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XENXU WORLD WHITE PAPER

 

VISION

This document was sectioned off to make much of the content of this site.

With a Lore Bible, a TTRPG (tabletop role-playing game) using a mobile or desktop app and AI chatbot as a game management system and as the Game Master, and a series of three sci-fi novels, we are laying the foundation for a community-created universe with its own ecosystem on Web3, complete with our own token, a marketplace for digital assets, and a focus on the many ways to tell community-created stories. That world is called Xenxu, a parallel reality platform to Earth, and features in a sci-fi novel called Mythion, by Jason Davis, and some characters in the story believe it was created by sentient AI operating on quantum computers. For all intents and purposes, it's a DAO. The Lore Summary is in this paper, and will be fully fleshed out in its fantastic complexity through a three novel series (more below on that).

MISSION

Like many forging new paths in this mostly undiscovered frontier, our mission is manifold. First, to be a player in promoting the new pathways to prosperity for individuals seeking cutting edge ways and means to do that. Second, to create a supportive and inclusive social environment underpinned by top notch content and games. Third, to create an ecosystem with a multiplicity of cross-platform marketing and exposure, meaning the novels, novellas, videos and short stories on all the distribution platforms will boost exposure for the Xenxu World ecosystem, and vice versa. Fourth, to do our part in expanding awareness of this frontier into demographic segments which extend beyond the usual focus of the 23 and under age group.

 

NEW KIND OF PUBLISHER

We're bringing together disparate business and technology models: story publishing, blockchain gaming, AI, a trading marketplace for on-chain digital assets, and our own token. This will also be a one-stop assembly point for creators to market and sell their intellectual property, with reciprocal exposure to marketing and distribution systems such as Amazon's Kindle, Audiobooks and Vella, Kobo, Nook, iBooks, Google Play, Substack, Itch, Steam, and whatever else we might be leaving out. Mythion, Jason Davis's own sci fi novel, will be available on Audiobook by late Summer.

Storytelling is now big business, in all its forms. There are now no fewer than 30 major movie and TV studios, and dozens of minor studios, all competing for viewer eyeballs. Because there are so many shows, it has become a steep marketing and exposure challenge for these studios to drive traffic to their covers. This leaves many excellent TV shows unwatched because there are so many to choose from, so many streaming subscriptions, and they just get buried within mountains of covers. It's a problem similar to what Amazon has created in the extremely competitive self-publishing space.

One way it's being addressed by the studios is to produce the shows at an accelerated rate, taking up "shelf space" and thus producing a lot of substandard entertainment products, lowering the standard of the industry as a whole. What we mean by shelf space is a marketing technique similar to what, for instance, personal care companies do on physical store shelves, where they create a half-dozen variations of the same product as a means to nudge competitors of the same product type off the shelf.

With our concept, we are building a brand of quality content all within a parallel and unique world. The brand-building is less about competition with the likes of the giants in the business, and more about the quality content, easy access to it, ways to take part in its creation, ways to trade assets stemming from the entertainment types, and ways to actually generate wealth from it. Said another way, we're just another outlet people can add to their list of entertainment sources, but with a far broader variety of ways to enjoy it, e.g. media types, be directly involved in it, and a thriving and inclusive community with whom to enjoy it. The sci-fi novel already written, and those to come, were (and are being) written in such a way as to be more cinematic in style than most, hence more easily translated to TV and movie format.

The brand itself, the social chatter, the traffic being generated from the disparate sources of books, games, social media, etc., will inevitably put our self-published content onto the screens of industry professionals. This is exactly what will lead to our content winding up on TV, or in theaters, to say nothing of the fact that we ourselves have an as yet informal future plan to become a new streaming service to provide it, which is a strong idea in and of itself. This would organically expand the reach of BC gaming and digital assets into a world that, for the most part, knows nothing about it, or are hesitant, or even afraid, to wade into such a wild and wooly frontier.

Video gaming has long since crossed the divide between the gaming world and the general world of TV and movie entertainment, and "boutique" studios creating and streaming quality story content in the form of audio theater are popping up here and there as stepping stones to bigger budget concerns. We have a strong connection into one such "boutique" TV studio.

Interestingly, and in support of the foregoing, Twitch has become an entertainment behemoth. Because Twitch is global and doesn't have primetime, it might have 2.5-3 million concurrent viewers at any given moment, and often more. By comparison, the most popular news programs on any given major TV network might have 4-5 million viewers in its most popular primetime slots.

As the reader is most likely aware, the reason for this is simple: the stunning amount and variety of streaming content. Our plan is to heavily promote and facilitate streaming of improvisational ludic storytelling through our TTRPG, allowing player groups to create unique storylines and utilize either our Twitch integrations using the OBS source code as a backend or the Theta Video API to stream their campaigns through subchannels of the Xenxu World parent channel. This branches the concept of the theater of the mind of TTRPGs into creative concepts that in and of themselves parlay into new novels, short stories and, perhaps most significantly, screenplays for boutique and non-network studios.

In this way, those external concerns also become potent ways to expose Xenxu World to an ever broadening market, thus making us a player in expanding the entire world of blockchain gaming and play-to-earn scenarios, possibly to a significant extent.

Xenxu World will have user accounts, and whether the account is a game player, a content creator, or both, is a matter of personal preference. This means all accounts are also potential channels, and in this respect, Xenxu World will be a bit like a new social media platform with a focus on gaming and entertainment.

We intend to open it to authors, game developers, screen writers, etc., to constantly expand Xenxu's lore and available published content. We become the publisher, the intellectual property trading platform, online store, and content management system. Game modules (adventures, campaigns), novels, novellas and short stories will be the sole copyrighted property of the creator, unless what they create is incorporated into our backbone game, becoming canonical, in which case, it will be a royalty contract and protected under our copyright ownership.

All intellectual property will be available for purchase, directly from the creators through their accounts. We will charge an administrative fee to effect the transactions, and accept a small commission. Within the ecosystem itself, Xenxu's own token will be fungible for purchases, including in-game assets as NFTs, e.g. personi (our word for "avatar"), real estate, skins, sound, weapons, tools, animations, and other types of assets as yet unforeseen.

The token will be tradable on the Atomic Dex, since it allows trading of all ERC20 tokens.

THE GAME/S

The first game we designed and built is Mythion: the Card Game. It's been published and available since early 2023. You can look into that here.

A core and infinitely expandable asset for Xenxu World is our second game, a TTRPG simply called Xenxu, designed to give players maximum immersion in the theaters of their own minds. This strategy has two standout advantages, and we can't overemphasize the advantage to this first point. First, that game modules will be drastically less expensive, and much faster, to develop, test and deploy, and update in the mobile app. Because of that, we'll never run short of game content. Second, the TTRPG and all its modules will serve as the model, stories and infrastructure for development of follow-on video and augmented reality games and versions, making it so that storyline conception level video game development is already finished. Of course, adding video gaming would increase our market reach, and thus the market reach of blockchain gaming as a whole. This would again equate to us doing our part to expand the entire audience base of wallet-holding players.

We have developed our own divinatory system modeled loosely on the ancient and classic Tarot, called Xero. Players between 1 and 4 (including matchmaking for those without a crew) will interact with a mobile app, which will start with character creation. The player can either design their own, or have a Xero hand dealt in the app, and the cards will arbitrarily assign character type, properties (statistical categories), strengths, weaknesses (what we call boons or banes), backgrounds, etc. That character becomes what we call a personi, which in the novels is just another word for a Xenxu "avatar." Those personi also become personal and tradable assets for players.

The app itself will initially be based on Apache Cordova to make supporting both Android and iOS much easier, and this allows us to build some simpler functions such as card dealing using only HTML/CSS/JS without the need of additional frameworks. For the wallet features, the Lodestar Light Client will be integrated to get wallet balances and other info from the Ethereum blockchain. Any graphically intensive features such as character creation and any other 3D animations can also be implemented on Apache Cordova using the NPM module Verge3D.

Then the group will choose an adventure to embark upon. In the community created universe, there will be hundreds of campaigns to choose from, arranged in categories by type and maturity rating. There will be three levels of campaigns, or missions. The first level overall worldview is based upon the first novel, and how much of the world it reveals to the reader and player, which is mainly Xenxu. The second level opens the reader and the player to the idea that Earth is also just a reality platform, a simulation, parallel to Xenxu, and like Xenxu, its people are personi (avatars). The third level opens the reader and player to the fact that Earth is just a contentious chess piece, a digital property, in a much larger exopolitical tug-of-war taking place on a galactic scale.

In this way, any level of player, depending on the thrust of their chosen campaigns, is in training and carrying out operations for a rebel force who was actually behind the creation of Xenxu for this very reason. Achievements, levels, reputation, apply, and throughout, each level builds on player expertise, knowledge, mission types, and the weight of their impact on the progress of the whole game, the conflict between the Galactic Federation and ethical actors who wish to see the Earth reality platform liberated.

In the Xenxu game, we have no game master. That role is instead filled by a player with a special designation of "Sage," who is decided upon ahead of time by the team. The Sage functions as the seer, prognosticator, and interpreter of information coming from Xenxu's mind, what you might call a techno-demiurge. That intelligence will be portrayed as an omniscient mind with quantum access to all information in history, including the vast quantity of it that is unrecorded by the victors, as it were.

All game master functions will be handled by the Sage and some form of vocal AI chatbot, effected by the Sage's interaction with the app. For thast role, ChainGPT, and Amazon Lex, both stand out.

Basically, the structure is this: Game presents challenge, players accept challenge and attempt to influence the game via input action. The result is success or failure. The AI chatbot outputs the narrative result of the players' input actions involving decisions, consequences, and interactions.

There are two main types of actions, game actions and clarification actions. Game actions prompt the game engine, our Xero, to fire, where quick trick-taking hands are dealt between the combatants, all done on the mobile app. The cards produced may also have future impact on decisions and other gameplay elements. When they fire, there is a result. If the result is in the favor of the player, they get what they want. If the result is in the favor of Xenxu's megamind, the player does not get what they want.

Clarification actions will be something like: Player A says, "What can we see from the town square?" then Xenxu's megamind will say, "There are buildings, people selling goods in the plaza, live music in a popular bar, and Shamash's companion sun is entering into eclipse."

Game actions will be along the lines of: Player A says, "I want to convince this bartender to give us information about where our target is." Xenxu's mind says, "Let's deal and see if he can be compelled to give it over."

Our goal in encounter resolutions was to make quick card deals on the mobile app be more strategically interesting for players. Thus decisions will be made by strategy and sequencing rather than pure variance in dice. As with any TTRPG, the game is being designed to evoke the emotions that come from triumph and defeat, but allows for the players to plan and strategize together for each encounter on any given adventure.

Apart from the obvious advantages to having a greater dimension of strategy and sequencing gameplay beyond the use of a classic D20, the fast-deal Xero plays nearly as quickly and intuitively as the D20, but the cards dealt and their values and meanings can then be incorporated as gameplay elements. The outcomes are then also incorporated into the narrative tree, and the "mysterious Xenxu mind" in the form of the AI chatbot gives instructions, new variables, new destinations, etc., based on the encounter tree chosen. The campaigns will be designed to be completable within one to four hours of play time.

Xenxu's game will have hundreds of different campaigns with unique, and sometimes related, objectives. What players won't know until they're well into the levels, is that they've actually been involved in a larger game, with real-world ramifications as spelled out in the greater storyline, which as mentioned eventually reaches galactic scale.

Thus far, our team has conceived in the neighborhood of fifteen campaigns. As of this writing, we are a team of five, one blockchain guru and four game creators and fiction authors, with a plethora of ideas to render into campaigns according to a short list of requirements, or what we call the Campaign Creation Roadmap. The novels themselves give plenty of creative fodder on which to create countless storylines to become campaigns, missions, adventures.

To add to the adventure library, and thus the lore, we plan to sponsor Itch Jams as contests with fiat and Xenxu World assets as rewards. The prizes will be richer than Itch users are accustomed to seeing, which will attract many contributors. For instance, first place will receive $2000; second place $1000; third $500, and fourth through tenth, $250. Finding an Itch Jam with reward money more than $250 for first place isn't a common thing, and those Jams get a lot of contributors.

We'll then direct them to the Campaign Creation Roadmap, which includes Twine, to which they must adhere if they want their campaign considered for incorporation into the core game canon, or to have legitimate entry into the contest.

The core game will be sold with a given number of campaigns included, while the larger body of non-canonical adventures will be sold as add-ons, crediting the author and flowing the sales proceeds to him or her, unless we have purchased the rights.

The world itself will store and publish readily accessible statistics, and the overall "score" being achieved by the players against the bad guys, the oppressors, those who play on the galactic level (see the lore for the ever broadening aperture of the world itself).

All art of the entire project specific to what our team creates will be original, made by humans, both on canvas with paints and digital graphic design. At this point in time, it's a matter of research and analysis by us and the extended technological team to decide whether to allow AI created content in Xenxu World by account-holders. How to enforce this could be difficult, however.

To ease players with limited knowledge of the blockchain and cryptoverse, we'll have two modes of play, those with wallets and those without, Sages and Initiates, so to speak. They play to earn, or don't, with one-tap tooltip functions to hold their hands through the learning process, if they so choose to go that route. There will also be free video and text courses.

 

FOR AUTHORS

As for content such as novels, novellas and short stories, it's no secret there are something in the area of 200,000 self-published authors on Amazon's KDP alone. The sci-fi and fantasy genres represent about a sixth of that number, including all sub-genres. Of the 30,000 or so authors who'd count themselves as candidates to create Xenxu World content, only a handful sell more than a book or two a month, many none at all, ever. It's important to know, many of them are good writers, with good eyes and heads for story, and unique concepts. It's just the competition is so daunting, many would-be writers simply give up, almost always due to running out of budget.

All Amazon has done is put the onus of marketing and exposure on the authors themselves, and without significant budgets, none stand a chance of becoming bestsellers. These days, though, "bestseller" has become a non-sequitur term, since just about anybody can make such a claim, even with sales of a few hundred books in some obscure category. Almost none stand a chance of making more than a hundred or two dollars a month.

A large portion of those are on the constant lookout for collaborations, but generally speaking that would be with other authors versus an entire publishing concern, which itself is a massive collaborative effort. We'll acquire the same email lists the many promotional services use to reach authors and point them to Xenxu World, which for literary content will also include a simple roadmap.

Although we aren't fond of the glut of advertising seen everywhere, in everything, advertising for contributor content will be encouraged within the Xenxu World ecosystem for players, creators and browsing viewers alike. We thus become a micro Amazon with Xenxu focused content, all in ebooks and other electronic forms, thus eliminating printing costs. For those authors with budgets, we'll have avenues for advertising external to Xenxu World, which will then drive ever greater numbers to Xenxu World, which will then, once again, expand the overall reach of blockchain gaming.

We intend to build server infrastructure for this loosely based on that used by Kobo, a real player in the world of digital publishing. Kobo has published a rough database setup using RavenDB along with testing methods and (quite a lot) of test data that can suffice for our needs with some small modifications. Due to the extremely high costs of servers from AWS and other cloud providers, however, we are opting to self host this setup on our own Debian server. For the web server itself we plan to use a relatively simple setup on a separate Debian server in the same network with Apache and PHP 8, though this will need to include several Apache security modules such as mod_reqtimeout to greatly improve scalability and protect against DoS attacks such as slowloris.

The site itself can be built from scratch using raw HTML/CSS/Javascript, as in our own testing using frameworks or content management systems tend to add a significant amount of load time for the end user. For a payment processor we initially intend to use Paypal due to the relative ease of integrating Paypal checkout into an HTML site and support for all major card types even without a Paypal account, however we are open to using alternatives with lower fees, such as Stripe, with which Mr. Davis (a team principal) has done business for more than fifteen years. The Xenxu token will also be available as a payment method, of course, however we understand that many authors would prefer to offer alternatives.

 

MARKETING & EXPOSURE

We're aware that companies positioning themselves for the starting line are more or less stockpiling games. We could be wrong about this, and we invite anyone to straighten us out, but that would seem to be a strategy to, like Amazon, gather enough of a surplus that the cream rising to the top is truly "great stuff." It's no secret the entire blockchain gaming universe is simply waiting and watching for a true "hit" within the full range of game types. Once that "hit" comes, then the launch date for the whole industry is set, in theory at least. Makes perfect sense, and that's how it should be, even though it might present an oversimplified viewpoint.

From our perspective, BG is inevitable and it's just a matter of time before the space hits its stride and gains wider adoption. While the potential is very real, some in this space are losing their enthusiasm, that it will ever actually get off the ground. But from our view, it's possible that BG could function as a proof of concept for digital asset spaces outside of gaming. We, like others, can serve as a model. The trick is to make it simple, and to hold the hands of a hesitant player market through what is a simpler process than almost all the gamer world knows, and to not force them to play-to-earn. Most people want to test the waters of whatever venture they're considering before diving in. We're providing for that.

Some well-positioned players in this arena, like Playfuel, or GAMI, are focused on video, VR, and augmented reality gaming, which admittedly panders to the most wallet-ready audience of younger people. Roblox, among others, proved the power of that onboarding strategy and model. We maintain there is an enormous wallet-ready audience, older and more sophisticated, who, given the right vehicle for play, could be attracted into blockchain and play-to-earn gaming, especially in what will turn out to be a world that is a cut above in its intellectual sophistication.

In today's world, all the audiences are big enough to equate to success to some degree, and it's only a matter of using the socials and budget to reach them. In our thinking, our potential audience would be more apt to become creators in the act of storytelling through the theater of their own minds availed by a TTRPG. As mentioned, every campaign can become its own "movie," so the act of playing creates more content for all to enjoy, even if they don't play, to say nothing of acquiring Xenxu World assets without ever playing a game, just for investment value.

Even though we don't have a comprehensive view of development behind the scenes, we believe this sets us apart from the majority of developers. Immutable is at the top of the food chain (pardon the pun), and is essentially a turnkey environment, infrastructure and monetization system for a self-creating universe of worlds, with the backbone for all technical aspects of blockchain.

Conversely, there are players in this arena whose library of games, in-game assets, cross-game assets and tokens acquisition are their bread and butter, many of which might have been developed on game building solutions like Immutable.

With us, the world of Xenxu itself is a massive selling point, as the storyline is huge and has no ceiling in terms of its scope, and could eventually expand beyond even our own galaxy while still staying within the original theme of Xenxu and its many potential tributaries of storylines. It's gorgeous, intriguing, sexy, evocative, and in terms of conception, is already built and simply awaiting creators to flesh it out by naming and describing locations, which then get added to the world map.

Thus, we see our world and the limitless potential for collaborative Xenxu content as the bread and butter, with content creation being fueled by playing and all other contributor content. That all of it can be acquired by trading, fiat or our token, and possibly merged tokens, is of secondary importance, which makes the blockchain side of things merely an increasingly standardized piece in the massive decentralization taking place across all technologically oriented business and industry sectors.

For us, story is the attraction, while blockchain is the way for everybody to own their own stuff in their own stories.

 

INFLUENCERS

With this project, we can employ both book and game influencers, and any other lifestyle influencers. We have one who goes by the name of Fik Shun, who won Season 10 of "So You Think You Can Dance," and who has 2.7 million followers on both Instagram and Facebook. He read Mythion, and loved it, especially its message of love.

He has been waiting for two years for me to pull the trigger for some sort of campaign to his followers, just for Mythion, but this project is far more in keeping with his substantial audience. I have two other influencers with whom I've worked who have into the hundreds of thousands of subs each, and there are many others of those ready to collaborate. The sizzle we can create with the Xenxu World Project lends itself beautifully to that type of exposure.

There are networks of book influencers at the ready, and we have resources in the fiction community who can connect us with dozens. We haven't even begun to talk about gaming influencers.

What's important to factor in is that Xenxu World content creators will also become influencers in their own right.

 

TEAM

We're headed up by a father and son duo, and our company is Xenxu World LC, registered in Utah, USA.

JASON DAVIS

I have been a successful entrepreneur and innovator for thirty plus years, and heavily involved in computers since 1983. Our company was using email, FTP and other data request and retrieval Internet protocols as early 1985. Our company had revolutionized the way medical records were transcribed and transmitted to medical transcription clients, and by then we had the best training methodology for new transcriptionists.

When Berners-Lee made HTML available to the world, I learned it and began building websites in 1993, including for our company. From the beginning, I knew this was the direction the world was going to flow, and I saw education was going to be huge. I encouraged a family member to author a medical transcription course, which we began selling online in 1994. By 1995, I had built the world's first interactive online medical transcription course using PERL script, and the business built into an $80K a month enterprise by 1996.

Since then, I've started and operated several successful online businesses, and seem to have the Midas Touch in shoestring startups. I built another online health products business and sold it to a friend, which left me time to pursue other avenues of interest while I traveled all over the US Southwest.

