(http://i675.photobucket.com/albums/vv120/pfat417/banner-ch1.png) (http://effigies.smackjeeves.com/)
(^ click the banner to go to the comic site ^)
OKAY. Some guys from the creative projects forum suggested I make a thread about mah webcomic, apparently it has a few fans among the bay12games community. So what I'm basically doing here is asking for critique, suggestions, and other things from this creative community.
As well, I will be posting information about the events of Effigies here before I post the page on smackjeeves, so I can recieve advanced suggestions on what works, what doesn't work, and anything else you think I should consider.
I can also answer any questions you have about the Plot, Characters, and world of Effigies, so long as it doesn't spoil too much.
ADDED EFFIGIES INFORMATION:
*PREHISTORY
-Dawn of Man
-Man begins to build his empire
*THE GOLDEN AGE
-The Empire of Man covers all the globe
-Man grows proud, builds Great tower in an attempt to conquer "heaven"
-A great storm destroys the Empire of Man
*AGE OF DARKNESS
-Man seeks refuge underground until the storm passes
-Dawn of the Dwarves
*AGE OF PEACE
-Dawn of the Elves
-Man emerges from underground and colonizes the new world
-Man creates many new Gods for itself
-Man forms peaceful relationships with Elves and Dwarves
-Dawn of the Goblins
-Worship of the black Goddess begins
-War Breaks out
*AGE OF WAR
-Rise of the Barbarian Clans
-Much of the world's population is destroyed by War and Disease
-"the Saviour" is born
-Teaching of the New philosophy begins
-Man is United under the New philosophy
-Man makes peace with the Mountain Dwarves, The Sylvans, and the Trowe
-This alliance wages war, destroying the Barbarian Clans
-The alliance destroys the capital of the Black Goddess Cultists, Builds THE KEEP in its place
-Mountain Dwarves Colonize Mt. Bakar, Elves claim the Western Woods
*AGE OF REASON
-ABOUT 200 years pass
-William's Father crosses the Western Sea
-20 years pass
-William's Father returns with a strange book
-William funds an expedition to a location detailed in said book.
-THE ADVENTURE BEGINS
CHARACTER PAGE, SO FAR.
(in order of importance and relation)
THE MOUNTAIN KING
AGE: 200+
RACE: Mountain dwarf (stonebeard clan)
DISTINGUISHING FEATURES: crown, golden eyes.
The Mountain King is the leader of all the mountain dwarves. He has ruled for over a hundred years, and was born some time in the Age of War (before the Age of Reason). He has fallen into a deep depression due to the current state of the world and the dwarven people, and nowadays he rarely leaves his throne room.
OLIN THE ADVISOR
AGE: 51
RACE: mountain Dwarf (stonebeard clan)
DISTINGUISHING FEATURES: blue robe, short white beard.
Olin once worked as an engraver, but went into politics after starting a relationship with Moradine, Daughter of the Mountain King. He became the Mountain King's advisor in an attempt to gain his favour, and thus permission to wed his daughter. Olin was asked to accompany William the archeologist as an opportunity to test his bravery, and as a sign of good will towards mankind.
URIST THE PROSPECTOR
AGE: 72
RACE: Mountain Dwarf (redmane clan)
DISTINGUISHING FEATURES: black robe, red beard with "beard-pony tail".
Urist is one of the greatest miners in Mt. Bakar, and is a long time aquaintance of the Mountain King. He was sent on the expedition to provide extra manpower and to do odd jobs. Urist was born after the Age of War, and has always felt that he has been living in the wrong time. He longs to live in a time when honour and bravery reign supreme.
WILLIAM THE ARCHEOLOGIST
AGE: 23
RACE: Human
DISTINGUISHING FEATURES: blue long coat, long hair and full beard
William was raised by his mother as his father was lost on an expedition when william was very young. He became an historian to follow in his father's footsteps. When his father returned from his expedition beyond the western sea, only to die from his injuries in the shipwreck, William took it upon himself to complete his father's mission.
He is in the posession of a mysterious book, which will supposedly lead him to a great treasure beyond the Great wild.
JOSEF THE MERCHANT
AGE: 20
RACE: Human
DISTINGUISHING FEATURES: red shawl, blonde hair and bright face
Josef is a distant cousin of William (their grandmothers were sisters) and decided to follow him on his quest out of a desire for monetary gain. He also helped to finance the expedition, providing much-needed funds for wagons, pack animals, and iron weaponry. Josef is naive and optimistic, overly friendly, and has trouble being polite around others.
URVAN THE LABOURER
AGE: 50
RACE: Hill Dwarf (Dwarrow)
DISTINGUISHING FEATURES: orange beard and blue cap
Urvan leads the Labour party that was hired to help with the expedition. He has worked with Josef before. He is not an unpleasant person, but in general he takes more interest in business than in his relationships with other people.
KOLGAN THE LABOURER
AGE: 35
RACE: Hill Dwarf (Dwarrow)
DISTINGUISHING FEATURES: three-pointed beard and WIDE EYES
Kolgan is a young dwarf, and is quite exciteable and impressionable. He tends to follow crowds and not think for himself.
NORIK THE LABOURER
AGE: 57
RACE: Hill Dwarf (Dwarrow)
DISTINGUISHING FEATURES: long, black beard, hair in a pony-tail
Norik is more experienced than Urvan, but is not an effective leader. He likes to express his individuality and has trouble cooperating with other people.
