#notes forthcoming but i decided not to annotate it directly. for archival purposes
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SHE-RA™
PRINCESS OF POWER™
© COPYRIGHT 1984 MATTEL, INC./FILMATION ASSOCIATES
The time for words is past.
It is time for action.
A time for the taking of vows, the forging of alliances against tyranny... a time for leadership.
For over twenty years, the EVIL HORDE have ruled Etheria with an iron fist and cruel calculation. Their rule has gone largely unchallenged — until now. A band of patriots, brought together by their love of freedom, have pledged their lives and their swords to bring down the dark dictators from another world, willing to tackle impossible odds in their quest for an ideal: Freedom.
Leading this band of patriots is SHE-RA, PRINCESS OF POWER!
Twin sister to HE MAN, daughter to King Randor and Queen Marlena, it is she who will lead the assault on the invaders.
07044/100JMS
SHE-RA, PRINCESS OF POWER will burst onto television screens in sixty-five daily installments of high fantasy and adventure brought to life in the long-standing tradition of quality associated with Filmation Studios, creators of the number one rated syndicated children's program, HE MAN AND THE MASTERS OF THE UNIVERSE.
There will be action tempered by gentleness... adventure mixed with compassion... characters that will appeal to young girls as role models, without losing the interest of boys... rich in the currency of non-violent ideals. And other values — loyalty to friends and country, courage, bravery, honesty — will not be merely given lip service, but vividly displayed, and fiercely fought for.
The war is on at last... and they have barely begun to fight.
THE BATTLE IS JOINED
The story of SHE-RA, PRINCESS OF POWER will debut with a sweeping five-part saga guest starring HE MAN, during which the viewers will learn the secret that could not be told until now. They will discover Adora, twin sister of Prince Adam, son of King Randor and Queen Marlena, who was stolen from her parents by THE HORDE while still an infant.
Taken to the distant planet Etheria, recently conquered by the Horde, Adora was raised in the dark ways of the Horde. Under the evil spell of SHADOW WEAVER, the Horde's dark enchantress, Adora’s sense of right and wrong was reversed, and in time the beautiful Adora grew to become the enforcer of Horde law on Etheria.
But the Horde's evil act of years ago caught up with them at last, when a strange twist of fate brought He Man to Etheria. When the most powerful man in the universe was brought face to face with the Horde's enforcer, each sensed something special about the other, something deep and buried, reaching out, trying to be reborn.
In that instant, the future history of Etheria was to be irrevocably changed.
Breaking through the years of conditioning, Adora was at last reunited with her brother... and when He Man gave Adora the miraculous sword — very much like his own, entrusted to him by the good Sorceress — Adora instinctively held it high and cried out the words she had never before heard: "For the honor of Grayskull!"
And with a brilliant flash, a surge of unparalleled power, where Adora had stood there now stood She-Ra, Princess of Power!
She-Ra, who has seen first-hand the horrors of the Horde, and who now knows that it must be stopped. She-Ra... who not only possesses awesome strength and agility, but has the power to heal, and who has a mystical empathy with man and beast. She-Ra... who deeply feels an obligation to her adopted planet.
And so, rather than return forever to Eternia, she elects to remain on Etheria, there to become leader of a dedicated band of patriots, fighters for freedom. United by their love of liberty, their loyalty to Etheria and to one another, they free their captured Queen and then set about the long task of reclaiming their birthright, their home... Etheria!
They will fight on, knowing that for as long as the fire of freedom burns within them — an ideal that many of the younger have never enjoyed, and which is only a dim but wonderous memory in the minds of the older — they will find the strength to strike one more blow, seize one more inch, fight one more battle than the enemy can fight off. Like the drops of water that in time can crack a boulder or split a canyon, they will continue until the Horde is driven once and for all from their beloved homeland.
The story of SHE-RA, PRINCESS OF POWER is at once ground breaking and rich in tradition. It is the story of Robin Hood, of the American Revolution; it is the Force behind Star Wars, for it deals with that rare quality we call freedom.
IMPACT
Once launched, the series will draw the attention of young girls across the country — for in SHE-RA they will find all of the qualities they hold close. Since the series also will include those factors that have made HE MAN a success, boys will also be attracted to the show. The series will highlight high fantasy and vivid characters, action and comedy, drama and gentleness — something for everyone. The result: a show with tremendous crossover appeal.
But that is not the full extent of the projected impact of SHE-RA, PRINCESS OF POWER. Recognizing its responsibility to its young audience, Filmation Studios will impart to this new series the same emphasis on morality and justice as is currently being done in HE MAN AND THE MASTERS OF THE UNIVERSE, which has received critical praise from educators and parents for its success in creating worthy role models for the young audience.
SHE-RA, PRINCESS OF POWER will reinforce the fact that one person can make a difference. Man or woman, boy or girl, you have the potential to make the world a better place.
In addition, each episode will conclude with a supplementary message — variations on the themes of loyalty, courage, honesty, and the other values upon which so great a premium is put.
The variety of ways in which the messages will be imparted, and the different types of messages that can arise from such very different circumstances will serve as an excellent counterpoint to HE MAN. And like HE MAN from first concept to finished product, SHE-RA will involve the work of uniquely qualified advisors who will monitor the program and work with it in the best interests of the young audience. In the words of Educational and Psychological Consultant Donald F. Roberts, Professor at Stanford University:
She-Ra has an excellent chance to garner a new audience of females while retaining the large portion of the male audience He Man has already developed. The series will thus have the opportunity of reaching a new segment of the viewing audience with the kinds of pro-social messages you have been developing for the He Man show, while at the same time reinforcing those ideas among current He Man viewers.
The plan to present the pro-social messages in She-Ra in a novel and challenging way can engender a significant increase in learning among those children who view both shows.
He Man has demonstrated that it is possible to engage in worthwhile values training with no sacrifice of entertainment quality. I think She-Ra will continue the tradition.
Now that we have discussed what this series will strive to achieve, let us turn our attention to those we will be meeting each day in the universe of SHE-RA, PRINCESS OF POWER .
THE WORLD AND PEOPLE OF ETHERIA
Etheria is a vibrant, colorful world rich with enchantment and wonder... a fantasyland of shining rivers, gleaming cities, snow-capped peaks... and surprises waiting behind every tree and hill.
Before the coming of the Horde, it was unspoiled, a place of fantasy and delightful mystery not unlike the world of Middle Earth made so popular in the works of J.R.R. Tolkien.
