Nov 28, 2009

Goblyn Issue 1 video commentary


Goblyn Issue 1

   NEXT 

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finally! done.

it's been about 3 1/2 years since i last made a comic...
so i'm a bit rusty, forgive me. 

60+ pages of Goblyn goodness.
more to come soon.  

Nov 1, 2009

Extra Stuff Goblyn

 


Goblyn Databook

- AN ENCYCLOPEDIA GUIDE OF THE GOBLYN SERIES - 



About Goblyn




Goblyn is a Henshin styled mystery adventure series, following the adventures of Jeph a magical bounty hunter called a Goblyn, and Sankofah his mentor who has been magically trapped inside the body of a small pear shaped sprite for over 200 years. they travel the world going from town to town,  fighting monsters, getting into trouble, and stumbling across an ever unlocking mystery to the world he thought they knew.  It's a story about life growing up in the war torn land of Mah Hu, a place where abilities like Jeph’s have been declared illegal and all reference to them and any of its practitioners eradicated.



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you can learn more than you probably ever wanted to know about the characters, story and world of Goblyn by checking out the Goblyn Data Book. 



Goblyn Archive



   
Volume One 25 Issues (complete)
1 - 2 - 3 - 4 - 5 - 6a - 6b - 7a - 7b - 8a8b - 9a - 9b - 10a - 10b

Sketch works 


 
Volume Two (Current Volume)
26a - 26b - 27a - 27b - 28a - 28b - 29a - 29b - 30a - 30b - 31a - 31b 
32a - 32b - 33a - 33b - 34a - 34b - 35a - 35b - 36a - 36b - 37a - 37b - 38a - 38b
39a - 39b - 40a - 40b - 41a - 41b - 42a - 42b
43 - 44 - 45 - 46 - 47 - 48 

Side Stories 

 49 - 50 - 51 - 52 - 53 - 54 - 55
56 - 57 - 58 - 59 - 60
61 - 62 - 63 - 64 - 65 - 66 
67- 68 - 69
70 - 71 -72 - 73 - 74 - 75 - 76















                               













Jul 1, 2009

Wallpapers


awesome wallpapers for you!
♦ three sizes in downloadable zip packs ♦
click on the links to download the wallpaper pack
more coming soon! 
PAGE 1, PAGE 2, PAGE 3

 Goblyn01
 Devils Duel
Goblyn02
Jmeph01
 Pinion01
 Ami01
Ami02
Goblyn03
Jmeph02
Title01
 Title02
Title03








Wallpapers 2






awesome wallpapers for you!
 ♦ three sizes in downloadable zip packs ♦ 
click on the links to download the wallpaper pack
more coming soon! 
PAGE 1, PAGE 2, PAGE 3






Mar 1, 2009

Lou leaf


feverish Elile, with fresh and pasted Lou leaves applied.

Lou leaves are a species of water retaining plants, known historically for its fever reducing and anti-inflamitory properties. Small palm sized leaves, that grow on a larger ground based 
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OVERVIEW:
Lou leaves are one of several ancient or old world cure all plants, that are used to reduce fever in children but has little affect on the adult biology.
It can be ground into a paste and applied to cuts and wounds in order to stimulate coagulation.   


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MORE DATABOOK: 









Feb 1, 2009

Geography

GEOGRAPHY

CONTINENTS OF ERRAVANNAH

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VILLAGES

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  •  Dunburss



  •  

TOWNS

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  • Crooksfield 

  • Maerohne
  •  
  •  

CITIES

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  • Dohl 
  • Kyoguess
  •  
  •  

STATES

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  •  
  •  
  •  

KINGDOMS♦

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  • Empire of Sands
  • Auremusto
  • Dirth Empire
  •  

OTHER♦

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  • Gobo
  • N.S.S.A 
  • Slade Sylvarum
  • Unnamed Hidden Village
 