STEPHEN THE LABOURER
AGE: 20
RACE: half-elf (Tuatha)
DISTINGUISHING FEATURES: blonde-orange hair, goatee
Despite the name, Stephen is actually three-quarters-human, on-quarter-elf. His Grandfather was a Trowe. He has a good heart, but can be a bit irritable and self-centered.
SHIFT
AGE: 68
RACE: Wood Elf (Trowe)
DISTINGUISHING FEATURES: dim blonde hair, warm grey skin
Shift is a survivalist, an expert hunter who was trained in the great wild by Trowe Warriors. He was hired by William as a escort/guide. Shift grew up surrounded by the dangers of the Wild, and as such is a very Paranoid and distrusting individual. It takes him a while to trust new people.
THE ELDER
AGE: unknown
RACE: human? He is really an Ogre
DISTINGUISHING FEATURES: grey hair, patchy beard, yellow eyes
A strange man living in an abandoned mansion in the Great Wild. He is very trusting of travelers, and loves helping them on their journeys, so long as they don't make trouble for him. The party finds his overly hospitable nature a bit unnerving, though, and his presence in the great wild is quite suspicious.
MARCUS THE ADVENTURER
AGE: 25
RACE: human
DISTINGUISHING FEATURES: Blue hair, cape, wields a sword
A bombastic and proud man who works as a bounty hunter, accompanied by his brother. He took up his job because he found rural life to be boring. He is worried that, what with the number of monsters in the world dwindling, he'll soon be out of a job.
MATHEW THE ADVENTURER
AGE: 24
RACE: human
DISTINGUISHING FEATURES: Red hair, cape, wields a crossbow
Mathew has always felt that he was living in the shadow of his older brother Marcus. He is not as open or outgoing as his brother, and acts more rational and down-to-earth.
Mankind
(http://i675.photobucket.com/albums/vv120/pfat417/mario-1.png)
Distinguishing Features: non-pointed ears, 5-6 feet in height.
Average age: 40-75
Biology: Reach Maturity at around 16-20 years old, Males can grow Facial Hair, Gestation period is 9 months (basically, they are identical to real-world humans, except for superficial differences, such as hair colour)
Cultures:
THE NOBILITY: anyone with wealth or high social standing, as well as the higher ups in the religous order. They live in The Keep.
THE COMMONERS: Peasant farmers and labourers, living in the settlements surrounding the Keep. These settlements have substantial non-human populations as well.
Mountain Dwarves
(http://i675.photobucket.com/albums/vv120/pfat417/dorfs.jpg)
Distinguishing Features: rounded ears, around 4 feet in height.
Average age: 185-400
Biology: Dwarves Reach Maturity at age 12, no younger, no older. Both genders grow facial hair. A male dwarf's ascent into maturity is marked by the loss of all the hair on his scalp; females do not lose this hair. Gestation period is 10 months. Dwarves have a high tolerance to alcohol, only getting an invigourating buzz from ammounts that would bring any man to a drunken stupor. To actually get drunk, a dwarf must drink an amount of alcohol that would be fatal if ingested by a human. Dwarves are naturally sturdier and more durable than humans, their bones being comparable to stone in terms of hardness. They also have very strong muscles, necessary to move their heavy bones. The consitency of these muscles, however, tends to restrict most dwarves' flexibility. Dwarves have very high pain tolerance.
Culture: The culture of the Mt. Bakar Dwarves is currently in a period of stagnation. There are no great warriors or brilliant craftsmen, such as there were during the ages of peace and war. What they have now seems only like a frail imitation of their once-mighty society.
Hill Dwarves (Dwarrow)
Distinguishing Features: rounded ears, 4-5 feet in height.
Average age: 165-250
Biology: Hill Dwarves Reach Maturity at around age 15. Both genders can grow facial hair, thought it is not uncommon for women to shave. Hill Dwarves do not lose their scalp hair upon reaching maturity. Gestation period is 10 months. Dwarves have a high tolerance to alcohol, only getting an invigourating buzz from ammounts that would bring any man to a drunken stupor. To actually get drunk, a dwarf must drink an amount of alcohol that would be fatal if ingested by a human. Dwarves are naturally sturdier and more durable than humans, their bones being comparable to stone in terms of hardness. Hill Dwarves are more flexible but less durable than Mountain Dwarves.
Culture: The culture of the Hill Dwarves is very much the same as human commoners. They work all day and sleep all night, and share many of the same religous holidays.
Wood Elves (Trowe)
(http://i675.photobucket.com/albums/vv120/pfat417/trowe.jpg)
Distinguishing Features: pointed ears, around 6 feet in height, red blood.
Average age: believed to be immortal
Biology: Wood elves reach maturity at age 18. Males can grow facial hair, though this is very uncommon. Gestation period is 7 months. Elves' bodies can only derive sustenance from fruits, vegetables, and starches, thought they have been known to consume meat for its flavour, and the Trowe consume Milk and Cheeses for their calcium benefits. The muscles and bones of elves are light, built for speed and dexterity rather than strength or endurance. Elves have low pain tolerance, but are immune to most natural toxins.
Culture: The Trowe have a militaristic culture, which is somewhat out of place in the Age of Reason. They seek to counteract the innate weaknesses of the elven race with rigid training, excercise, and a calcium-rich diet to build more durable bones. Their cultural emphasis on combat has alienated them from their elven cousins, the Sylvans.
Wood Elves (Sylvan)
(http://i675.photobucket.com/albums/vv120/pfat417/sylvan-3.png)
Distinguishing Features: pointed ears, 5-7 feet in height, green blood.
Average age: believed to be immortal
Biology: Wood elves reach maturity at age 18. Males cannot grow facial hair. Gestation period is 7 months, though breeding only takes place every few decades. Elves' bodies can only derive sustenance from fruits, vegetables, and starches. Sylvans do not think meat tastes very good. The muscles and bones of elves are light, built for speed and dexterity rather than strength or endurance. Elves have low pain tolerance, but are immune to most natural toxins.
Culture: The Sylvan culture renevates peace and nature worship. Their territories do not contain buildings, they seem to live in harmony with nature (this is believed to be due to the sylvan bloodline being interbred with nymphs and satyrs, the pagan nature spirits). They have also been known to smoke a peculiar herb, which they believe allows them to better commune with nature.
Half-Elves (Tuatha)
(http://i675.photobucket.com/albums/vv120/pfat417/steve.jpg)
Distinguishing Features: pointed ears, 5-7 feet in height, red blood.
Average age: 165-270
Biology: virtually identical to humans, although tending to be slimmer and more athletic
Culture: The tuatha have no culture of their own, simply adapting to whatever social group they happen to be part of.
Kobolds
(http://i675.photobucket.com/albums/vv120/pfat417/koboldchief.png)
Distinguishing Features: vermine and reptilian features, pointed ears, 3-4 feet in height, red blood.
Average age: 20-45
Biology: Reaches maturity at age 2, gestation period is 3 months (multiple litters are very common). Kobolds are Voracious omnivores and scavengers. Kobold's bodies are very inefficient at storing fat energy, due to this they are posessed of a near constant hunger. Kobolds are physically weak, but are quite fast and often travel in packs. Kobolds are believed to produce a weak form of venom, as adventurers have sometimes reported feeling exhaustion after being bitten by kobolds.
Culture: Kobolds are very primitive, having a tribal hunter-gatherer culture. Kobolds have a penchant for stealing weapons and tools from more advanced races (they have also been known to steal gold, but this is more to due with it being shiny than with kobolds having any sense of monetary value). Their physical weakness and treasure-hoarding tendencies make kobolds a popular target for greedy adventurers and hunters.
HUMAN RELIGION
history:
some 200-300 years ago, when the world was still locked in the Age of War, a man known as "the saviour" began wandering the world and preaching a philosophy of tolerance and reason. Many believed him to be a demigod, for he had an unearthly charisma and strange, mystical abilities - He could heal the sick, communicate with spirits, and see into the future. By using his powers to spread good will, he rallied many to his cause. Eventually he forged an alliance of Elves, Men, and Dwarves who were determined to drive out the aggressors of the Age of War and bring Reason to the world. This army marched northward, defeating many clans of goblins, barbarians and cannibals.
Truly their force seemed unstoppable - until they reached the citadel of the black cult, demon-worshippers who practiced human sacrifice. It was here that the saviour died. There is some debate on the circumstances of his death (though many believe he was betrayed by someone close to him) but all agree on the methods - his throat was slit and his body was burned to ash. Driven to rage by the fall of their leader, the remaining warriors of the alliance destroyed the citadel and all its inhabitants. It was on the citadel's ruin that they built The Keep, a great temple-city that served as a testament to their alliance's indomitable spirit.
Soon after the extermination of the black cult, the warriors of the alliance continued their march northward, while the citizens stayed in the areas surrounding the keep (The army never returned from their last campaign, and to this day no one knows their fate). To many it seemed the age of war was over, and it was with great jubilation that they ushered in a new age of Reason. The elves and dwarves of the alliance left for new homes in the forest and mountains, while the humans built new towns surrounding the keep. The human scholars who had enscribed the words of the saviour set about organizing the scattered documents into a comprehensive book - a book which forever remains incomplete, due to the saviour dying before he delivered his final sermons. The incompletenes of the holy book has led to much misinterpretation and debate about the book's true meaning.
religous figures:
The Saviour: the founder of their religion, who tought as a prophet and led as a warrior. He was believed to be a demigod. It is his word that the faith's holy book is based on.
The God: A divine being thought up by mankind in an effort to ponder the nature of the Saviour's parentage. He is associated with the live giving aspects of the sun and the destructive aspects of Fire.
religous sites:
The Keep: a massive temple-city built near the west coast of the north end of the continent.
Holy book:
The Faith's holy book lists several practices on how to live, most of them venerating wisdom, reason, and understanding in all actions. It also lists instructions for various other skills - understanding the movement of the sun to maximize crop growth, forging techniques for iron and steel, and other useful knowledge to build a functioning society.