With the Horde came their machines — black engines of destruction that leave ruin in their wake.
The consequence is a contradiction. Side by side there exists the gentle world of Etheria, and the technological monstrosities of the Horde.
One of them will have to go.
Embodying the former is the magnificent, spired Palace of Power, dear to the heart of Etherians everywhere, and for the latter there are the vile swamps of the Horde's dreaded Fright Zone, a sight to strike fear in the heart of any but the most courageous Etherian.
The story of Etheria is a story of two worlds, two societies on a collision course... from which only one may emerge.
SHE-RA and her fellow patriots are determined that the survivor will be Etheria and her people.
And in addition to Adora/She-Ra, among the people of Etheria whom we will be seeing most regularly are these brave crusaders of freedom:
GLIMMER
A teenage Princess with limitless enthusiasm, Glimmer was once leader of the Rebellion. Glimmer uses light-based powers — light blasts, light walls, light ropes, etc. She is as brave as they come, though her age tends to make her reckless or gullible at times. Glimmer resides in the Palace of Power with her mother, Queen Angella.
THE TWIGGETS
Twiggets are Munchkin-like little guys and gals who inhabit the Whispering Woods, the site of the rebel camp. Twiggets are rebel allies and a staunch little bunch they are. Twiggets are brimming over with clever tricks which they use to good effect against the Horde nasties. They are very good at blending into forest terrain so as to become virtually invisible. Twiggets love company, and music, and animals. An odd thing about Twiggets is that all their names begin with the letters "SP." Sample Twiggets are Sprig and Sprocket (males,) and Sprinkle (female), but there can be many more as needed.
WILLAWAND
Willawand is a handsome beanpole of a man who is a travelling entertainer. He sings, he tells stories, he works stage magic (not the real McCoy, just sleight of hand tricks). His love of freedom prompted him to join the Rebellion and his ebullient, ham actor personality does much to lighten the load. In a battle, he is reckless and cunning, and he and Bow are good comrades.
BOW
A master archer who likes nothing more than a good donnybrook with Hordesmen, Bow is handsome, reckless, daring — a hero's hero. Bow rides a swift, black stallion named Streak and has a most curious companion, a butterfly-winged owl named:
KOWL
You've heard of the wise old owl. Well, now meet Kowl, the wise-guy owl. This little bird may look cute, but he's got a tongue as sharp as She-Ra's sword. And he uses it constantly. Kowl is always ready to remind Bow and the others of how much he knows and how little they know, and he's got an insufferable habit of being right.
QUEEN ANGELLA
Queen Angella is the monarch of the Kingdom of Bright Moon, the first kingdom to be freed from Horde clutches by the Rebellion. She is a glamorous, blonde woman, with angel wings that unfold from her back so she can fly. Her magic is very powerful, light-based like her daughter Glimmer's, but she has much more control of it. Queen Angella, despite her youthful appearance, is something of a mother figure to the Rebels. She is very wise, very regal, a true Queen of Etheria.
FROSTA
Frosta is the Ice Empress, dressed in gorgeous ice blue attire. She is the ruler of the Kingdom of Snows and can "quick freeze" enemies with the mere pointing of her crystalline arm. Frosta is otherwise a normal human female, with one flesh and blood arm and one crystalline arm.
CASTASPELLA
As her name implies, Castaspella is a worker of magic. Her power comes from a strange, star shaped disk on her back which spins gaily when she weaves one of her magicks. Castaspella can paralyze someone in his or her tracks, create a "window" out of thin air through which faraway places may be viewed, set up a mystic shield which deflects magic bolts and the like, wrap foes in bands of force, and fly through the air like a comet. Castaspella is known as the Wizard Queen and rules the whimiscal Kingdom of Mystacor, a place brimming over with enchantment and magic. She tends to be a bit flighty at times and would rather seek adventure than deal with affairs of state. She is known as Cass or Casta to her friends, Frosta and Queen Angella being her nearest and dearest of these.
MADAME RAZZ*
This lovable old crone is the wackiest worker of magic to ever whip up a spell. Madame is so old she's quite forgotten her age. Her spells are quite effective, though she has a small problem — she tends to say the wrong word, making the results not quite what she expected. For instance, while casting a spell to put some foes to sleep, she said "sheep" instead, and wound up with a whole flock of them. Madame also has a bit of trouble with her eyesight and sense of direction, making every one of her flying landings (Madame flies on a broom. More about that in a minute) an adventure in itself. Madame's best friend and, coincidentally, her mode of transportation is:
*NOTE: Since Madame Razz long predates the arrival of the Horde, she has had a lot of personal experience with pre-Horde Etheria — she has seen kings and empires rise and fall, acts of bravery and treachery — plenty of fodder in this for stories of Old Etheria.
BROOM
Imagine a dilapidated old broomstick with an old duffer face and voice, walking around on his bristles. This is Broom. Broom is Madame Razz's life-long buddy. They've been together for centuries and are very close. Broom prompts Madame when she messes up a spell (usually when it's too late) and flies her wherever she wants to go.
Unfortunately, Broom is just about as nearsighted as Madame, the reason for their often comically disastrous landings.
SPIRIT/SWIFTWIND
Spirit is Adora's horse, a dappled mare. When Adora becomes She-Ra, Spirit transforms into a flying unicorn named Swiftwind. In this guise Spirit can take She-Ra wherever she wishes to go, and communicate with her telepathically.
And arrayed against our heroine freedom-fighters are the massed, technological might of THE HORDE, the most colorful villains ever assembled on one planet, in one series. Elements of the confrontation between the two sides will provide opportunity for light comedy, and the villains will be treated in serio-comic fashion. They are...
HORDAK
Hordak is leader of the Horde, and a rottener, meaner guy never lived. Hordak is a master schemer and has the power to change parts of his heavily-armored body into new shapes and uses. He can turn his hand into a buzz-saw or a battle-axe or a laser pistol. He can switch his legs into tank treads or become a mini-missile if he so chooses. He's happy with his lot as ruler of Etheria and wants to keep it that way, hence he hates nothing more than She-Ra and her outrageous Rebels. He is aided and abetted in his schemes against our Princess of Power by his evil magician:
SHADOW WEAVER
Shadow Weaver is the stuff of which nightmares are made. She is a completely mysterious figure, the only thing we ever see of her being a pair of baleful red eyes peering out from the darkness of a cowled cloak. Shadow Weaver glides around through the air in this cloak, never touching ground, and wisps of shadow constantly waft up around her. She works dark magicks that are extremely powerful and is dreaded by all.
