NONO don't feel bad at all that's awesome!!
AND OFC!! I have this like. giant infodoc I made a while ago lol ^^ It's waaay too fleshed out so I can definitely grab you some more information!!!
Just gonna,, copy and paste here about some more of the magic and plot and stuff :D
The most common type of person, Magicians, are humans who have magic. This is passed down through a gene, at least one parent has to have it. (It can die out of a family, though.) Because of the curse, people can only remember magic once they have it. Every Magician has telekinesis and the ability to summon / put one object at a time in their “personal void.” They also all have an Ability, which is a personal power.
Embers are humanoid fire beings who come from a place called the Firescape! They can summon and are immune to fire. Some embers can be summoned, and do jobs like protection, finding people and things, revenge, etc. for money. It’s a highly coveted position, as it pays *well*. Like. They can ask for outrageous shit and people are so desperate they’ll pay it.
Dryads are also humanoid beings, this one connected to plants! They all have thorns that can pop out of their fingertips and act like claws, and vines that can be summoned out of their palms. They can also grow plants, which, unlike their other two powers I mentioned above, doesn't have any physical pain that comes with it.
Pixies are creatures which are connected to some sort of animal. They all have the power to make deals and take someone else's Ability or power, they can even shuffle them around. All pixies can turn into one animal, and they tend to have some defining features of that creature.
Most magic, no matter the species using it, relies on three things - intention, visualization, and emotion. While emotion-based magic is rare, it does exist. For example, dryads will grow flowers or other plants when their emotions are heightened. Embers may spark, or have their body parts coated with flame.
PART THREE: Where do these magical creatures live?
The Otherlands is also the name of the area that magic exists in!
- East Acres : It’s not officially part of the Otherlands but it’s worth a mention, since a lot of people live here before discovering magic. Some stay, since their family members or friends can't remember it and they don't want to leave them, or they just don’t want the hassle of moving.
- The Cutoff : A strip of land off East Acres where the curse is, as the name implies, cut off. Past here, non-magical people can't even see it. Their brains block it out immediately after.
- Middleville : A town almost completely populated by dryads. It's the smallest area in the Otherlands, but visitors are mostly very welcome!
- The Acres : Creepy magic sentient forest. It's home to all sorts of plants and creatures. It takes a sacrifice who loses their sense of self most of the time and gets corrupted to control the forest. The Acres try to trap people who venture inside, as the sacrifices usually want to be free.
- West Acres : Mostly populated by magicians, a quaint little town with a few rich people that connect everyone and make them tight knit.
- North Acres : The biggest part of the Otherlands, includes a little forest and lots of grassy areas where the Incentive and Guard (you'll see later) live, but also a vibrant town with a mix of people and species.
PART FOUR: The Guard vs. The Incentive
- The Guard was put in place when magic was first discovered, just as a protection force for the magical world. They documented magic, powers--basically, everyone who lived there. (They had no real power over them, as they were, said above, just a protection force.) They were silent for years after the curse was put up. But after the Incentive starts to really rise to power, the guard tries to stop them and find a solution that doesn't include their messed up idea of an "ending."
- The Incentive is a group created after the curse was put up. Not everyone in the Incentive is evil, since it's dedicated to bringing magic back to the natural world, and, since the guard "wasn't active", that was all some people could join. The Incentive does everything in a 'my way or no way' format. Most of its leaders craved violence and revenge to the point of not caring who was getting in their way, they were all just targets.
PART FIVE, FINALLY: The Plot!
The plot of the show starts when a boy named Beau Landon goes missing. Season one is this group of six friends, led by Beau’s brother Henry, all trying to get him back. After figuring out that Beau has been kidnapped by the Incentive, they have to find him--and find *it.* They travel through the Otherlands, facing challenges as a group of kids just trying to make it alone in the world.
In season two, the Incentive gets taken over by a new leader, who gives the Guard two weeks to find a solution or else they will attack. Along with our lovely season one heroes finding the Guard, this season also gives a better insight into the Incentive, and how not everyone there is truly as bad as other people think they are.
Season three starts with a cleanup of the mess that was made in season two. (No spoilers as to what that is.) Even though there's no active threats, the Guard has to continue to make it past the Incentive--especially with a new realization that sets things they thought they knew on its axis.
Season four. With a solution for the curse in hand, the Guard attempts to negotiate peace... but the Incentive has what they think is a faster one. The Guard has to stop them from going through with their violent idea of a solution, all the while preparing their own and attempting to take down the Incentive for good.
Expect: Lots of character relationships (platonic and some romantic), and an emphasis on different connections and past mistakes. Themes of LGBTQ+ identities and relationships are both explicitly shown and hinted at, but in a normalized context for the most part.
YEAH. UH. ENJOY MY COPY AND PASTE FROM MY LOREDOC!! For the characters I will definitely infodump about them, there's just SO many it's insane so I have to figure out where to start lolol