Current practices
The incompleteness of the holy book and the strange nature of the saviour's heritage led to much speculation among the faith's members - several factors (including the fiery demise of their leader and the veneration of the sun found throughout his words) have led the populace to believe that the saviour was the child of a sun god. Thus, much of their religous symbols and practices are based around fire. Their main symbol is a torch, and human cathedrals are often filled with candles and burning incense. Bonfires are held during the winter, babies are annointed with ash shortly after being born. Devout members are expected to pray facing west at sunset and pray facing east at sunrise. Human graveyards are often littered with candles, lanterns, and torches, which they believe help the souls of the dead light their path to the next world.
some could say that years of misinterpretation and desperation have caused the religion to devolve into an over-elaborate fire cult.
the world is a little vague
Hmm. I'm thinking about revealing world information slowly and gradually in the comic, but I suppose I can put out a little more information on this forum thread. Here I go:
*PREHISTORY
-Dawn of Man
-Man begins to build his empire
*THE GOLDEN AGE
-The Empire of Man covers all the globe
-Man grows proud, builds Great tower in an attempt to conquer "heaven"
-A great storm destroys the Empire of Man
*AGE OF DARKNESS
-Man seeks refuge underground until the storm passes
-Dawn of the Dwarves
*AGE OF PEACE
-Dawn of the Elves
-Man emerges from underground and colonizes the new world
-Man creates many new Gods for itself
-Man forms peaceful relationships with Elves and Dwarves
-Dawn of the Goblins
-Worship of the black Goddess begins
-War Breaks out
*AGE OF WAR
-Rise of the Barbarian Clans
-Much of the world's population is destroyed by War and Disease
-"the Saviour" is born
-Teaching of the New philosophy begins
-Man is United under the New philosophy
-Man makes peace with the Mountain Dwarves, The Sylvans, and the Trowe
-This alliance wages war, destroying the Barbarian Clans
-The alliance destroys the capital of the Black Goddess Cultists, Builds THE KEEP in its place
-Mountain Dwarves Colonize Mt. Bakar, Elves claim the Western Woods
*AGE OF REASON
-ABOUT 200 years pass
-William's Father crosses the Western Sea
-20 years pass
-William's Father returns with a strange book
-William funds an expedition to a location detailed in said book.
-THE ADVENTURE BEGINS
you know actually I've made some more revisions, disregard that last one.. I'm sending you a new document.
the revisions are mostly about character motivation during the "earthly paradise" period of history
OH and thanks.
Page # 12 is fully coloured.
I have altered the colour schemes of Olin and William... removing the general blue theme of their outfits and only keeping blue on one or two garments.
This represents that the group as a whole is starting to get to know eachother more, as their percieved images of the other group members give way to the members' "true colours"
also, Olin's beard is now a different colour than his face colour.
Page #14 is coloured!
now you can see the kobold chase in all its gory detail.
Oh and did anyone see the new comic page after the prologue? I didn't announce it last week.
No. There were caiballistic elves in the history of Effigies, but they were extinct by the time the AGE OF REASON came about. Before the Age of Reason, there was the Age of War. This Age was characterized by plentiful conflict and unrest, and it lasted about 200 years. The Age of War was brought to an end when an alliance of Men, Elves, and Dwarves destroyed/drove away all the hostile races (goblins, demons, cannibal elves...) and made peace.
However, their destructive campaign had some negative consequences for them. Many of their alliance were lost in the war, reducing the world population to about one third of what it had been in the last age. The "civilized world" depicted in the prologue map is only a very small part of the actual world map, as the civilized races have so far been unable/unwilling to colonize further.
The Culture of Shift's wood elf race (Trowe) is detailed in the original post, under "races".
Okay, here's some info on human religion.
HUMAN RELIGION
history:
some 200-300 years ago, when the world was still locked in the Age of War, a man known as "the saviour" began wandering the world and preaching a philosophy of tolerance and reason. Many believed him to be a demigod, for he had an unearthly charisma and strange, mystical abilities - He could heal the sick, communicate with spirits, and see into the future. By using his powers to spread good will, he rallied many to his cause. Eventually he forged an alliance of Elves, Men, and Dwarves who were determined to drive out the aggressors of the Age of War and bring Reason to the world. This army marched northward, defeating many clans of goblins, barbarians and cannibals.
Truly their force seemed unstoppable - until they reached the citadel of the black cult, demon-worshippers who practiced human sacrifice. It was here that the saviour died. There is some debate on the circumstances of his death (though many believe he was betrayed by someone close to him) but all agree on the methods - his throat was slit and his body was burned to ash. Driven to rage by the fall of their leader, the remaining warriors of the alliance destroyed the citadel and all its inhabitants. It was on the citadel's ruin that they built The Keep, a great temple-city that served as a testament to their alliance's indomitable spirit.
Soon after the extermination of the black cult, the warriors of the alliance continued their march northward, while the citizens stayed in the areas surrounding the keep (The army never returned from their last campaign, and to this day no one knows their fate). To many it seemed the age of war was over, and it was with great jubilation that they ushered in a new age of Reason. The elves and dwarves of the alliance left for new homes in the forest and mountains, while the humans built new towns surrounding the keep. The human scholars who had enscribed the words of the saviour set about organizing the scattered documents into a comprehensive book - a book which forever remains incomplete, due to the saviour dying before he delivered his final sermons. The incompletenes of the holy book has led to much misinterpretation and debate about the book's true meaning.
religous figures:
The Saviour: the founder of their religion, who tought as a prophet and led as a warrior. He was believed to be a demigod. It is his word that the faith's holy book is based on.
The God: A divine being thought up by mankind in an effort to ponder the nature of the Saviour's parentage. He is associated with the live giving aspects of the sun and the destructive aspects of Fire.
religous sites:
The Keep: a massive temple-city built near the west coast of the north end of the continent.
