About The Visionaries

Far away in a distant galaxy, the people of the planet Prysmos lived in an age of great technology. They had taken control of all of the sources of energy, and enjoyed a life of comfort and ease for 7,000 years... but this was not to last, for the realignment of the three blazing suns of Prysmos signaled the end of the age of science and technology. When all of the electrical energy have been depleted from the world, an age of magic began. But it would take some time before men would believe this.

Years passed, and as the old order collapsed a new more primitive order rose form the rubble. Knowing that the balance of power between Darkstorm and Leoric could easily be tipped, both frantically searched for a military advantage. The ancient wizards Merklyn contacted both parties and told them that he was seeking brave knights, men and women of vision, as he wished to teach them the ways of magic.

Several knights then quest for magic, with only 14 succeeding. They were rewarded by giving them animal totems, which represented their true self in animal form. Those knights who carried staffs were also given great powers, such as Wisdom, Knowledge, Destruction, Invulnerability, Fear and a variety of others. Those knights without staffs were given the ability to empower vehicles. The two sides battle each other for control of the magic, as well as the rule of New Valarak and Prysmos.

This 13 part cartoon series, 6 part comic mini-series and short lived toyline is given new life by the team behind Transformers At The Moon.


Cartoon: Yes
Comic: No
Toy: No


Resides: Unknown
Occupation: Unknown
Magical Power: None
Magical Device:

Character Focus


The Hair Imp. He can control hair and often use it to manipulate the actions of the person / creature who's hair it is


Type: Cartoon
Episode: 13
Writer: Flint Dille


First Shown:
14th December 1987
Product No:


Bloopers: 0
Missing Scenes: 0
Altered Scenes: 0
Points of Interest: 3

Story Focus

Dawn Of The Sun Imps

Things begin with Arzon and Feryl running away from the Sky Claw piloted by Mortdredd and Cravex when they come across a tomb. Cravex wants to smash it open and take any treasure but is out voted by the other three. They agree to get all the Darkling Lords and Spectral Knights to meet together at Merklynns Shrine.

Merklynn tells the two sides that the tomb is that of the Sun Imps, nasty magical creatures that caused so much havoc during the First Age of Magic that all of the forces in the old world joined together to seal them into a tomb. Over times earthquakes unsealed the tomb and now someone must go and reseal the land. Merklynn orders both the Darkling Lords and the Spectral Knights to go on the mission. Lexor voices his displeasure at manual work which is second by Arzon. Lexor thinks up all kinds of reasons why Merkylnn might be hiding something but can not convince anyone, so instead he tricks Cindarr into releasing the Power of Destruction. Cryotek manages to destroy the creature with the power of his staff but not until it has released the Sun Imps.

The Darkling Lords and Spectral Knights decide to join forces (see notes for missing scene). Upon consulting the Bearer Of Knowledge for help, the group get pied as the Sun Imp Abraxas manipulates his actions. The groups try to chase down the Sin Imps who disappear into cracks in the ground.


Released: Not Released
Magical Power:
Magical Totem:
Magical Device:

Hand-To-Hand Weapon:
Twin Blade throwing star

Toy Focus


Magical Rhyme: