Young knight-to-be Aubrey is forced from her castle home under mysterious pretense in search of the witch Emmeryn the Terrible.
With the aid of master thief Hal Mooney, Aubrey must journey away from the comfort of the world she's known to potentially find that not everything is as it seems.
Visuals: Deanna Matthews
Script: Evan Davis
Writing & Development: Evan and D
Projected length: 200 pages, illustrated (subject to alteration)
Format: Digital web comic formatted for print
Audience: YA to Adult. Light tone in beginning, with dark themes mid-to-late story.
Events by Setting:
Dormhil's Keep Players: Aubrey, Edwin, Queen Dormhil, Lorin
Hadcommh Players: Aubrey, Hal, Boor, Slave-Trader, Lorin
Trail to Blastwood Swamp Players: Aubrey, Emmeryn, Chordelia, Slave-Trader
Blastwood Swamp Players: Aubrey, Emmeryn, Bathilda, Hal
Ponnacia Fogs Players: Aubrey, Emmeryn, Hal, Paka, Elder Wari, Beast
End of Volume 1
|An unconscious entity from which all of matter is composed. The cycle is as such: Everything is born of the Slipstream, everything returns to the Slipstream. This natural force congeals itself into particles that exist everywhere, flowing over physical objects like veins, and pooling in specific areas. These particles can be manipulated by certain individuals, such as witches (beings born from the Slipstream), or the learned method of taking the Slipstream into oneself. Manipulating matter if you're not a being born of it is incredibly taxing, often shortening the user's lifespan, and can be painstaking. If death does not come for these users, often their minds become lost to them in the process.|
|Knights of the Hound Table||Notable Members|
|A collection of 7 highly loyal Knights devoted to the Queen.
Usually comprised of dogs because of their loyalty and trainability.
|Rowdy delinquents who plague cities and towns. Their leader, Boor, holds Hal captive by forcing him to steal to pay a debt in exchange for releasing Hal's captive sisters.|
|A crew of strong and proud sea-faring ruffians led by the infamous Cissilia Blackwater. They at first capture Aubrey and co. with the intent of turning them in to Queen Dormhil for the reward, but when tempted by the secret of Banu Naheedi, the treasured city, tote the gang across the desert with the promise of fortune.
During the voyage from the Haberdashery to Port Rostrum, Cissilia teaches Aubrey the way of the sword, scallywag style, after Aubrey attempts to help the crew stave off a water serpent sent by Queen Dormhil.
After the pirate gang is captured by the d'jinn ruling Banu Naheedi and saved by Aubrey's company, the pirates let the three go on good terms and with sworn allegiance (or at least a single favor).
|Magical beings born of the slipstream. They exist with the sole purpose of returning to the slipstream through fulfilling some sort of task coded into them by the slipstream, however the task unknown to the witches themselves. Witches are capable of harvesting the slipstream with little to no repercussion; however this depends on the availability of slipstream in the area. Prior to the fall of Queen Stormhand, witches were revered and welcomed by commonfolk. However, under Queen Dormhil's rule, witches became feared and outcasted. All witches are confined to their home in Blastwood Swamp. Any witch seeking to fulfill their task are hunted by creatures called Wraiths. Modern witches now live in fear of the outside world.|