Holy book:
The Faith's holy book lists several practices on how to live, most of them venerating wisdom, reason, and understanding in all actions. It also lists instructions for various other skills - understanding the movement of the sun to maximize crop growth, forging techniques for iron and steel, and other useful knowledge to build a functioning society.
Current practices
The incompleteness of the holy book and the strange nature of the saviour's heritage led to much speculation among the faith's members - several factors (including the fiery demise of their leader and the veneration of the sun found throughout his words) have led the populace to believe that the saviour was the child of a sun god. Thus, much of their religous symbols and practices are based around fire. Their main symbol is a torch, and human cathedrals are often filled with candles and burning incense. Bonfires are held during the winter, babies are annointed with ash shortly after being born. Devout members are expected to pray facing west at sunset and pray facing east at sunrise. Human graveyards are often littered with candles, lanterns, and torches, which they believe help the souls of the dead light their path to the next world.
some could say that years of misinterpretation and desperation have caused the religion to devolve into an over-elaborate fire cult.
It's like, 11:47 at night, so I'm kinda scatter-brained right now. I may have repeated or contradicted myself... if anything doesn't make sense, please point it out to me so I can remedy it!
close. It was intended to be more of this world-type (http://tvtropes.org/pmwiki/pmwiki.php/Main/CrapsaccharineWorld).
-Dogs went extinct during the Age of War.
-the creatures mankind calls "horses" are actually more of a pony-donkey hybrid (true horses having gone extinct during the age of war) which are slowly becoming sterile as their bloodlines get more muddied.
EDIT: BTW acanthus, I'm sending you some more plot information soon, for feedback.
DWARVEN RELIGION
history:
As far back as the dwarves can remember, certain individuals of their species have claimed to hear the voices of gods. Some gods were even thought to have manifested physically to commune with the dwarven race. The first of these gods, who was only known as a God of Storms, was believed to have created the dwarven race some time before the age of peace.
The dwarven gods were strongest during the age of war - there were hundreds of supposed manifestations on the battlefield, and many reported hearing the gods chanting and pounding war drums during thunderstorms. However, A strange thing occured on the day the human "saviour" was born. For the first time in centuries, the dwarven gods were silent. And since his birth and death, no dwarf has ever reported hearing them again. This led to a decline of the dwarven priest class, until the only remnants of their once great faith were idols that sit neglected in the houses of particularily superstitious dwarves.
religous figures:
Thunder God: The leader of the dwarven Pantheon, who was believed to speak to the King and the high priests of dwarven society. It is said that particularily significant dwarves were taken to his halls after their deaths - some were even thought to have become gods themselves.
Other Gods: the dwarven pantheon contains countless gods (some more widespreadly worshipped than others) who were believed to be dwarves who died and were taken up to live in the thunder god's halls.
religous sites:
There are many dwarven temples (usually situated on mountaintops or underground caverns) in the far south and east of the world, but since the great exodus to the areas surrounding the Keep prior to the age of reason, almost all of these temples have been forgotten.
Holy book:
The history of the dwarves and their gods is traditionally engraved on the walls of their dwellings, or carved into stone tablets. Dwarves, being a long-lived race, prefer more permanent materials (like stone) to the books and scrolls used by humans.
Current practices
Particularily suspicious dwarves might keep an idol of their family's patron deity in their house, or perhaps utter the god's name as an expression of shock, but other than that there is widespread agnosticism among the modern dwarven populace (mostly due to the recent silence of their gods and the dissolving of the priest class)
SO.
Update soon? Are we going to care about the Ogre? Will someone tell us to believe in them who believes in you? Will Will escape from the rubble? Did I confuse Will and Josef?
(http://www.google.com/url?source=imgres&ct=img&q=http://www.steveandthetank.com/content/binary/BabeRuth%27sToBeContinued....jpg&sa=X&ei=oYIxTLyqE8PhnAfU8Lj2BA&ved=0CAQQ8wc4Aw&usg=AFQjCNH_F1aD9YNNwyUMWDWHx1FLLol1Qw)
just dropping by to post some "concept art", I guess
(http://i675.photobucket.com/albums/vv120/pfat417/wilhelm_watercolour.png)
this would be a pen and ink / watercolour of Wilhelm in his ship's captain outfit... not sure if he'll actually show up wearing this at any point, but I figure I should have a design for it anyway.
posting some... early concept art.
(http://i675.photobucket.com/albums/vv120/pfat417/goblincivie.png) (http://i675.photobucket.com/albums/vv120/pfat417/goblincivierecolour.png)
I'm trying to sort out the aesthetic for non-military goblins (I've been putting a lot of thought into civilian characters lately). an important idea for his outfit is that it has no pockets - all of his possessions are either hung from chains or stuffed in amongst the many belts he has wrapped around his scavenged clothes (I think these elements help to emphasize the thief-like nature of the race)
EDIT: I went and made a version with his colour scheme being less vivid.
I was a little tired of drawing William talking to Olin in a tent, so I decided to draw Shift out hunting.
I guess this is considered concept art, since this panel probably won't appear in the comic for a bit.
(http://i675.photobucket.com/albums/vv120/pfat417/SHIFT1.png)
THIS is what I want Chapter two to look like once coloured.
okay there's totally going to be an update tomorrow. I have the lineart and everything done, I just need to scan it and add shading and text
but I'm super busy for the rest of today, so in the mean time have some concept art of a troll
(http://i675.photobucket.com/albums/vv120/pfat417/troll-1.png)
here's some concept art for chapter two, showing a bit of the design evolution for one of the antagonists.
Final Version
(http://i675.photobucket.com/albums/vv120/pfat417/rook2.png)
Crown Concept sketches
(http://i675.photobucket.com/albums/vv120/pfat417/rookbw.png)
(http://i675.photobucket.com/albums/vv120/pfat417/metal.png)
Preliminary version (really old art)
(http://i675.photobucket.com/albums/vv120/pfat417/Rook.png)
Most of the changes were made to his armour. I thought it looked too elaborate for a warrior king, so I toned down the details for a more gritty look. I also tried to give it a more consistent colour scheme, only using greys and blues instead of all those gold highlights (I kept those for his earrings though)
That, and I made some changes to his skin colour and beard shape. His hair also looks more like a faded purple than a warm grey... perhaps going with the fact that DF 2010 goblins have all those outlandish hair colours.
...yeah. All good points.
You know I'll try to keep him more in proportion on the actual pages of the comic.
and while that concept art was more about finalizing his outfit, I shouldn't have taken that as an excuse to throw out the laws of perspective, I guess.
EDIT: more concept art
(http://i675.photobucket.com/albums/vv120/pfat417/goblinsandtrolls.png)
I've started doing little pages that explain character traits and physical appearances so the characters are easier to tell apart.
(http://i675.photobucket.com/albums/vv120/pfat417/dorfs-1.png)
I don't think individualistic is actually a word
Bad. Ass.
is he killing it with his bare hands? :o
I think the alarming part here is how close he got to the deer before it noticed him.
I noticed the colored beards (http://tvtropes.org/pmwiki/pmwiki.php/Main/ColourCodedForYourConvenience) help distinguish them a lot, which explains why we've been confused about the dwarves from time to time.
(http://static.tvtropes.org/pmwiki/pub/images/turtles_panaorama_1477.jpg)
Portrait of The Ogre's Human form. Done in SAI.
(http://i675.photobucket.com/albums/vv120/pfat417/OGREportrait.png)
Two things... first of all, here's some concept art..
(http://i675.photobucket.com/albums/vv120/pfat417/WilliamOutfit.png)
and the first panel of page #44.. as a teaser, I guess.
(http://i675.photobucket.com/albums/vv120/pfat417/shifthunt.png)
I am skipping the Greyscale stage entirely. From now on, new pages will be released fully coloured.
page #45 is finished!
in which Shift recounts a strange sighting.
oh and, have some concept art.
(http://i675.photobucket.com/albums/vv120/pfat417/thekeep.png)
just keeping you up to date with the works in progress here...
as for the main comic, I'm focusing on getting page #35 (http://effigies.smackjeeves.com/comics/911085/vengeance/) coloured right now.
(http://i675.photobucket.com/albums/vv120/pfat417/skybox1.png)
and for behind the scenes stuff, I've recently been working a detailed chart of all the individual villages in "the civilized world" area.
image is too large to be read in a forum post. for convenience, I have directly linked it. (http://img440.imageshack.us/img440/3613/popmap.png)
it is also accompanied by a few drawings of cats...
assuming my printing is legible this should clear up questions about population and industry... but if you're wondering about anything else, please ask.
page #47 is taking a little longer than planned... I only have 3 out of 9 panels coloured.
To tide you over, here's an interior painting of the Vaults of Mt. Bakar.
(http://i675.photobucket.com/albums/vv120/pfat417/bakarinterior.png)
for scale reference, the door at the bottom is three times the average height of a dwarf.
think of this room as the spoke of a wheel-like structure, located in the industry layer of the fortress. The purpose of this segment is to hold many stockpile warehouses, which are engraved with images of great beasts. Lining the walls are pump structures for transporting water, magma, and other liquids.
sorry for lack of activity, but one of my pets had been really sickly the past week, and he died of old age yesterday, so my time has been occupied.
Although I've gotten back on track since, and the next page's colouring is half finished as of now.
(http://i675.photobucket.com/albums/vv120/pfat417/hideoutpreview.png)
thanks for all this feedback, btw
1/7 panels of page #51 are coloured.
(http://i675.photobucket.com/albums/vv120/pfat417/goblinpreview.png)
2/10 panels of page #52 are coloured
(http://i675.photobucket.com/albums/vv120/pfat417/hideoutpreviewwillam.png)
Someone should write a story around an army unit composed entirely of women disguised as men.
That would be monstrous.
(http://img.ie/65479.png)
Allow me to rephrase...
That would be (http://www.lspace.org/ftp/images/bookcovers/uk/monstrous-regiment-1.jpg)
Didn't read that one- are they girls or monsters? Does it matter?
Am I off topic or just being pointless? Does it matter?
Well ...
The first in majority (-1 semi-major character in the bunch), the second partial
some concept art... Revised the layout of the keep in relation to merchant town... factoring in houses and shops crammed into every nook and cranny of the lower terraces.
direct link instead of img post, pic is HUGE http://www.deviantart.com/download/205308491/effigies___city_layout_by_fault_classic-d3e8h1n.png
(http://www.truimagz.com/host/fortcrush/folder1/crop-example.png)
heh, was wondering if anyone was going to point that out.. I've been drawing too many ugly old characters I guess, when I try to draw anything other than that the design rockets to the opposite extreme... :p
I like what you are doing here and congrats on making it this far, It shows some real hard work ethic and a real passion for what you do :D . Happy late BirthDay 8)
But now for the critique* which will be primarily in the graphical category :
Good: Very cool shading technique, it is unique and gives it a rather interesting finish. Great use of negative space, in many situations it looks good with the black details. My favorite was this one, Beneath Mount Bakar http://effigies.smackjeeves.com/comics/748587/beneath-mount-bakar/ (http://effigies.smackjeeves.com/comics/748587/beneath-mount-bakar/). Excellent clothing and character designs.
