
C r e a t i n g T o g e t h e r
Welcome to Over-Drawn Art and Entertainment.
Join us as we work to make the world the place of peace, love,
and joy, we all know it can be. All Are Welcome, All Are Valued.
Works in Production
The Maijika Universe
Three hundred thousand years of history. Ten thousand years of detailed record. Stories spanning two millennia told across novels, graphic novels, animation, and theatre. This is a world where Maijik is real — ancient, complex, and dangerous. Seven thousand years ago the wizards who wielded it left, withdrawing from the oldest war there is to give humanity time to grow. In 2031 they return. In 2041 the war tears the world open and lasts nearly three centuries. Across that time three stories unfold — The Coming of the Nine Part I, The Coming of the Nine Part IV, and The Adventures of Nomad and Plus Etrenge. There has never been anything quite like it.
The Coming of the Nine Saga
2031–2058. Nine prophesied leaders from across the globe must be found, recruited, and protected — so that one day they can lead the armies that will bring an end to the oldest war there is. Told across two parts separated by a decade, beginning with Part I in 2031 and Part IV in 2041, The Coming of the Nine may be the most expansive saga ever attempted — six novels and hundreds of graphic novel issues spanning nearly three decades of war, sacrifice, and the slow, hard work of building something worth fighting for.
Part I
Across 4 titles & 96 issues:
Beginning in the year 2031, ten years before Armageddon, the world is at peace — but beneath the surface something evil remains. Two ancient forces, undetectable to any modern power, move quietly into position. The Warlocks, freed after seven thousand years of captivity, are hunting. The Maiji, outnumbered and outgunned, are searching — for nine prophesied leaders who may be humanity's only hope. A multitude of unimaginable terrors are soon to be loosed upon the Earth. In 4 separate but complementary titles, the oldest war there is begins again.

The Maiji, an ancient and defeated sect of paladins, search for the first of nine leaders prophesied to defeat the Warlocks — their ruthless counterpart, recently escaped from 7,000 years in prison, who fully believe the ends justify any means.
Told centuries later by two former Maiji who were there, the series follows a sect that knows it cannot yet face the full might of the Warlocks. They must work in the spaces between — finding those who might one day do what they yet cannot.

Vurlyd Sin refused to join the war — not wanting to kill those he once called friends. So he spent 9,000 years on Earth, mostly alone, consolidating power. Now the most dangerous man alive faces the return of those who can challenge him, and the return of a war he dreads. Something reawakens in him: when he loses the one who woke it, he joins the war — to avenge a fallen friend.
The Adventures of Teela & Bob the Bard
Introduced in the pages of Something Wicked This Way Comes, the once disgraced Maiji Wizard Teela trains and leads Bob the Brad, The First of the Nine, on missions vital to the survival of humanity, while endeavoring to never forget... how to have fun.
P.A.N.D.O.R.A
First appearing in Something Wicked This Way Comes, PANDORA — a UN special forces unit tasked with the unexplained — must balance loyalty to bureaucratic leaders and the Maiji, who they discover are the only ones who can help them face a threat greater than anything they have seen. And they have seen a lot.
Part IV
Across 1 novel & 24 graphic novel issues:
The year is 2041 and the Warlocks have won — or so it appears. But the Maiji have begun to move boldly, finding the fourth of the nine and identifying candidates for the five who remain. Across two separate but complementary stories told in different formats, the shape of the plan clarifies: the Maiji are building an army while resistance fighters work to undermine the occupation from within. All-out war is coming. These are the people who will fight it.

In the another dimension, Alterra Prison sits in the middle of an ocean, two of its' guards, the first now a petrified by a spell cast 500 years before - a sea monster and the immortal wood now sit around it's ruin
In the novel Escape to Alterra Prison
250 million people have vanished. More disappear every day. When four teenagers go looking for their lost family and friends, what they find is beyond anything they could have imagined: a war between two factions of ancient wizards, hundreds of thousands of years in the making — and humanity caught in the middle.
Now, prophecy says only they can recover a Maijikal artifact held deep in a ruined wizard prison. No one knows how. Without it, the human race will be enslaved forever.