Mah' Hu


Map of Mah' Hu


The continent of Mah' Hu (maw-hoo) is the central and largest land mass on all of Erravannah. It is divided into seven valley regions, sub divided into several states and kingdoms divided between three contemporary powers The Empire of Sands, The Dirth Empire, and several territories of neutrality that are often protected by The United Federated Kingdoms.
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OVERVIEW:
Many of the lands of Mah' Hu have had a long history of monarchism. In the period of time pre Era of Enlightenment, known as the Balance period, Mah' Hu was majority ruled across the north and the south by the numerous pockets of aristocratic houses of the monsterkind. It was eventually divided up and the aristocratic houses distilled down through several periods of war ending with the house of Gavamesh ruling the remaining Monster Kingdom houses and territories in the south known as The Dirth Empire. In the north the Empire of Sands was established and populated mostly by Mankinds.
The seven valley regions of North and South Mah' Hu are mostly divided by major forest lands which change dramatically in biotope conditions and major tributaries and parent rivers.


Map of the valley regions of Mah' Hu
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VALLEY REGIONS:


  • Todi
  • Blaed
  • Kuhskus
  • Lormeska
  • Jess 
  • Nevessk
  • Meur


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MORE DATABOOK:

Chootah


(Chootah) chew-taw



Chootah Village, is a small farming village located in the Kuhskus
Valley region of North Mah' Hu along the south of the Frethh river.
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OVERVIEW:
Chootah is a small fairly unknown village which is neutral to any affiliations in the current war. Its citizens are farmers and textile craftsman's, who trade with other villages and towns north and south of the river they are closest to.


the villagers are very close and everyone takes care of one another, and while they have a group of trained village warriors it is  a very peaceful village.
The village sits at the top of a valley region, encircled by a series of forested land and divided by the Frethh river at its base and historically was a military defensive position during the early portion of the All Saints war.


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RESIDENTS:
♦ Permanent:
Elile Vyour
The Vyours (Elile's parents) 
Everett (deceased)
Preist Zussan 


♦ Temporary:
n/a




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NEIGHBORING REGIONS:
♦ Crowbah village (north across the river Frethh)
♦ Hettatiahjin
♦ Dunburss




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MORE DATABOOK: 

Jan 5, 2009

Nomenclature

NOMENCLATURE

 ♦ A LIST OF COMMON AND UNCOMMON TERMS  

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UNCOMMON TERMS

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  • Boka of Enlightenment
  • Boka of Illuminations
  • Craftwerk
  • Doma of Enlightenment
  • Invokachen
  • Incantation
  • Loklumn -
  • Logik
  • Logik artifact
  • Logik saint
  • Logik sect 
  • Logiksmith 


COMMON TERMS

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Jan 2, 2009

Orvarravah

Orvarravah (Or-Vaw-Ra-Vaw)
Orvarravah is an Ataxia Logik sect, that was started by the Patron Saint of blood, Orvarr. It's primary symbol is denoted by six points of chaos, three of which are even and three uneven and pointless representing its infinite reach.










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STATISTICS:
♦ Name: Orvarravah   ♦ Type: Chaos   ♦ Class: Offensive  
♦ Physical Range: varies   ♦ Spectral Range: Y/0-DR/100
Spectral Range, from Yellow to Red






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APPEARANCE & TYPES:
Orvarravah Logik, has no distinct appearance or characters manifestation, but does have the defining necessity of bloodletting in order to use it effectively. There are several types of incantations which use Orvarravah most verging on the more complex end of the spectrum.




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HISTORY:
Early to mid 3000's

Orvarr the Blood Saint

With the discovery of the correlation between increased blood flow through blood letting and an increase in the potency of Logik incantations, many Logik practitioners of the post All Saints War era became fixated on this path. One of the Boka of enlightenment to come from this era was Orvarravah, as a sub sect of Ataxia Logik originated and written by Orvarr.
Orvarr wasn't a student of the first Logik Saints, but came along a few generations later, rising in popularity during the All Saints War period. This was a time when the Balance had become heavily shifted and as a result, Logik of a Chaos/Ataxia nature became the favored focus of many Logik practitioners.
It is generally assumed among those who study the speculative history tree of Logik sects, that Orvarravah is an extension of the similar but clandestine techniques of several Westlandic Clans such as the Platinus and Silvus clans.






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ABILITIES & USES:
A Logiksmith practicing Orvarravah is by all intents and purposes more powerful, the loss of blood balances itself out with a loss of control manifesting itself in many ways. Most common being the inability to focus and properly direct the path of the incantations.

  •   Blood Rage - the deliberate blood letting to increase the potency of all incantation that follow. A basic branch of Orv. Logik.
Skill range: YG/0-DR/100





  • Tatauh - the physical manipulation of  tattoos made using incantation ink. A complex branch of Orv. Logik.
 Skill range: O/50-DR/100





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GALLERY

Sethirre deliberately getting a nose bleed.











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MORE DATABOOK: 




Items

ITEMS

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COMMON





 
UNCOMMON 
 










     

    LOGIK SECT/BOKA

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    • Aequos
    • Armaments
    • Askin
    • Ataxia
    • Curll
    • Deorss
    • Orvarravah
    CLANS & THRESH
     
    • Platinus
    • Silvus
    • Slade
    • Twilight

    •  
     
     

     ♦ LOGIK ARTIFACTS

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    •  Mask of Tahelesse 

     
     

    WEAPONS & TOOLS

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    COMMON






    UNCOMMON 
     



     

    PLANTS

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    •  
    •  
    •  
    •  
    •  

    Animals

    There are a large variety of animals in the world of Erravannah.
    -----------------------------------------------
    OVERVIEW:
    In the Goblyn series on the, animals are a large (although not always obvious) part of the many lands of the world of Erravannah. Animals, in the Goblyn series are of the Metazoa kingdom of Arthropods & Gastropods, unlike the animalia kingdom in which we know. 
    e.g. Cats, Dogs, Cows, Pigs, Sheep, Fish, etc.

    The height, weight, and variation depends on the species, although some animals thrive more so than others under numerous conditions.
    Some animals are very docile, and can be tamed to the point that they are domesticated, while others remain wild and are dangerous if encountered.

    -----------------------------------------------
    ANIMAL SPECIES:


    Artrasha:
    -----------------------------------------------
    ♦ Type: Ashphilzoa    ♦ Order: Arahkke 

    Artrasha, are middle sized, joint-legged, invertebrate, animals, with anywhere from four to six legs attached to a solid, upward cresting, exoskeletal carapice, by endosternite cartilage.
    They have a series of forward facing simple and compound eyes, located on the forward facing portion of their carapace. They also have a large spinneret located on the underside of the carapace which allows them to shoot a protein based thread, to which they can change they density of as well as being able to imbue a form of venom to the threading. 

    The Artrasha first appeared in Warning Signs, issue 6b of the series. 
    Artrasha do occur naturally in the wild all over the Southlands of Mah' Hu, this particular group however followed the orders of the Anima Ruah named Kanastraa, who was disguised as a large Artrasha-like animal while living among the people of the hidden village.
    The Artrasha used their spinnerettes to cover the entire town in webbing, and protorolled the surrounding forests warding off anyone who wandered too close to the town.





    Boru Boru:
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    ♦ Type: Choarhzoa    ♦ Order: Koleos-Bortratuss

    Boru Boru are a slightly bigger and more domesticated relative of the Pimmel. They are often found in heavily populated towns and villages near or in garbage bins and trash dump sites. Like the Pimmel they are detritivores and feed mostly on dead plant matter. They have six small simple jointed legs, which support a large rounded carapaces that cover their wings, and a two segmented body comprised of a thorax and a head, with large forward facing simple eyes. 
    They are generally ignored by most people in towns and villages who are accustomed to their existence, within the area. They are even sometimes domesticated and kept farmers for compost maintenance.


    Gaffe:
    -----------------------------------------------
    ♦ Type: √Čntomonzoa    ♦ Order: Zoeah  


    Gaffe, are large irredecent animals found in many of the Central and Southlandic forests of Mah' Hu.
    They are multi-limbed crustaceans with long dorsal spines, and notoriously known for its gigantic and intimidating maw located behind its large mandables.
    They are very fast, very aggressive, and very territorial animals, with a distinct liking for the Jobi fruit. Gaffe are know to grow to great sizes often being as big as 46 ft. (14 meters)


    Hithics:
    -----------------------------------------------
    ♦ Type: Anddohzoa    ♦ Order: Vermmessen 


    Hithics worms are small animals with cylindrical tube shaped bodies and no legs. They have a mouth like structure at one end which is hooded by a row of small thick fibrous hairs, and three long striped tenticle which they use as hands for picking up food and pulling it back into the mouth. Located just below the mouth are three suction cup like protrustions which are glands used for smelling and secreating pheromones.
    Hithics are very rare to see as they are generally nocturnal, and are swift to move when detected. They are brood parasites who lay thier eggs under the skin of  other species.
    Hitstorically Hithics have been used after being discovered by Logiksmiths to have blood with very specific blood which is quite responsive to incantations inabeling it to be an amplifier of sorts. 





     Tossusk:
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    ♦ Type: Anddohzoa    ♦ Order: Vermmessen
     
    Tossusks are large tuberous animals with no legs and dorsal fins which omit various pheromones used in communications of different types. Wemm, is a dried product that is extracted from male Tossusks, and often used by farmers to lure females away from large crops during the Tossusks mating season. 
    The Runeclaws on several occasions used Tossusks as power generators in both Dunburss and The House of Golden Runes, first appearing in The Worm's Plight part 3 issue number 5 of the series.


     
    Mellonoh:
    -----------------------------------------------
    ♦ Type: √Čntomonzoa    ♦ Order: Grub 








    Pimmel:
    -----------------------------------------------
    ♦ Type: Choarhzoa    ♦ Order: Koleos

    Pimmel are the smaller wilder relative of the Boru Boru. They are agressive and noisey detritivores which feed on dead plant matter. (a fact reflected in the multitudes of them nesting and feeding on the dead and shed carcass of Sleemer a plant based spirit.)




     

    Borrotete

    Borrotete (Bow-Row-Taw-Tay) 
     Debut: Issue 13
    Ch. 13b,  Golden Runes
    Borrotete are clockwork machines that are made to look like small animals.
    The are Witchclocker technology, are very advanced, and versatile.
    -----------------------------------------------
    STATISTICS:
    ♦ Name: Borrotete   ♦ Type: clockwork   ♦ Class: animal
    ♦ Affiliation: Witchclockers, Hanneskidehn   



    ----------------------------------------------- 
    APPEARANCE & TYPES:
    Borrotete are small domed, quadrupedic, animal styled, clockwork machines measuring 1.5 in. (3.81 cm) and weigh roughly 2.6 oz. (73.7088 g.) with the ability to become highly compact. They are equipped with a set of small ceramic, serrated, mandibles that allow them to cut through most surfaces with high accuracy and efficiency.
    The four legs are segmented ceramic limbs, jointed into two parts which attach at a multi-rotational ball hinge. They have a large ocular receiver on the front of the carapace, which can also transmit images and sequential visual relays to predetermined locations.

    There are at least two known types of Borrotete, which are visual represented by different colours.
    Aqua/Green: Common long range transmitter/relay types, generally used when monitoring large areas. They can transmit visual relay signals at a radial distance of 50 ft. from the signal receiver. The Borrotete then create a network across an area, and bounce the signal from one another to the central receiver.

    Crimson/Brown/Copper: Deflagration type, which are equipped with small explosive devices. The explosions are small in comparison to most explosives and are generally fatal to a person, but can not penetrate most thicknesses unless in a cluster formation. They have the same ocular visual reciever, but do not have the long range transmission capacity as the auqa/green type.

    -----------------------------------------------
    OVERVIEW:
    unknown-unknown
    Borrotete are of Witchclocker construction. It is unclear how long ago the technology was developed, only that it is an older technology based around crystalline resonation.








    -----------------------------------------------
    ABILITIES & USES:
    Borrotete are very advanced and are equipped with high functionality, often acting like real animals allowing them to move about most sentient populations fairly unnoticed.

    •  Compaction - Borrotete have the ability to become completely compact, inverting all limbs and covering their ocular receiver with duel retractable lids. 





    •  Collective Serration - Borrotete work in a swarm technique in which they use their ceramic mandibles to accurately slice and dismantle any organic or inorganic matter. 





    • Incendiary - Deflagration type Borrotete use an internal explosive device.






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    MORE DATABOOK