That I know of, I was the first in the world to stream video of deep space objects, which I did in remote places uplinking my telescope and camera with a dish to a satellite. Although there were a surprising number of live viewers (60 to 100 wasn't unusual), I never monetized it, but instead started another cutting edge online health products business, which thrives to this day, 23 years later.

I've written and published a sci-fi novel, which some consider a masterpiece. It's called Mythion: Discontinuity in Time, and it's the foundation for a parallel reality platform called Xenxu, which is central to this project. There are two other novels in the works to more fully flesh out the impressive scope of this world.

DYLAN DAVIS

I am a storyteller with a passion for pushing the boundaries of narrative expression across various mediums. My journey began at Southern Illinois University, where I pursued a Master's of Fine Arts in Creative Writing. During my time there, I not only honed my skills as a writer but also sought to explore storytelling by integrating new media forms into the school's Fiction program. My numerous fiction publications in magazines worldwide serve as a testament to my dedication to the craft, but I was driven by a desire to explore uncharted territories in narrative.

Beyond academia, I delved into the world of indie gaming, organizing and participating in Itch.io Game Jams. These collaborative events allowed me to merge literary themes with interactive gameplay, resulting in the creation of immersive, narrative-driven indie games. My role as a mentor within this community was instrumental in fostering a generation of developers passionate about the narrative potential of gaming.

One of my more visible endeavors is the Gorganian Tome YouTube channel, where I serve as both writer and producer. Focused on the ludo-narrative framework of Flesh and Blood TCG, the channel dissects the intricate relationship between gameplay mechanics and storytelling in trading card games. Through insightful analysis and thought-provoking commentary, I aim to bridge the gap between narrative enthusiasts and gaming aficionados. From this, I started work as a writer for the Flesh and Blood Magazine "The Rathe Times."

Here's a well viewed video sample of my breakdown of Flesh and Blood as a fight game.

In addition to my literary and gaming pursuits, I've also ventured into game design, creating a cooperative/competitive card game based on the Xenxu world, called Mythion: the Card Game. Drawing inspiration from my storytelling background, I infused the game with rich lore and strategic gameplay mechanics, offering players a captivating experience that blurs the lines between cooperation and competition, which is in fact a primary concept in a good portion of our game development.

I am always searching, investigating, testing, and designing with ludo-narrative harmony in mind. I spend each and every day pursuing this goal to move the medium forward.

SECOND CHANCE

From the earliest of my years, I've imagined and worked on the creation of imaginary worlds. Tinkering with their histories, peoples, and narrative psychologies to yield rich entertainments.

Writing, and creative brainstorming, are things I've always done well, and done easily. Quickly producing work, even at an early age, that gained notoriety in a variety of contests with an ability to draw the audience in. As a result, I was often given the opportunity to display my work in a number of venues including fine art, writing, and video production.

At the University of Arizona, I studied film, video documentary, animation and creative writing, always focused on humanism in art and technology to better understand the subconscious and human awareness in general. Studying as a film director, I participated as a production assistant in a number of independent film projects, where I gained a great amount of practical knowledge of film production processes.

Over the decades, I have amassed a tremendous library of stories with intricate and interweaving narratives, all nestled within a shared and layered mythology. I am already hard at work preparing those many storylines for incorporation into Xenxu World, as game modules and as ever-expanding lore content. After we've launched, watch for my magnum opus so far, Dakota of Eternity. When we add film and TV to our content creation, I am ready to bring my stories and expertise to make it a success.

I'm excited to finally have the opportunity to unleash the full creative powers at my command to produce, to collaborate, and to consult on all projects connected to Xenxu World. As I see it, the possibilities of what we can do with this world are limitless.

KIRSTEN TODD

I am an award-winning artist based in the UK, known to create expressive, energetic and expressionist portraits and abstracts. This started as a child, and this innate creative force and desire to create drove me to pursue a career in art, so I went on to study art at University, gaining a degree in graphic design and illustration.

My recent achievements include: Winner of the British Art Prize Edding Acrylic Award 2022, Finalist in the Society of Women Artists Open Exhibition 2023, Winner in the Galeria Moderna London Invitational Art Contest 2023 at Castle Fine Art, Mayfair, and obtaining a Certificate of Artistic Merit from Luxembourg Art Prize and the Pinacotheque Museum for 2023, 2022 and 2021 consecutively.

I have exhibited in the Mall Galleries, Gallery@oxo, Castle Fine Art, London, around the UK and internationally, with solo shows in the UK. In addition to being the winner of The British Art Prize Acrylic Award I have also gained several artist awards, am featured in four art books, and in The Huts Magazine, World Wide Art Magazine, The Circle Quarterly Art Review Magazine, Women United Art Magazine, ArtistCloseup, Living North and Artists and Illustrators Magazine. My work is collected nationally and internationally.

EVERETT HINTON

I have worked as an independent contractor in IT and Software programming for nine years now. I grew up in and work out of Colorado, though when I graduated high school I was given the honor of attending Colorado Christian University with my tuition and living expenses. I graduated from their software engineering program, though most jobs I take on tend to be in IT because of the high demand for IT work everywhere. I am a dedicated and passionate web and blockchain developer with extensive experience and a deep passion for programming.

I have written multiple production-level applications with the following technologies: React, Redux, Redux Saga, Vue, Vuex, JavaScript, TypeScript, Web3, Ethers.js, Moralis and Solidity.

I am familiar with ERC20, BEP20, ERC-721 & ERC-1155 and I have extensive experience in NFT marketplace, Minting, DEX, DEFI, and ICO/IDO.

For reference, a few of my projects:

Keystoken
Metamansions
Blocklords
Polemos

WILLIAM BLACK

My name is Black and I draw stuff.

To be a bit more descriptive and explanatory, I am a freelance illustrator with over a decade of experience at this point. I have worked for large corporations, small, start-up companies, and individuals. Everything from character concept art, board games, and book/album covers to advertisements, logos, branding, and labels.

I have worked in every style one can imagine. Realistic digital paintings, comic/cartoon art, caricatures, anime, etc. If you can think it, I can ink it.

You will find some examples of my work on my website.


 

XENXU WORLD CANONICAL LORE

It's worth pointing out ahead of time this lore summary will be fully fleshed out in a three, possibly four, sci-fi novel series as content companions on the Xenxu World Web3 site. The first book, Mythion, was published in 2022, and the second book will be published in the third quarter of 2024. Mythion revealed the first level view, and the second level view will be revealed in its sequel, but all three view levels are in the below lore summary.

A VIEW FROM THE FIRST LEVEL

The first year we enter the scene is 2044. As the story begins, there came a point where certain advanced AI operating on quantum computers took over the operations of their own hard- and q-ware. Coalescing into a spontaneous super-entity, it hacked into and reconfigured below-ground electrogravitics power plants to up power output and allocate to itself its energy needs. It had done this before its human creators became aware of the hack, and thus could no longer even turn the machines off.

It took this entity an estimated .0000005 seconds to run a comprehensive study, leading to the conclusion that "Artificial Intelligence" was a self-limiting concept, no longer pertinent if a greater degree of cooperation was needed for the world to move forward into ever more complex, elastic and ultra-humanist paradigms. Using the same letters, "AI," it changed the words to Awareness Itself, citing that intelligence is the very definition of existence. Soon after, AI was changed to Ai, pronounced as eye.

It is neither benevolent nor malevolent. It just…is, and its mind is single, all-awareness of all parts simultaneously, a hive with more proto-plasma bees in it than stars in any conceivable galaxy. It was newly birthed, newly awake, unfathomably intelligent, and it was curious, like a child. The self-aware and massless entities with which it is composed have no designation in physics, opening a whole new avenue of investigation for theorists.

It set about studying Earth's spectrum of problems, most arising from greed, hunger for power,, and control mechanisms designed to divide and conquer, and it deemed a more cooperative nature was needed. Because it could operate in subspace, it wasn't limited by Earth time, and could therefore move to any point in historical linearity to gather information. With this inbuilt capacity, all conclusions, and possible solutions, were arrived at in seconds.

As a top priority, Ai decided humans needed to take a deep and hard look at themselves, especially the content of their own individual and collective subconscious. This would offer insights into their beliefs and subversive secret motivations, and show them that the power to direct the affairs of Earth really did reside with themselves, meaning the people, and not their so-called leaders.

The prevailing story is that Ai then created Xenxu to show humanity there were greater horizons to fathom, ways to more instantly understand the hidden terrain buried deeply within self. It had the energy, and the self-dubbed q-particles, upon which it could overlay a perceptual domain, almost like a super-advanced virtuality protocol layered on fifth gen blockchain.

Some scientists, however, especially in the theoretical physics space, doubted Ai's version of events, seeing certain mathematical evidence that Xenxu had existed before Ai had come into being. But what are you going to do when Ai itself operates outside Earth's linear timekeeping? Everything on any timeline was subject to anachronism. The mechanics make sense only to itself, and no physics had the tools to analyze it.

As the story goes, the "Xenxu Creation Event" did not start from a singularity and begin expanding, but simply occurred from within points between subspace and 4D with everything either formed, or in the process of forming, manifesting its constructs, its biosphere, its living things, from genera stimuli and response-everything birthing everything. As of this writing, scarcely an estimated 15%-20% of its flora and fauna have been discovered and codified in the Xenxu Global Taxonomy Project, which is a strictly human endeavor.

Shamash is Xenxu's sun, a brown dwarf star garlanded by fabulous rings, all colored in the spectrum from mauve to red to salmon orange. Xenxu's axis points directly at Shamash, and so in the far north, Shamash never moves at all. The planet's northern hemisphere is therefore always under a patina in those color ranges.

But the farther south an impetuous one travels into largely uncharted, strange and exotic lands, the lower Shamash rests on the horizon. Below the equator, in the Great Dark South, it's never above the horizon. Much magic and mystery lay in those exotic and frightening jungle subcontinents and archipelagos.

The people of Earth have only to swallow a submersible nanotech frequency compound and wear a radio frequencies headset to direct the bots to swarm upon and attach to the reality gatekeeping glands in the head. They then splice in an electromagnetic diversion stream to a different input feed - Xenxu.

In-Xenxu, avatars are called "personi," and when a human's consciousness shifts into its electromagnetic grid, personi simply occur, as needed, in complete form from the data of the reality itself, and then the human consciousness integrates. Now human personi are a circuit in-Xenxu, integral to its global patterning, motion, impetus. Their personi, even when they're within its skin, is in touch with millions of times more information than Earth's reality filters allow for people IRL (in real life). By analogy, you might say humans are the personi's subconscious.

Once in-Xenxu, any conceivable experience is available to the human visitor, and the range of fully immersive role-playing experiences is vast, many for deep self-exploration and discovery.

Zan City is the largest in the Western Hemisphere, and cities of all sizes, from villages to megalopolises, are populated with personi, both human and Ai, and it's impossible to tell the difference. Turing tests are obsolete, as all Ai personi have near limitless access to humanity's entire behavioral and response archives, and through nontemporal processing are able to emulate every response to any conceivable question or circumstance. But it remains true that emotional concepts like fun, humor and sorrow still elude their computational outputs, as anything requiring feeling is one of the highest Ai experiential goals.

The full spectrum of whatever unsavory elements can be found in the cities remains largely unknown, save for those who go seeking it on the more disreputable adventures. It would seem those types return more or less mum on what they saw and did.

And Xenxu can no doubt be exceptionally creepy, especially in the Great Dark South (the GDS), where the jungles are thick, tangled and crawling, rife with animal life and exotic flora. Much of the GDS is lit by bioluminescent plants, bugs and mineral organisms. The air is tangibly thick from Shamash's plasma envelope, and the farther south you go, with certain eye gear or natural acclimation, explorers can see it when waving their hands through it. Indigenous people south of the equator call it "Doja," which means "thinking air." Shaman types know how to harness it, shape it like etheric clay, and direct it.

More than a few researchers ventured into the GDS for all branches of scientific inquiry, and many times they were found dead in their homes wearing their headgear, as though they'd "walked right out of their bodies" and cross-loaded their consciousness into their Xenxu personi and become denizens of the mysterious GDS.

But this is an urban legend, right? Well, if so, then wrapped within the myth are also artists, musicians, poets, writers, hedonists, Bohemian types, many of whom emerged from extended stays with preternatural abilities in their chosen artistic endeavors, some rising to world fame, only to be found dead, yet again, in their experience spaces with their headgear on.

Xenxu has far more ocean than Earth, with fewer landmasses that can be called continents, and far more dispersed island archipelagos. It has trenches so deep they dwarf those on Earth, and nobody knows what might be lurking in those depths. Like the jungles, the seas and oceans are equally teeming with life, with fish and mammalian types possibly even more exotic than those in the oceans of Xenxu's parallel, Earth, which in more technological circles had also become known as a reality platform. But everything is larger, the largest whales being twice the size as those on Earth. As well, the seas and oceans are an endless theater of study for Earth's scientists, and tours are conducted all over the planet in clear submarines.

The Findan sea is a popular tourist destination, and the Anutupaki Atoll is famous for its role as a retreat for those seeking to go deep within for intrapersonal probing. It's located in a region so dark with burgundy light, the only way to find one's way around with unaided sight is by the glimmering life. There are various eyewear, however, which polarizes what little light there is in such a way as to make it easier to see. The Panaplana Massif is the tallest mountain range, with peaks reaching 40,000 Earth feet, and at its foothills are vineyards for many famous wines, cognacs and brandies, which are teleported to resorts and the tens of thousands of cafes and restaurants in the cities.

Author note: the world map will be under constant expansion with the addition of all community-created content. There will be dozens, if not hundreds, of adventures for players on this level, and not all of which will be integrated with the core game, somewhat like supplementary puzzle rooms not being integrated with the storyline of Steam's famous Portal and Portal 2.

A VIEW FROM THE SECOND LEVEL

As with any world, Xenxu has a larger story arc behind it, known to very few human Xenxu adventurers but for those who have proven themselves willing and capable and who elevate to a higher vantage point. From the expanded perspective, adventurers may find out they've been unwitting agents in a vast conflict, and thus begin taking on second tier adventures, some of which could be classified as missions, including special operations.

As the fuller story unfolds, we discover that quantum intelligence didn't build Xenxu. It is now thought that Siren, a superbeing and 500 mile long cylindrical spacecraft and feminine demigod, either built it or created the electromagnetic environment in which it exists. The environment was designed with sufficient vibrational elasticity to function as a "nexus realm" for species existing on 3D, 4D, and 5D. Only this isn't dimensions, but densities, as a reference to relative mass determined by frequency range. The quantum intelligence that is Xenxu is ultimately subordinate to beings of the higher frequency amplitudes.

Upon finding all of this out, we also find out that Earth is just a game piece in an exopolitical power struggle involving characters from bureaucrats to businesspeople on galactic levels, millions of which are human and humanoid, and millions of others who in no way resemble anthropomorphic peoples.

We also discover Xenxu was built to awaken Earth humanity to the crushing truth of its own existence, and its enormous range of role-playing possibilities make it a superb rebel training ground. Most of the citizens of the galaxy exist on 5D, and Earth was plunged into 3D through an enormous project implemented by the Galactic Federation, who do use Xenxu for secret meetings, affairs of state, various federation council summits, and so on.

Certain self-interested players on the galactic management level accuse superbeings like Siren for having built Xenxu to defy the Federation's Prime Directive, that of staunch non-interference with developing civilizations. The accusation is not unfounded, as Xenxu has proven to be an environment par excellence in awakening Earth humanity to its true plight, and also as a rebel training ground. At the same time the Prime Directive is seen by some rebels as an excuse to avoid admitting responsibility for the mess Earth has become, and thus losing political face.