The Immortal Wood - one of nine heralds sent by deity to aid humanity over 330,000 years ago - it is they who taught Maijik to the first wizards - it is a sentient, telepathic forest through which no being bent on evil ways can ever leave -
Hope City Blues
What used to be Saratoga, California is occupied territory. So is the rest of the Earth. Most people are just trying to survive. A handful are doing something harder — building a resistance they know will outlast them, fighting for a liberation none of them will live to see.
They call it Hope City. Some mean it. Most don't.
Led by mortal psychic Luna Shaw and a small circle of families bound together by loyalty, loss, and the quiet guidance of the Ke'Lik'Oran Order, these are the people on the ground — street level and gritty, no armies, no miracles, just the slow and dangerous work of keeping the flame alive in the dark.
The most unflinching series in the Maijika universe.
The Adventures of Nomad and Plus Etrenge
It is 2147. The war is over. A dragon who was once a boy and the French-Canadian hermit who found him on a mountainside a century ago have decided, after some consideration, that humanity is boring. So they left. Together they explore the solar system — two companions kept young by Maijik neither of them fully understood, searching for something neither of them can quite name.
They lark about the cosmos seeking fun and asking no hard questions, bringing joy to everyone they meet in lieu of the isolation they tell themselves they want — and knowing, without saying so, that one day they will have to stop running and look back. An animated series for the whole family: joyful and irreverent on the surface, and for those who look closer, something quietly aching underneath.
The Mysteries of Mosquito Creek
You'd think the fact that Mosquito Creek is not named for an abundance of mosquitos would be a good thing. You would be wrong. There are no mosquitos in Mosquito Creek — there isn't much of anything else either. The government saw to that in 1975, when they tested a new pesticide on the town because no one outside it would care if something went horribly wrong. Something did. What remains is a place officially unincorporated, unacknowledged, and enthusiastically disowned by every level of government — ruled by an eccentric hierarchy of thugs and criminals, plagued by two near-indestructible invasive species, and home to people who simply have nowhere else to go.
JJ, a thirteen year old on a mission to be nothing like anyone he is descended from, starts a podcast about the town. His best friend Marcy — the real brains of the operation — turns it into something more: a detective agency, dedicated to getting to the bottom of things. The things, it turns out, go considerably deeper than expected. They are joined along the way by their friends Marcus and Nick, and by JJ's newly adopted sister Mary Jane — seventeen, possibly insane, and in possession of a demon-possessed teddy bear named Brog. Mary Jane claims her erratic behavior is cover for life as a secret agent. This seems unlikely — until the gang discovers she is also known as Hacksaw Pete, The Scourge of Santa Fe, and La Hija Del Diablo. The Daughter of the Devil helps out when their interests align. You try saying no.
Among their cases: a celebrity with a serious case of werefleas, an evil chair, and a rogue ferret who proves to be considerably more than simply the only animal willing to stay in Mosquito Creek. A camp, madcap adult animated comedy — and an absolutely terrible place to grow up.
Works in Development

Sherman Holmes (Ho'mes) grew up in West Oakland thinking his grandfather was joking when he told him he'd inherited the investigative genius of his great-great-grandfather — Sherlock Holmes. When his friend Jon Watts comes home from war only to watch his mother die under mysterious circumstances, Sherman does a favor for a friend and finds himself at the center of a conspiracy involving corrupt politicians, crime lord oligarchs, and federal agents gone bad — a web so deep it would test even the Victorian legend he supposedly descended from. Sherman will get to the bottom of it. The question is whether he'll survive the journey.
rEvolution
For nearly fifty years a cabal of fascist psychics has controlled humanity from the shadows — and no one knows, because if beings who can reach into our minds don't want us to know, we don't. A small band of rebels based in Portland, Oregon has spent years fighting to expose the truth, and right now they have bigger problems than a rumor — there is a deeply disturbed man in their city with the power to wipe out millions with a single thought.
So when intel comes in pointing to a seventeen-year-old girl in Logan, Utah, they are not pleased. A Savant — a person with the theoretical ability to create new psychics from ordinary people — has been debated for generations. Both the cabal and the rebels believe that if one ever existed, that person would decide the war. Most believe it's impossible. The rebels have more pressing things to do than chase a myth.
Unless it's no myth at all...
Blood and Bone and Claw and Metal
GOD's patience has run out. On the first night of six days of darkness an angel appears, announces humanity's failure to be stewards of the Earth, and leaves. No negotiation. No second chance. When the sun rises again on the seventh day, humanity is no longer alone. Dozens of newly sentient species of humanoid animals emerge, each as intelligent, as capable, and as hungry for survival as we are.
The war that follows is brutal and short. Ten years later a dictatorship of humans allied with the most authoritarian of the new species — Bears, Eagles, and Pigs — controls most of the world with an iron grip.
In the shadows, something else is taking shape. A wolven crime lord runs the most dangerous network on the planet — cybernetically enhanced operatives, a web of informants, leverage over everyone who matters. His weapons are information and patience. His target is the dictatorship itself. His methods would make Machiavelli take notes.
This is not a story about good versus evil. It is a story about power, survival, and what you are willing to become to tear down something that should never have been built.
No Man's Space
In 2637 humanity leads a galaxy-wide alliance — but not every world has joined willingly. The Alaitian Empire controls twenty-two worlds bound by a warrior's code that forbids making peace with anyone they haven't fought for eleven years. To trust someone, you must first have fought them.
When an Alliance envoy attempts contact, the Alaitians answer by sending a single ship, which rams their enemy, sparking a war that threatens to tear the galaxy apart. In the chaos, two fighters go down — one Alliance, one Alaitian — crashing in the same ravine on a contested world already littered with the dead. Both pilots are too badly injured to fight. Neither has any desire to.
What begins in a ravine becomes something neither of their governments can allow — and a decision that could stop the war before it consumes everything.