witch two, focus/un-thought, land kraken . Srathir witch three, transcendence, silver sliver sleigh . In dragons mouth, vs. death dragoons, slay one save one . Saence synchronicity speaking to nature, Veral . Fleeing armies of Dathir, and his dragoons. . Depicting Rijil”s possible change of heart . Grahtir has living, terrarium golem . Dathir back story of lover with "battery" . Raise and destruction of alchemical cliff citadel pylons . Grathir 'ocean of mountains offensive' toward the end . Eltrea against, "parting the ocean" of seismic force . Eltrea, last blitz, dies under the tide. . Veral finds Eltrea's sack and scrolls. . Meeting and defeating undead master Fa'deia . Master Fa'deia frees Rijil, so he may be against Veral . Absorption of dwell knight Rijil by Veral . Master Fa'deia slain by Veral . The three Jinnns in fight all along the cliffs, obliteration . The six armed seraphim centaur Auexelain is awoken . Srathir slays Dathir by stasis and draining . Srathir is slain by Auexelain aided by surviving dwell knights (to also contrast Rijil loyalty to Veral) and golems. . Grahtir, a massive worm/multi, destroyed by repeated earthquakes of Auexelain . Auexelain pursues until the whole of the island is destroyed . A complete three arts embodiment survives in Veral, becoming human as the image of the creator deity (in context of story depiction of a creator deity divided into the three arts.)

IN EPISODE 1 The normal world is one of ceaseless war between the three Jinnn and the entirely divided Degnas island. At war until one dominates or destroys the other two. Veral is a wayward or bastard alchemist. Established in the first episode. Alchemic terrace under milky = showing there are magic alchemists Master shadow and ran from = showing alchemic apprentice fleeing masters shadow, leaving his tutelage, and his past. Golems over the hill = showing there are golemers and golems. Dathir, and dragoons = showing the actual Jinnn, and how all three sides face each other Village destroyed = Veral losing culture and identity. On the verge of jungle and desert = in the present, the edge of future and growth, to dead past. Only knows little of the jungle, vs. other tribes = only flirts with growth and adventure. Meager alchemical pools at roots of trees = connected to his past, he is still an alchemist, though not mighty but withered. He watches the leaves move, the shifts of nature = his new master is the universe, alive in motion the 'wellspring' with no man as mentor.

*Veral's sorcerer”s apprentice magic motif = shows growth of strength over journey. At first magic flickers like illusion to real, then to a flame, as trials progress, becomes conflagration equal to character growth. Veral's rusty sword = that he is a wayward sorcerer forced to take up blade as a wild man. The sword from an adversary tribe of the jungle locals. It doesn”t fit well. Meets Eltrea = meets the supernatural aid, the enticement onward. Eltrea”s golems = second art presented, aspect and ideology. Caravan rejection = now on the edge of into the wild, and responsible for another”s life, as she is now in similar lot for trying to help him, he must help her. Massive battle on the horizon heading their way, with tribes heard in the jungle background = adventure calling, impending danger spurs him to action, attempting to flee, still rejecting the journey.