LEECH
As his name implies, Leech is a lizardy creature with sucker discs on his hands and feet and a huge sucker mouth. He can use these discs to climb the sheerest height or attach them to a foe to drain energy. Ooooh, he's scary. And ugly, too .
SCORPIA
Speaking of ugly, this lady takes the prize. Attired in scaly armor and possessed of tremendous strength, Scorpia can use her pincer claws to rip out walls, or employ her stinger tail to paralyze an enemy. Fortunately, she's thick as a brick and thus easily foiled by a foe with some intelligence.
GRIZZLOR
This furry, tusked villain is the Horde's main prison keeper. He's a gruff, toadying type, and thoroughly afraid of Hordak. He has more than his share of bludgeoning power, but is more apt to run from a fight than get into one. Unless, of course, Hordak orders him to. Then he will fight like a berserker if only to stave off his master's wrath.
IMP
You might call Imp the Horde's comic relief. At roughly six inches in height, he's not about to terrorize anyone. However, he can change his normal floppy-earred, devil-tailed shape into any configuration, so he makes a quite effective spy. He can appear as a goblet on a table, the hilt of a sword, the brooch on a Queen's dress, or any other small item. He is also the only Horde member who actually dares to make jokes about Hordak, though Hordak greets such jests with less than enthusiasm.
When these two forces, the very embodiment of good and evil, confront one another, anything can happen. There may be stories of great bravery, of cunning in the face of superior technology, of personal loyalty. There may be excursions into the world of high fantasy, and into the depths of high-tech menace.
Drawing on the diverse backgrounds of the many characters, the many villages, kingdoms, and states that comprise Etheria, and the need for this group to travel from place to place in order to stay one step ahead of the plans of the Horde, the possibilities for story lines are almost without limit.
The stories will, though, be unified by their emphasis on humor and warmth. There will be some personal stories, stories of romance and comedy, adventures of epic scope, and tales of magic. In many situations, She-Ra will not rely on strength alone to accomplish her missions, demonstrating that might doesn't necessarily make right. So while there will be action aplenty, the emphasis will be on the cleverness and charismatic leadership of She-Ra and her followers.
Because of the emphasis on personal stories growing out of our characters' every day lives, feelings, and histories, our audience will have a far greater opportunity to get to know the characters in this series than on any other.
There will also be crossover shows between SHE-RA, PRINCESS OF POWER and HE MAN AND THE MASTERS OF THE UNIVERSE, further feeding the popularity of each show, and luring audiences from one show to the other.
Here are just a few examples of the types of stories that will comprise SHE-RA, PRINCESS OF POWER:
A little girl idolizes She-Ra, but when the Princess of Power's healing ability fails to save the little girl's pet from a serious disease, the little girl's love turns to hate. She-Ra must show the girl that while we cannot always live up to the expectations of others, there are times when those expectations themselves are false.
Madame Razz's friend Broom is stolen from her. She does everything in her power to find Broom but cannot, and must enlist the aid of She-Ra and the Rebels. Highlighted in the story is the friendship between Madame and Broom and the cooperation of our various characters as they work to bring Madame and Broom together once more.
The Horde is capturing Etherian animals and using their super science to turn them into dangerous monsters. She-Ra and the Rebels must stop this with the added complication of having to battle innocent creatures made savage by the Horde.
Bow wants to enter a horse race competition that is held each year in the Kingdom of Alver. Bow has won this race the past few years and is reigning champion. However, now that he is a known Rebel, to enter the race would not only put him in jeopardy, but the whole Rebellion as well. On the other hand, if Bow does not ride in the race, he will lose his own self-esteem. She-Ra and friends must figure out a way to allow Bow to ride while at the same time keeping the Horde occupied elsewhere.
The Horde imports a diabolical female named Huntara from their home world whose mission is to hunt down Adora and She-Ra (not knowing that they are one and the same). The catch is that Huntara is an old friend of Adora’s — they trained together as little girls when Adora was still under Horde control. Adora does not want to harm her old friend, but neither can she allow her to endanger the Rebellion. In the end, it is their one-time friendship that turns the tide and causes Huntara to give up service to the Horde.
CONCLUSIONS - AND BEGINNINGS
Because it emphasizes entertainment with responsibility, SHE-RA, PRINCESS OF POWER will be one of the most — perhaps the most — dynamic television series for children currently on the air, rivaled only by the phenomenally successful HE MAN AND THE MASTERS OF THE UNIVERSE.
It will be a series of magic and fantasy, adventure and courage in the face of overwhelming odds.
It will entertain...
educate...
elevate.
It is a story that reaches deep into our souls, where our hopes for the underdog, for those who stand against the wind and are determined to fight for the rights of those who cannot fight for themselves, are kept and nurtured.
It is, in short, an attempt to teach the children to recognize the face of personal courage...
... and to realize that it's the same face that looks back at them from the mirror.
SHERA, PRINCESS OF POWER
BACKGROUND INFO
BASIC CONCEPT: "Shera, Princess of Power" is a light-hearted, action-adventure fantasy designed with strong kid appeal. The key words are light-hearted and fantasy, for while action is a necessity, it's those elements that will make the show fly. Stories should have mounds of humor, sentiment, magic, and just a trace of romance. Steer clear of combat-oriented stories, and when combat does occur, take pains to make our heroine's cleverness and dexterity the winning feature rather than sheer strength. Use magic over sword-slinging, and fill your tales with color and wonder.
Women should play a major role in all stories, not only Shera and her super-powered friends and enemies, but women of all kinds. Don't neglect our male characters. They are important too, just don't surrender to the macho-syndrome of many cartoons in which the females are wispy Princesses always in need of rescue. Strive always for a true equality of characters, thinking of our people as just that, people, regardless of sex differences .
06264/107LD
BACKGROUND: "Shera, Princess of Power" is set on a planet known as ETHERIA. As its name implies, Etheria is a beautiful place, very natural, very charming, very enchanted. It is filled with verdant forests, shining rivers, white-capped mountains, gleaming rain forests, ethereal cities, and small, pleasant villages and towns. It has the feel of King Arthur's England melded with a bit of Middle Earth, a touch of Cloud CuckooLand, and a dash of Oz. Its a low-tech world, people don't carry ray guns or flit about in rocket-powered vehicles. Transportation is by horse, by wagon, by sailing ship. If flying transportation is part of a story it will probably consist of some flying beast rather than a high-tech flying ship.
The exception to all of the above is the villains of our show, the collection of slimy nasties known as THE HORDE.
The Horde are the conquerors of Etheria, but are not native to the planet. They came there some twenty-odd years ago from another world (see Character Sketches for more background). The Horde is a high-tech band. They use flyers for travel from place to place and are able to bring to bear such equipment as Destructo Tanks, Bat-Meks (robot planes), Stunner Cannons, Energy Batons (truncheons that fire beams), and anything else you care to create. It is precisely this terrible technology that allowed the Horde to triumph over the kingdoms of Etheria. The Horde controls the planet and their places of operation are always dark and grim and ugly. In essence, think of it as smoking industrial complexes set down in otherwise organic terrain.
In the five part story that introduced Shera and her friends, we saw the Horde's first set-back, the taking of the kingdom of Bright Moon by a group known simply as the Great Rebellion. The seat of power of Bright Moon is a large, gorgeous, enchanted castle known as the PALACE OF POWER. Here dwells Queen Angella and her daughter Glimmer (see Character Sketches). Shera and her brother, He Man, were instrumental in the taking of Bright Moon, but this was only the beginning of our saga. As the show develops, we will see the Great Rebellion spread to the other kingdoms of Etheria even as the Horde tries to stop it once and for all. This back story of the reclaiming of a world is the skeleton of our show, but the flesh that covers this skeleton will take many varied directions. We do not want a heavy hero vs. villain approach in every story, nor do we wish to dwell on the "Horde oppression" in a grim manner. Indeed, many tales may not even deal with the Horde, though they are certainly around when a villain or two is needed.
SOCIAL SET-UP OF ETHERIA: Etheria is divided into numerous small kingdoms, each independent of the other. Bright Moon is one such kingdom, Mystacor (ruled by Castaspella — see Character Sketches) another. Outside of the kingdoms currently part of the Rebellion (Bright Moon, Mystacor, and the Kingdom of Snows), the various kingdoms are nominally under Horde rule. Some have actual Hordesmen governors (e.g. the Kingdom of Woodsedge is ruled by Terrora, a Horde villainess), most are run by native Etherians controlled by the Horde's might. The Horde keeps the kingdoms in line through one major factor, stark fear. As for the Horde itself, its headquarters is a dismal tower located in a dark, brooding region of Etheria known as FRIGHT ZONE. Here Hordak dwells, keeping an eye on his turf.
The various kingdoms do trade with each other and are in the main friendly to each other. Of course it would be against Horde law for a kingdom to have any dealings with the Great Rebellion, so kingdoms won by the rebels are somewhat isolated. Each kingdom would have either a major city or some seat of power, a castle, a tower, etc. They would also have towns and villages.
Etheria is at heart a pastoral world, its major occupations being farming and herding. There are mines as well, all of them controlled by the Horde who are systematically plundering the wealth of Etheria. Fishing is another major occupation, confined, of course, to the seaside kingdoms. There are many islands off the main continent of Etheria that constitute small kingdoms in themselves, or sometimes several islands in a chain will be considered one kingdom. Other occupations include travelling merchants, bards, foresters, jewelers, and of course magicians.
As regards the people of Etheria, consider them a widely varied group made up of many colors and backgrounds. Moreover, since Etheria is a world of faerie, non-human races are certainly possible, e.g. cat-people, insect-people, bear-people, etc. Attire will depend on prevailing terrain and weather (you wouldn't expect to find desert dwellers wearing parkas), but as a general rule people of Etheria will wear very bright, colorful garments made of organic materials. Etherian weapons will be standard medieval melee weapons, swords, spears, maces, bow and arrow, etc., but most Etherians will not carry weapons. Likewise Etherians will seldom go around in any sort of heavy armor, in fact at best chain-mail and shield (usually reserved for guardsmen in the various royal palaces). A light, non-violent look and feel should always be maintained. As there are always exceptions to any rule, there is an exception to the light, non-violent look, namely the Horde. Hordesmen are always bristling with weaponry, usually of the high-tech variety, and always have a dark, foreboding look, whether cloaked in standard Horde Trooper uniforms or in the heavier armor favored by Horde supervillains.
An important factor to keep in mind in the social set-up of Etheria is that the Horde has ruled the planet for a significantly long period of time. What this means in terms of story is that not every Etherian is on the side of the Great Rebellion. Indeed, it's much more logical to assume that rebels make up a small minority at this point in time. In many cases, Etherians may very well support the Horde, either out of fear of reprisal or simply through acceptance of enforced authority. Therefore, in one episode, an Etherian village may welcome rebel forces with open arms, while in another story villagers may actually betray our protagonists. By maintaining this "shades of grey" concept, instead of a black and white approach, we provide our story tellers with more scope.
GEOGRAPHY OF ETHERIA: Etheria is very Earth-like in terms of its geography. In other words, a mixture of mountains, plains, deserts, forests, jungles, ice fields, etc. Stories can be set in any type of terrain, the only exception being outer atmosphere, i.e. space. Though the Horde definitely has interstellar travel capability, stories set exclusively in space should be avoided. This does not mean the Horde could not pose some threat from space, only that the bulk of the story should take place planetside. In dealing with the natural environment of a story, please maintain a respect for the physical laws of nature. Rivers start in mountains and flow to the sea, they don't just crop up where convenient. Swamps do not have cliffs in them, nor do they adjoin steaming deserts. In the LOCALES section of the bible, we will be naming some of the natural sites on Etheria. However, writers are free to contribute new locales to the Etherian map, as needed.
CHARACTERS: There are a large number of characters involved in the show, good guys and bad guys alike. These characters are detailed in the CHARACTER SKETCHES included in this bible. However, keep in mind that not every character need appear in every show. Indeed, shows that follow just a few characters work better. Certainly every story must include Shera (and by logical assumption her alter-ego Adora), but the rest of the cast can and should revolve frequently. You can also feature people in the cast rather heavily, so long as Shera remains involved. This means it's possible to do a story featuring Glimmer, or Bow, or Madame Razz, or any other character, but our heroine must be instrumental in some way. The same applies to our nasty villains. If Catra makes our heroine's life miserable in one show, in another it may be Mantenna or Leech who carries forth the machinations of evil. Our list of "regulars" is certainly extensive enough for writers to choose the character or characters that best fit a story. Writers may create their own characters for the show (at times this will be a necessity, in fact), but we suggest steering clear of coming up with a new supervillain for the Horde or a new superhero for the Rebellion. Let's face it, gang, we’ve got plenty, and until we adequately cover them over the course of a show, there's no reason to haul in another.
