Finally... > Creative Projects
EFFIGIES - Dwarfy Fantasy webcomic
Fault:
(^ 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:
Spoiler: WORLD: TIMELINE (click to show/hide)
*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
Spoiler: CAST OF CHARACTERS (click to show/hide)
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.
Spoiler: WORLD: RACES (click to show/hide)
Mankind
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
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)
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)
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)
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
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.
Spoiler: WORLD: RELIGIONS (click to show/hide) 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.
Outcast Orange:
I really like it.
I read it 2 days ago.
I wish it would continue actually.
kinseti:
Good on you for making this topic, I don't often bother reading signatures and probably wouldn't have noticed this for a long time...
I like it. The (presumably) main characters already have some personality, the world is a little vague, but it's still early yet. I laughed at the circumflex part.
I will be keeping up with this.
Fault:
--- Quote from: kinseti on January 16, 2010, 11:06:58 pm --- the world is a little vague
--- End quote ---
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:
Spoiler: ROUGH WORLD TIMELINE (click to show/hide)
*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
JoshuaFH:
How can I not support this work of yours Fault?
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