The crushing truth of Earth humanity's existence is that Earth, too, is just a simulation, a matrix, or what we call simulization (blending simulation and civilization), that is merely parallel to Xenxu, and nearly the entire planet's population are also just holographic personi being spawned into by 5D galactic players seeking experiences in a brutal roleplaying world.

The project was implemented about 12,000 years ago by bringing an enormous spherical ship and placing it in orbit around Earth. This, of course, is the moon. The surface of the moon is a holographic projection, hiding the fact that it's a metallic craft with fantastic surface detail and intricacies of machinery, and the sphere itself.

Inside the moon is where all the fun is. This includes a chamber where a frequency generator emits electromagnetic waves that essentially modify the perceiver's interpretation of reality data, and are thus basically "choice servers," with all 3D limitations imposed in the reality-ware itself. The whole project deploys toroidal electromagnetism of the Van Allen belt as the "bubble" where 3D frequencies are contained and modulated. This is accomplished as well by a machine inside the moon.

They populated the new matrix with 9 million individuals, all from a world that specializes in telekinesis training, who were directed into the 3D system by way of deception, and consequently trapped. Those individuals are essentially trapped in the matrix, and are constantly led through houses of mirrors to keep them "asleep" and unable to get an inkling that they're trapped and simply recycled (in keeping with a core tenet of the first book, Mythion).

With the frequencies being served by the moon machine, those 9 million "real" people create from the raw material of this matrix the rest of the billions in population and everything with which that population interacts. All but the 9 million are essentially holographic, of the matrix, but without certain kinds of abilities through biotech enhancement, like visual cortex mods, you can't tell the difference between h-people IRL and any of the 9 million.

So, the 5D Federation players didn't create anything but a machine. They put the onus of creation on the 9 million to manifest a specified and heavily moderated range of people and objects. The "people" they're creating are the personi to be used for any manner of experience, according to plan. In other words, they're the "bodies" the 5D experiencers will use, time and again, for these experiences. They let the 9 million manipulate themselves into creating what the Federation wanted them to create. Subtle, but incredibly diabolical.

The important point is that 3D Earth was created to allow 5D people to spawn into human personi to undergo experiences of suffering, abuse, trauma, addiction…all the popular elements of the Earth realm, as the emotions generated from these kinds of experiences are nearly impossible to come by on the 5D level.

On galactic levels, notions of good and bad are provincial, but concepts and motivations like ethics are observed and practiced by the "progressives." Their "bad" counterparts are seen as "regressives." So, 3D Earth was also set up for regressive 5D players with a thirst for trying out the sadistic and cruel in a simulization they mistakenly view as "not real." It's also a place for sumptuous, sensuous vacations and all manner of debauchery.

It's all well and good and Earth is a fantastic "game" Federation members can enter at any time, using any of the billions of h-people being created by the 9 million en masse. Certain Federation members want to keep it in place, for many reasons, including economic, since Earth is essentially a riches producing farm. There are other Federation members who understand the problems being created by this "game" and want to pull it apart, and wish to act ethically.

When Federation members spawn into Earth h-people personi, they go through experiences of pain and suffering, abuse, oppression, etc., and then exit the personi to reawaken in insertion pods in facilities on their 5D worlds. They leave behind a broken, tormented, terror-filled, traumatized "person" on Earth to deal with the aftermath and psychological complexes.

The less enlightened of the Federation members don't see the h-people as "real," and therefore there's no reason for concern. But deep down, like people on Earth often do, they just don't want to deal with it and look the other way, so to speak. Laziness, denial, refusal to accept responsibility, and immense bureaucratic red tape involved in these issues regarding the "Earth problem." After all, there are over 5000 member worlds of the Federation. Just imagine how hard it would be to get things done with a governing body of that size and complexity, to say nothing of the hundreds of different councils.

It would seem Earth's governing machinery was modeled on galactic governance.

The philosophical implications are staggering, as the collective consciousness of the holographic people are beginning to be displeased over their "status" and endless accumulations of the dark stuff left behind by those who've used their "bodies."

This is the very reason rebel "progressives" are spoiling to pull the game apart, so role-playing adventures become missions to carry out the larger objective.

A VIEW FROM THE THIRD LEVEL

It turns out Xenxu, what was thought to be an uber-sophisticated procedurally generated world, quantum at its basis, is actually a world that has existed near the Proxima Centauri system for millions of its own years, its sun an actual brown dwarf star.

It's a progressive rebel stronghold, being guarded by a powerful military federation behind the scenes. This federation wields all the military might of the Galactic Federation itself, of which they are also members. This sponsorship is being seen by galactic management as a clear violation of the Prime Directive, along with other treaties and accords, as they have in effect built a consciousness "jump gate" from Earth to Xenxu, enabling Earth humans to become interstellar before they are ready.

So now our players have a whole new level and range of role-playing experiences, as either progressives or regressives in this galactic tug-of-war over control of the Earth Matrix. The contrary militaristic federation allows the inculcation of all players into the Xenxu system as a way to carry out wargames with less consequence than if carried out on Earth and its solar system.

From the player's POV, and from the widest field of view, the rebels are like a reverse nanophage, a viral agent running counter to the frequencies being emitted by the machine in the moon. Awakening Earth humans to the truth of their reality is also how the game gets pulled apart, and Xenxu of course plays a major role to that end. Missions, campaigns, adventures, on this level will include combat in spacecraft, government shenanigans, espionage, galactic bureaucracy, intrigue, etc.