"Timmy, the Cornboy" is an animated Show for Children of the empire, wherein the audience follows Timmy, a sentient Maize Stalk with leaves, around through his day on his farm with his Corn family. Each episode feature a problem, which Timmy will eventually solve, with help of his family and the residents of the town. The episodes end on a lesson about what is to be learned for the audience at home (and hopefully applied in their lives).
The show is sponsored by A.C.R.E. and produced by PRISM, with the goal of teaching the (mostly plebeian) audience a variety of things necessary for their future lives in the empire, be it the 10 Holy Virtues, Master-Serf Relationship or Imperial Traditions. Thus the show strictly follows a pro-Empire, pro-High Church and pro-Corporate stance.
Overview[]
Each episode usually features one Detail of Imperial Culture like Burial practices or to fear Synths, where the audience follows the POV of Timmy and how he obeys or disobeys an advise/warning, which then leads to consequences and on how to resolve those with help and advise of his family like Father Corn, Grandpa Corn or the friendly neighbors of the Town “New Sunray” like Priest Cactus or Constable Bearington. The episode ends with an easy to understand lesson for the children at home (Inform the local Police, if you see suspicious behavior etc.), followed by an IRL scene of a Maize Ear being roasted over open fire and then eaten by children (to teach that Timmy as a Maize Ear has no soul and should not be worshipped).
Characters[]
Timmy and his Family[]
Timmy Corn | Main Character, third Child of Corn Family |
Father Corn | Farmer and Father of Timmy |
Mother Corn | Mother of Timmy, Nurse |
Billy Corn | Eldest Child of Corn Family, serves in Town Militia |
Georgie Corn | second-eldest Child of Corn family, works in the tools shop |
Emma Corn | forth-eldest child of Corn family, develops psychic powers |
Ida Corn | youngest Child of Corn family, "Toddler" |
Grandpa Corn | Father of Father Corn, retired farmer |
Grandma Corn | Mother of Mother Corn, dies early on due to drought |
Residents of "Sunshine"[]
Elder Culver | white Dove; Priest of High Church; older, kind and wise |
Officer Bearington | Grizzly Bear; represents House Crux and police; though skin, but heart of gold |
Doctor Nira Tiresias | Green horned viper; represents House Serpens; great medical knowledge; bit secretive; psychic precog |
Neshmet Bast | Black cat; represents House Lyra; Deathspeaker/caretaker, lives secluded and weird at first |
Blacksmith Forgeson | sentient ,soot-covered crane; represents House Fornax; grumpy and very skilled in his craft, giant moustache, kept clean and impressive |
Miss S. Culott | Sentient Flower, represents UPC, Neighbor to timmy and Free Woman, tries to circumvent Traditions of town and is punished, haughty and know-it-all |
The Vagrant | Squid with pirate hat and eye patch; drunkard; hides somewhere outside the town border, steals and plunder Tools and Food, recurring enemy to fight against |
Mayor Al-Qadus | Blue ibis; represents House Vela; Mayor of Sunshine Town; well-liked and usually near the river looking at boats, but secretly hopes his son returns |
Town Clerk F. Kipper | Blackish Beluga; represents House Eridanus; works in the town hall (partly underwater/aquarium so he can breath) as Accountant and Advisor to the Mayor |
Shinkan Alphei | Red Pistol shrimp; represents House Reticulum; own and operates the tools & gunshop; loves weapons of all kinds; Georgie Corn works for him |
Private Banya K. Grem | Dark red scorpion; represents Deathless; roams outskirts; antagonistic and wild at first, but later comes to help Timmy due to him paying Grem |
Decanus Etana | Golden Eagle; represents House Aquila; elder Cousin to Banya, the scorpion; she runs the Town Militia; very disciplined and unforgiving, Billy Corn works for her |
Reporter Rupert | Rainbow Lorikeet, represents PRISM, owns and operates towns newspaper, nosy and curious about Town's happenings |
Lord-Engineer Curios | sentient Sphinx; represents House Triangulum; Scientist and Inventor around Town; usually works on his own projects, but helps townspeople if they have a problem; likes to talk; flaunts knowledge every so often |
Funis, the Seeker | Blue-ish salmon, represents House Pyxis; estranged Son of the Mayor; Adventurer, who travels the rivers and seas; curious, resourceful, bit naive |
Miss Bellitas | Golden Pheasant; represents The Trilliant Ring; works for the Mayor as Town Beautification Manager; loves everything golden; has a green thumb, bit snobbish |
Mr. Sirius Panhu | Dark-red dog; represents 14 Red Dogs; always soft-spoken, well-dressed and polite, but people assume something shady; runs a charity out of his house for his family in another town |
Sister Sadhu | Northern Goshawk; Represents Church of Humanity, Repentant; has a “church” at the town’s edge, always argues with Elder Culver, bit naive and self-destructive |
Manager Firmus | Represents ACRE; Owner of fields around town; voice from the phone in the Corn Household; older, jolly voice and laughs a lot; never seen on screen, only heard |
Places/Locations[]
Home of the Corn Family | A two-story home, where the whole Corn family lives, behind the House is a big garden followed dirt way to the fields. Owned and given to the family by the Manager |
Town Hall | Center of "Sunshine". Workplace of the Mayor and his Clerk, with a meeting space and some bureaus/indoor pond |
the Church | yellow painted church, next to the Town Hall, always open to the public, the Elder lives in the back |
