Elfquest
From Wikipedia, the free encyclopedia
Elfquest (or ElfQuest) is a comic book property created by Wendy and Richard Pini in 1978. The basic premise is a fantasy story about a community of elves and other fictional species who struggle to survive and coexist on a primitive Earth-like planet with two moons. A number of related works of prose fiction have also been published in the setting. Over the years Elfquest has been self-published by the Pinis, then Marvel Comics, the Pinis again through their own company Warp Graphics and now DC Comics.
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[edit] Story
Strictly speaking, the characters in question are not actually the creatures of folklore known as 'elves', but are actually the descendants of highly advanced humanoid alien beings, known as the High Ones. The original planet of the High One's race had been used up by the over-populated High Ones, and several groups of High Ones left that planet in many different egg-shaped vessels, both to find new planets on which to live, and also to explore the larger universe. These immortal beings had practically limitless psychic/magical powers. They were able to adapt to any planet by shape-shifting, and they controlled their vessels with their minds. From their home planet, they took with them two of the last surviving animal species, a bug-like species and an ape-like species, which evolved through the close contact to the High Ones on the vessels into immortal creatures: Preservers and Trolls.
After journeying to many different worlds, one of these vessels discovered some signs of other High Ones on a two-mooned planet, and intended to explore this planet, called Abode (known to elves as the World of Two Moons), in search of others of their kind during the planet's medieval time period. The High Ones assumed the form of beings called 'elves' that they had seen depicted in the human's medieval art and architecture, to make themselves more relatable to the humans. They also changed the shape of their vessel to look like a beautiful castle.
However, the trolls by this time had become resentful of being servants to the High Ones. They rebelled during the vessel's descent onto the planet and caused a mishap which disrupted the controls of their vessel and made them make a forced landing far earlier in time, in the paleolithic period. When they landed, the High Ones found that their psychic powers were greatly weakened on Abode. The High Ones' inability to communicate quickly with the pre-historic, cave-dwelling humans, as well as their inability to rely on their magic, caused a catastrophic misunderstanding that brought on a massacre of the aliens and drove the survivors from their palace-shaped vessel. Many of the elves were slaughtered by the humans who saw the palace-vessel land, and many more died in the unfamiliar environment. Separated in the chaos, several different tribes were begun.
The Elfquest saga mostly focuses in on one of these tribes. A female member of one group of the stranded High Ones, named Timmain, was the only one to have retained her shape-shifting ability. To adapt to the environment, she shape-shifted into a wolf in order to hunt and bring food to her fellow elves so they would not starve during the winter. She sank very deeply into her wolf-form, and eventually mated with a native wolf and produced a stronger, more adapted offspring to lead their group, known as Timmorn Yellow-Eyes. Timmorn brought the wolf pack and the elf tribe together, and thus began the tribe known as Wolfriders.
The main story begins 10,000 years later, with elves and other beings having adapted with great difficulty to their home. The main characters are the Wolfriders, a tribe of elves descended from Timmorn Yellow-Eyes who became the rough equivalent of the Iroquois Native American nation of ferocious hunter/warriors who are closely allied with wolves who serve as mounts, hunting partners, and friends. The Wolfriders also have some basic psychic powers like telepathy, healing and plant manipulation. The central storyline, beginning with the series known as the Grand Quest or Original Quest, focuses on the tribe during the leadership of their eleventh chief Cutter. At the start of the story, the Wolfriders' regular forest life - interspersed with intermittent conflict with superstitiously genocidal humans- is lost when the humans set fire to the forest in retaliation for a previous battle.
The Wolfriders seek refuge in the underground caverns of their sullenly greedy, but cowardly trade partners, the trolls. Originally the High Ones' servants, the trolls' ancestors fled the crash site and became cave-dwellers.
The elves claim that the trolls owe them sanctuary because of all the ways the Wolfriders had helped them over the years, but the corrupt troll king, Greymung, feels humiliated and plots revenge. The elves are taken down a long tunnel toward what the trolls claim will be a land of bright promise, but is actually a trackless desert. Then their guide seals the tunnel behind them. Desperately inspired by the finding of a piece of "magic" lodestone, which inadvertently acts as a crude compass, they make an extremely arduous journey across the wasteland until they encounter an oasis called Sorrow's End, populated by a sedentary elfin tribe called the Sun Folk. After an initial misunderstanding, the two tribes quickly unite in smooth fashion with each side willing to adjust to their new companions to their mutual benefit. The Wolfriders enjoy the benefits of a more sophisticated culture with revealing knowledge about the past and elders who have more advanced psionic skills, while the Sun Folk benefit from a band of strong hunters and defenders of their desert refuge from humanity.