Not So Good: The pixelated style may be a style choice but, it shouldn't be applied to your text if possible (that goblin isn't an android). Some of the scenes are too dark and the characters are hard to make out. Text balloons are very pixelated. Soulless Eye balls...
Suggestions:
1. Scan in your art work at a higher resolution (I don't know what scale you are drawing on but assuming it isn't tiny you should be able to get a much smoother scan.) You can always re-size the picture later and make it smaller for the web. You can do this and still maintain your style but it would be easier to read and figure out.
2. Use a different font. Not just different, better. There are some excellent comic fonts on the web. The main thing is readability. I would recommend BlamBot Comic Fonts http://www.blambot.com/fonts.shtml (http://www.blambot.com/fonts.shtml), it has a variety of fonts some are professional pay fonts but there are plenty of great free ones for you to use.
3. Using dark lighting is great but try and keep the important parts lighted. Instead of everything being mostly one value have the character standout a bit more.
4. Give them pupils, for the children.
5. Keep up the hard work and cool stuff.
This is an example of some of the things I was talking about. Your original is on the left and the edited one is on the right. (I also tweaked some of the shadows but not much.)
(https://lh6.googleusercontent.com/_4jNMJUL7qVQ/Ta6XouE9jlI/AAAAAAAAATQ/OWv3pyPeFdw/goblincamp1_edit.jpg)
If you have any questions on what I said just hit me up. ;D
*Disclaimer: All contents are designed to make artist think and help themselves improve, and offered in good natured complete honesty. And some of it may just be personal preference.
3/13 panels of page #53 are completed
(http://i675.photobucket.com/albums/vv120/pfat417/hideout5preview.png)
I take it just how fault draws people from a distance.
(http://www.truimagz.com/host/fortcrush2/folder1/red.png)
so I guess the ogre head could be used to fire a long beam of "noooooo's" I would call that a unspeakable power
Character design
(http://fc08.deviantart.net/fs70/f/2011/120/7/8/effigies___keep_guardsman_by_fault_classic-d3f87qq.png)
also page 54 is inked and scanned but not coloured
3/10 panels of page #54 are coloured.
(http://i675.photobucket.com/albums/vv120/pfat417/moonpreview.png)
more complaining goblins
I'd have to say his proportions are very strange, thin neck-wide shoulders-long arms-short legs-think ars-thin legs...
the shape of the armour messes things up a bit... I need to research where armour elements sit over body parts, particularly where your pelvis would be.
well at least this is just concept art and not a finished page or anything
2/10 panels of page #55 are coloured
(http://i675.photobucket.com/albums/vv120/pfat417/hideout7preview.png)
hadn't had much time to work on it last week, lots of schoolwork around this time of year
(http://www.truimagz.com/host/fortcrush2/folder1/edit.png)
Daikatana ruin any story that had some friend missing.
2/11 panels of page #56 are coloured
(http://i675.photobucket.com/albums/vv120/pfat417/hideout8preview.png)
the scout reports to agmirus
ARGH! Stupid spellcasters and their stupidly cryptic vagueness!
this is what I got from that last bit.
(http://www.truimagz.com/host/fortcrush2/folder1/another-fan-reminder-on-red.png)
2/10 panels of page #58 are coloured.
(http://i675.photobucket.com/albums/vv120/pfat417/hideout9preview.png)
Page #59 is a work in progress at this point.
(http://fc01.deviantart.net/fs71/f/2011/179/1/7/effigies___attic_background_by_fault_classic-d3keazk.png)
here is a panel backgdrop, to give a feel as to what style I'm working with on this one.
Shift learn insomnia from Ark?
I don't think you should be bragging about that there Shift.
Oh and have another edit.
(http://www.truimagz.com/host/fortcrush2/folder2/effgiess-edits.png)
page #60 is a work in progress at this point.
(http://fc05.deviantart.net/fs70/f/2011/191/d/9/mt__bakar__a_dwarven_fortress_by_fault_classic-d3lkmj0.png)
here is a panel background, to give an allusion as to which perspective the next page is moving to.
3/7 panels of page #61 are coloured
(http://fc02.deviantart.net/fs70/f/2011/202/5/8/watchtower_by_fault_classic-d4191tn.png)
page #62 is a work in progress at this point.
(http://i675.photobucket.com/albums/vv120/pfat417/62paneltwo.png)
(http://www.truimagz.com/host/fortcrush2/folder2/edit-of-faults-preview.png)
fault never stop drawing. the preview picture is awesome.
edit: oops image was broken.
page #62 (http://effigies.smackjeeves.com/comics/1281799/foundry/) is up.
in which we see more of what was buried beneath the hill.
..you forgot to edit out the original pair of ears on that goblin. now he has four.
that bunny has a pop up collar. That's what I saw.
edit: after reading the comic this makes me want to Raid Goblins for their Steel secrets.