Doctor's Office | Located near the middle of the Town, Doctor lives in the second story, Doctor does home visits and has a office for all kinds of aliments |
Town Square | layered with red bricks, its in the center of the town with the Church and the Town Hall near it, has a board for announcements |
Police Station | next to Town hall, has an office and a two cells in the back, Officer lives here and most of the time standing guard |
Cementary | attached to the Church, secluded by a stone wall from sight, in the middle is a House, where the neshmet prepares the dead and lives |
Blacksmith's Shop | near the Main Street, big workshop with a back yard, from early to late in use |
Tools & Weapons Shop | next to the Blacksmith, on the Main road, all kinds of tools and weapons can be bough there |
Militia Tower | Big tower at the Town Entrance, Militia operates it and uses it as living quarters and watch tower |
Workshop of Curios | tall tower at the outskirts of town, serves as workplace, living place and Weather station |
Daily News | Home and Workplace of Reporter Rupert, near the main road, writing, editing and printing of the daily Sunshine newspaper happens here |
Habour | near the big river, equipped with a stone mole and boats |
House of the Unity | Meeting space in the Outskirts, home of the SIster, has anti-church and generally bad reputation |
House of Miss Bellitas | big and beautiful house at the Townsquare |
Home of Miss Culott | Neighbouring House of the Corn Family Home, bit rickerty and ill-kept |
Red Salon | Small Bar and a licenced Gambling Den at the end of the Main street, doubles as Charity Office, owned by Mr. Panhu (rumors of shady dealings wander around, but police found nothing) |
idle Fields outside Town | In a rickety Hut lives Private Grem and lives into the day, training and wandering the fields |
Pond under the Bridge | During the night, here the Vagrant roams, stealing, swearing and drinking |
Main Road out of Town | Starts near the Militia Tower, goes over the bridge and leads somewhere to the great City beyond, most wares and persons travel it or use the River |
River & Ocean | Many use the River and its banks to relax or as a way of transportation, but few use it as a gate for adventure as the ocean is largely unexplored and dangerous |
Episode Guide[]
Episode No. | Episode Name | Episode Summary |
1 | "Sun upon Acres" | Most of the Family, Residents and Town are introduced |
?? | "On the Prowl" | Timmy mixes a situation up and believes a crime happens, but the kind Officer Bearington explains to him the ground rules of police work and helps him solve the situation |
?? | "Economy" | Timmy spends the day in the toolshop and with the Blacksmith, who teach him about production and craftmanship |
?? | "News-worthy" | Timmy accompanies Reporter Rupert through his day and learns about reporting Facts and how important a trustworthy source is |
?? | "Missing" | Emma Corn gets kidnapped by Vagrants, the militia and police follow, but only with the help of the Private Grem Emma can be freed |
?? | "The Veil" | Emma starts to develop psychic powers, but surpresses it out of fear, which worsens her metal stability. Only thanks to the Doctor Emma can be calmed. Emma then goes to the psychic Academy in the City for training |
?? | "Curious Sun" | A terrible drought plagues the Town and only thanks to Timmy and the Lord-Engineer the fields can be saved |
?? | "The Here" | Grandma Corn dies in the Aftermath of the drought, Timmy mourns and listens to Miss Culott's Advice, which turns the situation bad |
?? | "The After" | The Neshmet steps in and teaches Timmy about the Burial Traditions, while also reprimanding Miss Culott |
?? | "In Bloom" | The Manager sends some new seeds to the Town, which the workers plant in the fields. However all plants blooming from them start to wither. Timmy, together with Curious investigate the problem, before the plants die resulting in a food shortage |
?? | "The old ways" | Timmy and Curious find out that someone switched the delivered seeds against old ones to proof that they dont need to rely on new technology. But the old seeds arent adapted to the earth and fall prey to diseases. Thankful the town comes together and saves the fields, preventing starvation |
?? | "Father and Son" | After a big argument with his parents, Timmy runs away and learns of the Mayor and his estranged son, which open Timmy's Eyes about his own family. He returns home and they family makes up |
?? | "Long Vigil" | Timmy and his family perform the long Vigil under the guidance of the Elder |
?? | "Unholy Vices" | Miss Culott and Sister Sadhu endanger their souls with grevious actions like stealing the new seedplants, but thanks to Timmy and the Elder, they can be bought back in the right path |
?? | "An Eye for the Beautiful" | The storm damages the town, but thanks to Timmy and Miss Bellitas, the residents repair and beautify their town |
?? | "Call of the Far" | Special Episode, which features Funis and his adventures in the Ocean |
?? | "Charity" | Through an accident meets Mr. Panhu, a Barowner (with a Gabling den), who wants to teach Timmy about Finances and Charity, but the Elder and the Officer step in, explaining the business of the Bar owner and ask Timmy to be vigiliant to temptations |
97,98,99 | The Darkest Hours | The Vagrants got infected by an alien sickness and attack the town in force. Thanks to everyone keeping Faith and believing in the Empire, the Militia pushes back and wins |
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