Due to a built in genetic effect from their "sending" (telepathy) ability, Cutter was there forced to deal with "recognition", a kind of psionic "matchmaking" effect that forces the elves to mate, in hopes of breeding children, and often results in a lifelong pair-bonding known as "lifemating" if the elves are compatible with one another in temperament. In Cutter's case, this resulted in a major conflict between him and the Sun Folk's chief hunter, Rayek, over the affections of Leetah, the healer of the village. The love triangle between Cutter, Leetah and Rayek is the main focus of much of the first part of the story. Cutter and Leetah become lifemates, and Rayek leaves the village in search of a better home where he is not confronted by the sight of them together.
Six years later, the oasis sanctuary of Sorrow's End is breached by a handful of starving humans who approach the oasis. Although they are sent on their way (probably to die of thirst), Cutter realizes that more could follow and decides to take action. He goes on a quest with his soul-brother, Skywise, to try to find other elf tribes to unite with to defend themselves against humanity. Later, Cutter's son, Suntop, receives a warning from the Sun Folk's elder Savah about an evil to be avoided, and the Wolfriders and Cutter's family set out to find the explorers.
Continuing their quest, Cutter and Skywise learn of the existence of another elven tribe dwelling in a place called Blue Mountain. This previously unknown tribe is known as the Gliders, and are worshiped by the humans as gods. the Gliders claim to be original High Ones, and are led by an ancient elf named Lord Voll. They are generally a quiet race who rarely venture out of their mountain, except for the Chosen Eight, the tribes hunters and, if need be, warriors. The Eight ride massive birds, with whom they share a bond similar to that of the Wolfriders and their wolves. As the Wolfriders search for Cutter and Skywise, Strongbow shoots down one of the massive birds for food. Enraged at the death of their mount, the gliders attack and imprison the Wolfriders within Blue Mountain.
What follows is a difficult but enlightening journey, in which the elves' most basic assumptions about the world are turned upside down as they meet humans who are more good than they ever hoped, elves more evil than they ever imagined, and trolls more aggressive than they ever feared. Throughout these adventures, Cutter and his companions learn about the world and themselves in profound ways that they can only begin to understand.
[edit] Series Theme - The Acceptance of Change
The series has been interpreted as having the theme that healthy individuals and societies must be willing to accept change in their lives and take advantage of it for the betterment of all.
For example, the more sympathetic elf communities, the Wolfriders and the Sun Folk, are the ones most willing to change their ways in the face of different circumstances and opportunities. By contrast, the less sympathetic elves, the Gliders and the Go-backs, are depicted as belonging to highly conservative cultures: the Gliders are obsessed with preserving their society from contamination from the outside, and the Go-backs are determined to return to an earlier ideal represented by the Palace, ancestral home to all the elves. However, in their fanatic conservatism, both the Gliders and the Go-backs have in fact changed even more than the sympathetic tribes, but in far less beneficial ways, whether it be the Gliders' decadence and inability to reproduce or the Go-backs' warlike savagery.
[edit] The Elfquest universe
The world where the series takes place has many similarities with our own, but has two moons instead of just one. The history and continents are a little different, but the development of human progress is about the same.
Besides humans, elves, and trolls, there are also some creatures called the Preservers who originally came to the World of Two Moons (WoTM) in the Palace with the ancestors of the trolls and the elves. They are genderless and don't seem to be able to breed; but, as they are immortal and tough survivors, their number is relatively constant. Both the trolls and the preservers evolved from more animal-like ancestors, but because of the magic in the palace they became immortal and got the ability to speak and to think abstractly. Once on WoTM, natural selection caused the trolls to increase in both strength and size.
Besides the three alien races that came with the palace, the palace itself consists of two main parts: the magical material it is made of, and two magic scrolls that contain all the history of the High Ones. The palace is also where the souls of the dead elves come together to spend the rest of their existence.
[edit] Sexuality
The first five issues of the original Elfquest comic ("The Quest Begins") are pretty much "PG". However, as the series continues, more sexual content is introduced. In addition to some intense battle scenes in issue #17 of the original "Grand Quest", there is a controversial orgy scene: controversial because many children had been following the comics and parents were not happy with the more explicit/adult content introduced later in the series. The attitude of the elves towards sex reflects that of the Sexual Revolution of the 1960s, a movement popularly referred to as "free love". Sexuality and nudity among the elves are seen as something natural, and having sex with other tribe members, often including three or more at once, is seen as something quite natural once they are mature enough. Some elves take more than one lifemate or lovemate, and having sex with someone besides your lifemate or lovemate is completely acceptable. According to the creators of Elfquest, Wendy and Richard Pini, all the Elfquest elves are "omnisexual." To survive and multiply despite their low numbers, both the elves and the trolls have to breed with close relatives, sometimes turning to incest. The troll Picknose and his mate even created their own kingdom on incest, as their children were breeding with each other, resulting in a new society of trolls.