LOCALES: Here are some areas of Etheria, useful in planning stories.
THE PALACE OF POWER — This magnificent edifice is the home of Queen Angella and her daughter Glimmer. It is a fantastic bit of real estate, composed of gleaming stone walls with an overriding avian motif. It is a place of powerful magic, good magic. The Palace constitutes the seat of power in the kingdom of Bright Moon. (You might think of the Palace as the capital of Bright Moon.) Its magical force, which only Queen Angella can control to its fullest extent, makes the Palace virtually immune to anything but an all-out Horde attack. The Horde avoids such an attack because of the feeling toward Queen Angella in the other kingdoms of Etheria. Their reasoning is that to attack Angella could urge kingdoms not yet part of the Rebellion to join it, because Angella is popular with other rulers. Therefore, the Horde counts instead on subtle subversion of Angella's realm. Many magical devices and vehicles are housed in the Palace of Power, ready for use by the rebels.
WHISPERING WOODS — The Whispering Woods is a large, enchanted forest in the kingdom of Bright Moon. It is also home to the Great Rebellion. Adora, Madame Razz , Bow, Kowl, the Twiggets, and all the other rebels reside in Whispering Woods. The enchanted nature of the forest makes it impossible for the Horde to locate the rebel camp, for the woods actually twist and turn about anyone entering them who is not a part of the cause of good. The Woods also resist destruction attempts by the Horde (fire bombs, rays, etc.) and the dark, dreadful spells of Horde magic workers like Shadow Weaver. The Whispering Woods is, in fact, the focal point of the lines of magic power which run all over Etheria. Given this fact, it is logical that visitors from other dimensions (such as He Man) will appear either in or very close to the Whispering Woods.
THE VILLAGE OF THAYMOR — This small, pleasant village is typical of Etherian hamlets. Village social life revolves around the Council Hall and the Laughing Swan Inn. The people of Thaymor are mainly in farm related occupations (farmers, tanners, wheelwrights, etc.). Thaymor is also located in the kingdom of Bright Moon.
THE FRIGHT ZONE — a dual term, it refers to both the sinister tower keep where Hordak resides, and the surrounding land area. One thing characterizes the Fright Zone — it's scary! The tower itself is a massive edifice of dark stone with eerie asymmetrical looks. Inside, there are pictures whose eyes follow people down the hall, spiders and snakes scuttling and slithering around the corridors, chains rattling, mysterious screams, ghostly apparitions, fluttering bats — in short, the tower is like a massive haunted mansion. The tower is surrounded by a huge moat in which dwell the most horrid underwater creatures imaginable. The terrain of Fright Zone is swampy, boggy, fully as horrid as the tower itself. Monsters roam freely, there are dire plants and natural perils, it is ugly in the extreme. Most people would think twice before braving the Zone. While Fright Zone in essence is a kingdom unto itself, it is also bordered and buffered by three evil Kingdoms: DARKEDGE, CRIMSON WASTE, and SKULLPATH. These kingdoms are all ruled by evil Etherians who collaborate wholeheartedly with the Horde.
BEAST ISLAND — Beast Island is a semi-tropical isle far out in the Growling Sea. Many monstrous things walk the island and it is perilous. Beast Island houses one of many Horde prisons, prisons in which valuable captives are incarcerated and interrogated. You can consider the island the Horde's equivalent of a state pen.
THE KINGDOM OF SNOWS — This is another Etherian kingdom, located high in the Dreaming Mountains. The Kingdom of Snows is ruled by Frosta, the Ice Empress (see Character Sketches). As its name implies, it is a kingdom of snow and ice, its people living in large, almost igloo-like structures, the most magnificent of which is Frosta’s own Castle Chill.
THE KINGDOM OF MYSTACOR — Mystacor is a magical kingdom presided over by Castaspella the Wizard Queen (see Character Sketches). The laws of reality have little to do with Mystacor, where everything works in a magical fashion. It is the home of many magical types, not all of them on the up and up.
THE VALLEY OF THE LOST — A dread valley in which prehistoric monsters roam and the terrain is either deadly stark or menacingly primordial. It is located far to the east near the lip of the SIZZLING DESERT. It is not a place you would expect anyone to hang around in (good guys or Hordesmen), but is useful as a locale for stories involving ancient ruins and objects of interest from Etheria's dim past.
SINGING RIVER — Singing River is the chief waterway of Etheria. It snakes the length of the entire main continent before emptying into the Southern Sea. Barges or galleys ply its course frequently, and the various towns dotting its banks are usually lively places where people from many different kingdoms meet.
THE GROWLING SEA — Already mentioned as the spot where Beast Island is located. The Growling Sea to the west of Etheria's main continent is the largest Etherian sea and can be quite rough at times (hence its name). Other seas are the Southern Sea, the mysterious Sea of Sighs (an inland sea), and the Cracking Sea.
STORYLINES
The heart of any show is its stories, and on "Shera, Princess of Power" this is all the more true. As already stated, though the background of the show is the struggle between the Horde and the Great Rebellion, stories need not fall into a constant pattern of "the Rebels do this, the Horde does that." Also to be avoided are shows based on mere MacGuffins or gimmicks, e.g. if Shera can find the Mystic Kazoo of Wazoo, the Rebellion will be able to defeat the Horde decisively. Such stories are possible, but they must have much, much more than that to go. So what do we want? First and foremost, characterization. Study the characters you have to work with, find their appealing or troubling qualities, and build stories around that.
Examples would be:
Shera is idolized by a young girl who then changes her mind about our heroine when Shera's healing power fails to save the young girl's pet from some disease or accident. Shera must then show the little girl that while we do not always live up to the expectations of others, those expectations themselves can sometimes be false.
Madame Razz loses Broom and must get him back. This story works on several levels, i.e it will show the depth of the relationship between Madame and Broom, allow Shera to use her abilities to find Broom, and present a good bit of comedy interaction.
Bow wants to race his stallion Streak in an upcoming horse race in the Kingdom of AIver. However, as an outlaw, Bow would be putting his neck on the line by making such a public appearance. If Bow goes he could also be putting the whole Rebellion in jeopardy. If he doesn't, he loses some of his own self-esteem. He must also disobey direct orders from the Rebellion leaders to do this thing, a further enhancement of the character value in the story.