HEROS JOURNEY ALCHEMICAL SYMBOLISM Initial image of the stars, alchemy terrace, sun and masters shadow. Attacked by troops of the two other sides. Begin @ alchemical terraced Grotto is home to Veral”s tribe. The call to adventure is his wandering further into the woods and meeting the golem girl Eltrea, and seeing the war approaching on the horizon. Refusal is his fleeing from fighting and feigning his magical ability, frighteningly he flitter through combat and into the battle. Acceptance of the call is his accepted happens when a bit of his magic works to survive in the battle, and he accepts the responsibility of the ash urn and protecting his company. Supernatural aid comes from the presence of the two other characters, this thrust him further into danger and setting him toward ever more dire circumstance. First threshold is crossed when he begins engaging in the first battle, afterward reinforced and completed when choosing, with new powers to locate and free his master. Belly of the whale is when he fights other alchemist to defend Eltrea, this making the three outlaws, or heretics to all three groups, by them being a cohesive unit. Road of trials is primarily performed for VERAL, an alchemist derivative, as alchemical witches of Srathir. Witch 1. The minotaur marionette, trust in self. Witch 2. The land kraken, flawless action without thought. Witch 3. Twin silver slivering sleigh, empathy, understanding. Meeting with the goddess comes later when he strives to aid Eltrea who is in a major combat role. With waves of golems. Woman as temptress, this is actually two-fold, one is the absorption of the golemer scrolls, from Eltrea, her anima. The second being his choosing to aid her and not succumb to his "undead masters, Srathirs call to glory" to rule as the just king he sees himself setting all free of the ceaseless war. Atonement with the father, when he resists defeats and destroys the possessed undead master, thereby destroying the concept of the man as mentor, assuming fruition of self as master. Apotheosis aspect in assuming the energies of Rijil after master Fa'deia frees him breaking the seal, though Rijil puts his energy in Veral when his body fails. In possession of the scrolls, he now possesses the three arts, thereby becoming image of the creator deity. Completing apotheosis in context and unlocking the stone seraphim centaur Auexelain. The three Jinnn are in an extreme battle royal, which Veral is now included though trying to flee from. The now animate Auexelain, who is a destruction demigod meant to 'close the experiment' when it was concluded. As per creators design. Auexelain sees Veral as one of the Jinnn or creators reflection, and so tries to smite him as he flees. His surviving the destruction and sinking of the Degnas island, to close the experiment. By surviving, also as the islands sole survivor, with the scrolls and the necrocers being inside, he has absorbed both anima, as an ambrosia, transcending all he is the image of the creator deity. He is the god head personified. He is on the water floating alone, with the same milky way sky, same as from initial image of the first scene, his shadow stretched across the water looking like a near perfect reflection of the milky way. *Like Prometheus brought fire he brings this knowledge and power to new shores, where he founds a new

kingdom that built on the basis of the three arts are one way of seeing, becoming an empire.

HOW 7 STEPS OF ALCHEMICAL PROCESS RELATE TO VERALS HERO JOURNEY

1. Calcination - to burn off excess, occurs @ start when he loses his master, village, and as a result his identity or ego. 2. Dissolution - dissolving of the ash, happens when living in the jungle alone further dissolving his identity. 3. Separation - rediscovery of essence, occurs when he's with Rijil and Eltrea, and he sets out to find his former master to learn. 4. Conjunction - joining together, begins when three become a group, and strengthening over time. 5. Fermentation - spiritually reanimates energizes, occurs as the group bond and become actual friends. 6. Distillation - sublimation to purification, occurs with the growth of each of their respective abilities, and use of those abilities for greater means than themselves, each sacrifing well being for the other. 7. Coagulation - second body or ultima materia of the soul, occurs as him being the three arts in one, he embodies the image of the creator, and so can fight against the Jinn and survive Auexelain.

*The philosopher”s stone relates to goleming as philosopher”s stone symbolized man perfected as anthropos, gold relates to alchemy as gold is said to be pure consciousness, and life elixir relates to necrocy as life elixir symbolized eternal existence. These are the three goals of actual alchemy.

THREE ACTS

ACT I Milky way, the alchemic grotto, loss of master, loss of identity setting him on the quest his seeking his master and past, while seeing the nature as his new mentor. THREE Jinnn as warring parts of deity. Veral in rainforest edge, on the verge of the desert, his former life, and lush forest, new life. Through actions of Veral, his doubt of self, seeking signs, seeking master. Veral through the rainforest seeing synchronicity of world as new master. Meeting Eltrea, fleeing with Eltrea. Becoming responsible for someone other than self. Acquiring alchemic ash urn in battle, now three are together.

The war of the three groups and strict divisions, which cause the group to be rejected by all three by simply existing as a group. Spur Veral on further, to find his master, and slay the Jinnn to free all the island at war. During this his illusion becomes potent, and she aids him, he aids her.

After narrowly surviving battle the three meet Rijil, state intentions more clearly through squabbling. Understanding back story of Rijil and stating parts of their own. Veral becomes resolute in finding his lost master Fa'deia. Which she agrees to with her own motives, and he must as he is his servant.

Being on the run from golemers and dragoons swooping, Veral becomes resolute and turns to fight. Not killing but thwarting a dragoon, making Rijil fight against the dragoon, Eltrea aids him. They are one unit against all. They are pursued by all who see them.

ACT II Seeking Fa'deia, which he assumes is at the Alchemical cliff to the north, though maybe not. Rijil seemed to know the dragoon, who may have ceded intentionally. They are on the path.

Finding the gypsy caravan mixes with the excitement spurred on by ELTRAEA of just being in an adventure, and trust of each other”s loyalty and ability in combat. RIJIL leads them into danger, and she may run off. This asserts the trichotomy and makes plot of its durability, also showing 'humanity' over the Jinnn divisions.