I mean what makes Goblin Steel so good? Is it the Cinnamon sugar swirl in every bar?
(http://www.truimagz.com/host/fortcrush2/folder2/fault-bunnie-edit-2.png)
I just notice the smoke is blocking the moon? Is this newage Goblin tech in means of surviving the night?
Does this mean Goblins will wear a full suit of armor in means of protecting them from the harmful Moonrays?
Will Goblins ever invent Moonblock?
Do City Goblins laugh at the foolish D.fortress Goblins inability to figure out the moon?
working on sorting out marcus's design before I draw more panels featuring him
(http://img225.imageshack.us/img225/3320/marcusdesign.png)
page #63 is a work in progress at this point.
(http://img638.imageshack.us/img638/3904/grovebackgroundfinal.png)
in which we learn a little more about characters' pasts.
page #64 is a work in progress.
(http://i675.photobucket.com/albums/vv120/pfat417/63previewpanel.png)
about these delays - effigies has fallen into quite the scheduling lapse, some of which was preventable, but some of which is just something inevitable which will have to be waited through. for obvious reasons, the stlye I use now takes more time than my previous aesthetic - but I've also spent more time laying out thumbnails and pre-planning plot, which, while taking longer, improves overall comic quality in the long run.
but the true reason is a few real life things interfering with this. A lot of my creative output now must go towards building a varied, traditional art portfolio - and although digital art in effigies can be part of that, I can't work on it all the time. Also, over the past few months my family has been preparing to move out of our old place to a new residence - this becomes quite the time sink as well, but it's almost over.
I hope you all understand. Thank you for your appreciation of this work, and most of all, your patience.
took me a while to get a good computer and tablet set up in the wake of the family moving, but I'm finally getting back on track with the panels and such.
Page 65 is a work in progress at this point.
(http://fc09.deviantart.net/fs71/f/2011/311/2/0/dwarven_throne_room_by_fault_classic-d4fh8x2.png)
page #66 is in progress.
(https://p.twimg.com/AeqQiJICIAExvr9.png)
we'll get back to the protagonists actually DOING SOMETHING pretty soon.
Page #67 is in progress.
(http://www.tumblr.com/photo/1280/14612112206/1/tumblr_lwlqo2W5Uo1r5iy8c)
some deadlines turned out to be not so severe as they first appeared, and I have.. a little more time than I thought.
when I can I will try to put more pages together.. but it's not as high a priority as I wish it could be.
(http://img39.imageshack.us/img39/3067/ravinewalkabout.png)
Got the next page all finished and ready to be posted come friday.
I'm making good time.. I might even build up an update buffer if I can keep to schedule at this rate.
(http://25.media.tumblr.com/tumblr_m5jju0anMX1rwk5bao1_1280.png)
For some odd reason, the tower (http://fault-classic.tumblr.com/post/24997780584/spent-all-day-working-on-the-last-few-panels-for) reminded me of this old 11th century fortification:
(http://belarus-travel.by/wp-content/uploads/2011/12/kamets_500.jpg)
The Kamyanets Tower, Belarus (http://en.wikipedia.org/wiki/Tower_of_Kamyanyets)
This one is a lot smaller though.
I had actually never seen that before.
the tower image on my tumblr is based on Giorgio de Chirico's 'the red tower'.
(http://upload.wikimedia.org/wikipedia/en/9/97/The_Red_Tower.jpg)
6/10 panels finished for the next page.
have a misleading, out of context preview.
(http://25.media.tumblr.com/tumblr_m5y600p5311rwk5bao1_1280.png)
My eyes. They are bleeding.
BLOOD FOR THE BLOOD GOD! IT IS WONDERFUL!
hey Effigies fans
this week was a little busy for me. we had graduation ceremonies and banquets (with accompanying rehearsals) and on the weekend I got a family party and some canada day celebrations to go to.
this has put me behind schedule. what's say you get a preview pic now, and I'll put out two pages next friday to make up for this? I'm not nearly as busy THAT week.
here's a first look at the layout of port town and merchant town, where William and Josef grew up.
(http://25.media.tumblr.com/tumblr_m6f07oRM611r5iy8co1_r1_1280.png)
Page #75 is in progress.
(http://25.media.tumblr.com/tumblr_ma3zoxObx81r5iy8co1_500.png)
page #77 is in progress.
(http://24.media.tumblr.com/tumblr_mcr33zBT9j1rwk5bao1_1280.png)
Hey is that the daughter of the king? As seen originally from the throne room? If so that's a pretty good callback.
(http://www.truimagz.com/host/fortcrush2/folder7/effigiesfanartdwarf.png)
thanks, all!
page #78 is in progress.
(http://25.media.tumblr.com/tumblr_mdk3w8Qr9t1rwk5bao1_500.png)
page #80 is in progress.
(http://24.media.tumblr.com/9fad477e3cd5e3d34f2f654f4f2b32b1/tumblr_mhhle0rSkJ1r5iy8co1_1280.png)
Page #81 is in progress. 4/10 panels completed.
(http://24.media.tumblr.com/8c7f4c59b28e1a6ba01f4ca4f32e6005/tumblr_mj7wh9PmsL1rwk5bao1_500.png)
Page #82 is in progress.
(http://24.media.tumblr.com/e6276f1fa2589b01708f2252dca62455/tumblr_mkenhoKdLt1r5iy8co1_1280.png)