When you're thinking of tales for the show, think fantasy, not sword and sorcery or science-fiction. Those elements do exist in the show, but we are not going to emphasize them overmuch. A good fairy tale is a better source of inspiration for this show than an episode of Star Wars. Keep those stories simple, accent action but not violence, and make the characters live and breathe, for us and for yourself .
From time to time, we will be doing crossover stories between "Shera, Princess of Power" and "He Man and the Masters of the Universe." In such stories Shera and one or two of her friends may pop into Eternia, or He Man and some of his cronies may wind up on Etheria. Since the two planets are in different dimensions, this is always accomplished through a magic spell (a dimensional gate, for example) rather than by space travel. However, unless the writer is very conversant with both shows, we don't suggest coming up with crossovers, for obvious reasons.
SHERA, PRINCESS OF POWER
CHARACTER SKETCHES
SHERA AND FRIENDS
SHERA — He Man's twin sister. Shera is a beautiful woman with long, wild, golden hair. She is sleeker than He Man (i.e. not as muscular looking), but every bit as powerful. Any stunt He Man could accomplish Shera could do as well. In addition, she has other powers, to wit:
LIMITED HEALING BY TOUCH — Shera can transmit a golden aura that heals. Always works on animals, may work on people.
EMPATHY — she can sense the feelings of people and animals by concentrating. (Note: she cannot "read minds," only pick up sensations of feeling, e.g. this animal is hungry or frightened, that person is sad or angry.)
Shera also has an alter ego...
ADORA — Unlike Prince Adam, Adora is not considered irresponsible or reckless. She is tied strongly to nature, to the trees, the earth, the sky, as indeed Shera is. There is also a strong sympathy and tie with animals.
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BOW — Bow is a handsome, dark haired, roguish sort of chap, a little irresponsible (he and Adam would get along fine). He is a crack shot with bow and arrow, but has no super or magical powers. He rides a stallion named STREAK. He is more than a little fond of Shera/Adora. He also has a companion/pet named...
KOWL — Kowl is a butterfly-winged owl who speaks in pompous tones. He is above action and derring do, but he has the ability to sense danger, figure out complex puzzles and in general use his wise old owl wisdom to the Rebellion's benefit (though he makes a quick exit- during a melee). He is almost like a conscience to Bow, always berating him for one irresponsible action or another. Kowl should be a strong comic figure.
SPIRIT/SWIFT WIND — Spirit is Shera's dappled mare, a steed she has ridden since childhood. But when Adora becomes Shera, she transforms Spirit, just as He Man transforms Cringer into Battlecat. When the transformation is complete, Spirit becomes a winged unicorn with gleaming silver horn and hooves, attired in fashionable battle armor. The name of this unicorn is SWIFT WIND, of course. As an added attraction, Swift Wind is able to communicate with Shera telepathically (in a silvery, fluid female voice). Neither Spirit nor Swift Wind actually speaks.
MADAME RAZZ — Madame Razz is the Witch of the Woods . She has forgotten her age, but reckons it at near one thousand or so. She is about three feet tall, with a double pointed, goofy-looking witch's hat on her head and a pair of square granny glasses, thick as coke bottles, over her eyes. She rides a dilapidated broom that talks, but unfortunately is as nearsighted as she is. The trees shudder when Madame takes off on a flight because she is bound to bounce off a few before she reaches her destination. Madame Razz has probably forgotten more spells than she knows, but she can usually come up with some sort of magic to bail Shera out of a situation. At the same time, her magic can be very unpredictable, a situation helped by the fact that she often throws the wrong word into a spell (e.g. she really did intend to put those villains to sleep, but said sheep instead. So she turned them all to sheep. Worked out, if not quite the way she planned). Madame Razz is a cherry old crone, always looking on the br ight side. And when villain threatens Shera and the Rebels, she can be counted on to supply her own wacky brand of Razzle dazzle.
BROOM — Broom is Madame Razz's friend and transportation Broom is a broom (logical, isn't it?), but he's like no broom you've ever used to sweep your floors with. First of all, he speaks. And he flies. And he walks. Broom’s personality is that of a competent old duffer, someone who’s seen and heard a lot over his many years with the wacky Madame. He has a little face located near the top of his handle, and wears tiny spectacles and sports a beard . He walks on his bristles (like the walking brooms in Disney's Sorcerer's Apprentice segment of Fantasia), but prefers levitating along, using his flying power. Madame Razz always "pilots" broom when they fly, and this generally makes for a comic catastrophe since both Madame and Broom are somewhat nearsighted. Broom is not forgetful like Madame, so he often prompts her on spells or information she's not quite sure of. He also spots her mistakes (unfortunately only after they happen) but at least Broom knows why they happened! Madame and Broom are the best of friends, and their relationship is fertile ground for stories .
THE TWIGGETS — Short, plump, comical little folk who inhabit the woods of Etheria. They are good friends of Madame Razz and thoroughly frightened of the Horde and its villains. They are very good at blending into forest terrain to spy on a villain or pull some trick. And Twiggets are brimming over with tricks. There are Twiggets all over Etheria, and any number can appear as needed. Twiggets LOVE company, so they seldom travel alone. They can be shy with strangers, though generally not for long. As friends of Shera and the Rebels, they add a touch of comedy to the story. Twiggets we have met so far are Sprig, Sprockett (male Twiggets), and Sprinkle (female Twigget).
GLIMMER — This brash, impulsive, terminally cheery young lady is one of the deposed Princesses of Etheria, a fact she never lets anyone forget. Glirmer has light-based powers, enabling her to teleport as a beam of light (range about ten miles), throw stunning light blasts, cause flashes of light to disorient her enemies, and create things out of solidified light (ladders, battering rams, etc.). Glimmer's power comes from a magnificent jewel in her palm, an energy source that is not without limits. She must expose it to bright light for three hours every day to keep it charged and can easily run out of enough power if she does too many things in too short a space of time. GIimmer has multi-colored eyes and hair and breath-taking attire. Her recklessness often causes problems and her age and inexperience make her the perfect dupe for scheming villains. She is a fun character, someone who can laugh through the most dire of circumstances and pass on her good cheer to her comrades.
These characters constitute the "regular cast" of Shera, Princess of Power.
As on He Man, Shera has a band of heroines to help her out as needed, popping into and out of shows exactly as Ram Man, Stratos, Mekaneck, etc., do on He Man. Here are a few of them:
ANGELLA — Queen of the Kingdom of Bright Moon. Angella is Glimmer's mother She is a sorceress-warrior. Her beautiful, glittering costume contains expanding wings which enable her to fly. A little older than the other rebels, she is a character to whom people often turn for guidance and leadership.
FROSTA — The Ice Empress, dressed in gorgeous ice blue attire. She is the ruler of the Kingdom of Snows and can "quick freeze" enemies with the mere pointing of her crystalline arm. Frosta is otherwise a normal human female, with one flesh-and-blood arm and one crystalline arm.
CASTASPELLA — As her name implies, Castaspella is a worker of magic. Her power comes from a strange, star shaped disk on her back which spins gaily when she weaves one of her magicks. Castaspella can paralyze someone in his or her tracks, create a "window" out of thin air through which faraway places may be viewed, set up a mystic shield which deflects magic bolts and the like, enwrap foes in bands of force, and fly through the air like a comet. Castaspella is known as the Wizard Queen and rules the whimsical kingdom of Mystacor, a place brimming over with enchantment and magic. She tends to be a bit flighty at times and would rather seek adventure than deal with affairs of state. She is known as Cass or Casta to her friends, Frosta and Queen Angella being her nearest and dearest of these. She is the perfect character to be involved in stories dealing with magic items or effects or places.
WILLAWAND — This handsome beanpole of a man is a travelling entertainer whose most prized possession is his freedom. It is because of this that Willawand joined the rebellion (not typical, since he isn't a joiner). Willawand is a teller of tales, a songster, and a stage magician (note that he doesn't do real magic, only sleight-of-hand tricks). He tends to ham it up in the most mundane of situations and is positively florid during crises situations. He is a very creative fighter and reckless enough to be a good friend of Bow's, though Kowl and he have an on-the-edge relationship, constantly trying to one-up each other. Typical of Willawand's tricks is the use of flashpowder to “disappear”from enemy hands or the firing of small knock-out darts from his bard's harp. His dress is outrageously flamboyant, multi-colored tunics and breeks, a floppy hat with a huge plume, etc. He is very acrobatic and not likely to carry weapons, though he is probably better with a sword than most of the rebels.
DOUBLE TROUBLE — Double Trouble is Glimmer's cousin. She comes from the Kingdom of Green Glade and functions as the chief spy of the rebellion. Double's forte is disguise, and she can look like almost anyone with a little time. She is very dextrous and can squeeze herself into almost impossibly tiny spaces or climb the sheerest of walls to carry out her missions. She is not much of a fighter, though her agility makes her a good dodger. No disguise is beyond her. She can look like an aged king one moment, or a Horde villainess the next. She can also change her voice to suit her disguise. Double can fast talk her way out of the tightest spots and is very effective against the Horde, whom she adamantly hates. This stems from the fact that she plays Horde supporter in her normal guise, the better to spy on them when the time comes. She is often mistrusted by Etherians not in the know for this very reason.
SHERA PRINCESS OF POWER
CHARACTER SKETCHES
THE EVIL HORDE
THE EVIL HORDE is a generic term for a collection of bad guys who have totally overwhelmed the planet of Etheria. The Horde are, in effect, the rulers of Etheria and an iron-handed rule it is. The Evil Horde are not natives of Etheria. They come from a strange world known only as HordeWorld. This world is the hub of a vast conquered empire, of which Etheria is only one component. The mysterious ruler of HordeWorld (his identity will remain a secret throughout the show) keeps tabs on all the planets under Horde control and woe betide the appointed ruler of a planet if Horde interests are not served there. In the five part show, we will concentrate on the "regular" cast of Horde villains without too much attention to the Horde’s background. While the regular Horde council membrs will not be vanquished, keep in mind that the Horde can call upon an infinite number of minions. You may beat five of their worst one day, but you can bet the Horde council will send five more on the following day. And now let's take a quick look at the folks you’ll love to hate:
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HORDAK — Encased in heavy black battle armor, HORDAK is the man who rules Etheria in the name of the Evil Horde. As might be expected, he is rotten to the core, thoroughly ruthless, and thoroughly dedicated to keeping Etheria and its residents under his black-gloved thumb. Hordak's philosophy is might makes right, and he takes every opportunity he can to carry this philosophy out. He is a master schemer, cool and calculating, except when his schemes go awry, in which case his temper generally gets the better of him. Hordak is in reality part organic person and part machine. This is emphasized in his modular ability, i.e. he has the power to actually change pieces of his body to any desired configuration. Thus he might turn himself into a mini tank by switching to his tank tread legs and cannon arms, into a flying dreadnaught by attaching a jet pack and glider wings, or he might simply attach various weaponry to himself to succeed in a personal battle. These changes are lightning quick, controlled by Hordak's "on board computer," an integral part of his armor. Hordak totally hates Shera and her friends and constantly seeks to end the threat of the most powerful woman in the universe. Hordak fears nothing, with the single exception of HORDE PRIME, the mysterious figure who rules HordeWorld. Since Hordak is in essence the governor of Etheria, Horde Prime is constantly checking on the job he is doing, via the special monitor in Hordak’s quarters. Thus should Shera destroy a Horde outpost, or prevent a shipment of valuable research material from Etheria to HordeWorld, it is very likely Hordak will be getting a chewing out from his exalted leader.
SHADOW WEAVER — Every Evil Horde needs an evil magician and Shadow Weaver is that. Shadow Weaver is a mysterious cowled figure, a female, whose main feature is a pair of evil red eyes that seem to float in the darkness of her cowl. Shadow Weaver can work rituals that gain the Horde information, and use her magic aggressively, throwing Shadow Blasts, Coils of Shadow (bands of darkness for subduing foes), changing her form into living shadow (like a mist that can move under doors, through cracks, etc.), or becoming the image of some other person. The sight of Shadow Weaver fills most people with a chilling dread. She is very valuable to the Horde since she can sense the workings of magic and to some extent predict the future.
CATRA — A whole lot of evil in a deceptively petite and pretty package. Catra looks like a normal female most of the time, but when she dons her mask of power she becomes a fierce catwoman, complete with sharp claws. In this guise she has all the stealth, agility, and cunning of a feline, which she uses to good effect on behalf of the Evil Horde. She can also control any feline species to do her bidding, even the mighty Battlecat! Definitely not a lady to fool around with. Catra replaced Adora as Horde Force Captain (see Shera character sketches). She will be a major adversary.
MANTENNA — Truly a bizzare figure, this heavily-armored villain's eyes are mounted on retractable stalks that emerge right from the eye sockets in his head. He can use his eyes to peer over things or around corners, and can fire a variety of beams from them (paralysis beams, stun-beams, balance-distortion beams, etc.). Naturally, he can fire in more than one direction at once. He is a basic enforcer type.
GRIZZLOR — This humanoid boar has two tusks and a large shaggy body. He has the strength and ferocity of a wild boar, but is not the greatest in the smarts department. Grizzlor is the Horde's Prison Keeper, presiding over the terrible dungeons on Beast Island.
LEECH — A hideous creature with suction discs instead of hands and feet. Leech can climb even the slickest of surfaces with ease and can use his suction discs to drain energy from his foes with a single touch.
SCORPIA — Scorpia might almost be good looking if it weren't for her armored tail, her pincer claws and a disposition fully in keeping with the insect from which she takes her name. Scorpia's sting can paralyze a foe in seconds and she has the strength to rip out walls. She is not terribly bright, but she makes up for it in sheer meanness.
IMP — Imp is only about six inches tall, but it's all mischief and deviltry. This character has floppy ears, a devil tail, and snaggly, sharp teeth. His basic talent is infiltration, for he can turn himself into most any object with a thought (however he cannot turn into any object much larger than himself). Thus Imp might disguise himself as a goblet and set himself down on a conference table to overhear a plan or become a sparrow to make an escape. Combat wise, he has no power, though he can provide impish diversion, a smoke screen, a hot foot, a trip wire, etc. He too is played more for comedy.
THE PALACE OF POWER/DARKHOPE — ADDENDUM TO BIBLE INFORMATION
The Palace of Power is the most magical spot on all Etheria. In the Palace are gathered all the forgotten secrets of the First Ones (the founders of Etheria, equivalent to Eternia's Ancients). The Palace is located at the very top of the gigantic mountain called SkyDancer. This mountain is at the edge of the Kingdom of Bright Moon. The mountain top is constantly wreathed in clouds that obscure it and even when these clouds are pierced, the Palace is not immediately evident. It takes powerful enchantment or the power of Shera's sword to reveal the magnificent avian facade of the Palace and permit entry.
In the episode in which Shera finds the Palace (PP#67022, "The Palace of Power") she also meets DarkHope, the living spirit of the Palace. DarkHope is a very mysterious being. He appears as a pair of baleful red eyes, floating in a corridor of infinite darkness at the bottom of the palace. This coriddor is behind a very magical-looking door which opens to reveal him. DarkHope sees all that transpires on the planet of Etheria, EXCEPT for what occurs in the Fright Zone and the Shadow Kingdoms around it. The evil of these places prevents even DarkHope from seeing what occurs there. DarkHope also tells Shera that the Palace has long awaited her coming. She is the heroine for which the Palace was constructed, the person on whom the fate of the planet rests. For this reason, Shera is told to treat the Palace as her personal Haven. She comes there to meditate, to ask advice of DarkHope, to explore the myriad secrets contained in the Palace or to undertake some quest or another at the behest of DarkHope .
Like Castle Gray skull the actual extent of the Palace is unfathomable. Its corridors and staircases cover miles of unedning space, its chambers are more numerous than anyone could count.
While Shera will make use of the Palace often, it is not an automatic answer to the problems facing her. Shera will only seek the help of DarkHope and the Palace in the most dire of circumstances, never abusing the great power inherent in its walls.
As for DarkHope he looks forward to the day when the last Hordesman leaves Etheria and the world is once again free. At that moment the Palace will manifest itself to all Etherians and DarkHope's true identity will at last be revealed. Until that day only Shera, Princess of Power will share the secret of the Palace.
SHADOWWEAVER — ADDENDUM TO BIBLE INFORMATION
The Horde's dark Sorceress has her own private sanctuary to which she retires to study her evil spells or merely rest up after a hard day's nasty work. This sanctuary is known as HORROR HALL. Horror Hall is located in the Shadow Kingdom of DARKEDGE, one of the three evil kingdoms surrounding Fright Zone. Horror Hall is set in an active volcano, a mighty belching monster of a mountain. All manner of monster flies, crawls and creeps around this volcano. Entrance to the Hall is through the volcano's crater and this entrance is hidden by the constant flames shooting up from the lava pit and the thick black smoke caused by these flames. There is ALWAYS some sort of guardian monster on the entrance to the Hall and the portal is nothing more than a patch of darkness.
Inside, Horror Hall lives up to its name in grand fashion. Furnishings are eerie, gloomy, bizarre. Dark corridors go in all directions and weird noises abound. The center of the hall is the workshop of ShadowWeaver, a place filled with the trappings of evil magic. There are also dungeon cells, for those unfortunate enough to be the victims of ShadowWeaver's terrible experiments.
Attempting to breach Horror Hall would put even the Princess of Power in dire jeopardy, for it is here that ShadowWeaver is at her most powerful.
SCORPIA — ADDENDUM TO BIBLE INFORMATION
Though its not common knowledge, our pincer-clawed villainess also has her very own hideaway for those moments when evil-doing has taken its toll. It is called SCORPION HILL and is located in the blood-red sands of the Shadow Kingdom known as Crimson Waste. Scorpion Hill is a gigantic sand dune at the base of which is a large rock. Scorpia uses her mighty tail to push this rock aside and gain entrance to the underground passages which lead t o her lair beneath the giant dune. The corridors of the hill are patrolled by Scorpia's "pets", monster scorpions the size of St. Bernards. In her lair Scorpia plans and schemes to make trouble for the Rebellion and prove to Hordak that she and not Catra should be Force Captain of the Horde. Invariably such schemes involve not only the forces of the Rebellion but also the downfall or discrediting of Catra as well. Of course Catra is well aware of the scorpion woman's intentions and is usually prepared for her plots.
Possibility: Scorpia might be given a vehicle with which to cross the treacherous sands of the Crimson Waste. This vehicle would be known as the Scorpion Crawler. It would be a heavily-armored, tank-like vehicle with a scorpion motif and treads. Its tail-like appendage is a heavy-duty blaster and its pincer front can chomp through obstacles or capture foes.
#motu#visual development#concept art#filmation#notes forthcoming but i decided not to annotate it directly. for archival purposes#basically this is the series bible for Filmation's She-Ra show. bc i couldn't find it online#and it's fun and should be easy to find#pitch bible#not to be confused with ND Stevenson's#she ra#spop#hi i forgot to tag the actual series
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