[edit] Publication
The first Elfquest story was published in the underground comic book "Fantasy Quarterly" in the spring of 1978. "Fantasy Quarterly" was published by IPS (Independent Publishers Syndicate) based in Lansing Michigan. Sandwiched between Elfquest's "Fire and Flight" parts one and two was a brief story written by T. Casey Brennan and illustrated by future Cerebus the Aardvark creator Dave Sim titled "Doorway to the Gods". Despite the obvious talent of the contributors, the quality of the publication was terribly disappointing to Wendy and Richard Pini. The cover was only slightly better than newsprint (the exterior was printed unglossed with a very limited color palette) and the paper used inside of the comic book appeared to be newspaper. The poor quality of this publication convinced the Pinis that they could produce a higher quality publication on their own. After borrowing money in order to start WaRP Graphics, the Pinis started publishing with "Elfquest #2" (published tabloid size with glossy full color covers and a character portrait print on the back cover by Wendy; a format that would continue throughout the series entire run). This story continued the Elfquest tale started in "Fantasy Quarterly". Later, the Pinis' company WaRP Graphics would reprint the story from “Fantasy Quarterly” as “Elfquest #1” with a new front cover and full color portrait print for the rear cover.
This series was one of the early successes that marked the establishment of a phase in underground comics at which a new market of alternative independent comic books emerged that were closer to the comics mainstream. Elfquest was also one of the first comic book series that had a prearranged conclusion, and that was highly praised for its innovative theme. The fact that a female artist/writer (Wendy Pini) was principally involved in the series was another notable element.
The original series ran for 21 issues (although the last issue consisted entirely of letters and behind-the-scenes material) and was followed by numerous sequels and spinoffs under the WaRP Graphics (later Warp Graphics) imprint. Some of the later stories introduced other artists and writers and also included some "alternative" stories and self-parodies. The sequels were the eight part series "Siege at Blue Mountain" and the nine part series "Kings of the Broken Wheel". The spinoffs were: "New Blood" (35 issues), "Hidden Years" (29 issues), "Two Spear" (5 issues), "Kahvi" (6 issues), "Shards" (16 issues), "WaveDancers" (old - 6 issues, new - 1 issue), "Blood of Ten Chiefs" (20 issues), "The Rebels" (12 issues), and "Jink" (12 issues). Following these spinoffs was an anthology series simply titled "Elfquest" (known to fans as "Elfquest 2" that ran for 33 issues.
The original series was re-edited into 32 installments with some additional pages, and published by Marvel Comics's Epic imprint. This gave the series some much-needed mass-market publicity, although none of the sequels followed suit. There have also been graphic novel collections in both color and black and white, as well as novelizations and original anthologies based on the series.
The series has also served as the basis for several novelizations and short story anthologies.
[edit] Recent developments
In March 2003 it was announced that after 25 years of self-publication the Pinis had licensed all publishing and merchandising rights in the series to DC Comics, although the Pinis retain creative control.
DC's publication of Elfquest material began in July 2003 with The Elfquest 25th Anniversary Special, reprinting the very first issue of Elfquest with brand new computer coloring and lettering by Wendy Pini, and two short interviews with the Pinis. This was a taster for The Elfquest Archives, which began in November 2003. When complete this series will reprint the first eight graphic novel collections in glossy format with new coloring and lettering. Fans have complained that the publication schedule is disappointingly slow. Volume 2 was originally scheduled to appear in fall 2004 but after some delays was finally released in March 2005, 16 months after Volume 1. Part of the reason for the delay is that Wendy Pini was undergoing hip replacement surgery [1].
Meanwhile, September 2003 saw the publication of Elfquest: Wolfrider Volume 1, beginning a series of bimonthly manga-sized black-and-white reprint collections which arrange the story into chronological order for the first time, beginning around 600 years before the events in the original series. Wolfrider Volume 2 is followed chronologically by Elfquest: The Grand Quest Volume 1, the first in a series reprinting the original storyline, including the additional art drawn for the Marvel version. In this series the original artwork has been rearranged into new panel layouts for clarity in the physically smaller manga format, which sometimes involves Wendy Pini adding extensions to the original artwork. Unfortunately, sections of the original work are however missing, for example in "ElfQuest: The Grand Quest Volume 11" the story involving Tyleet and her adopted human son Little Patch is not in the volume though later in Volume 13 Tyleet mentions Little Patch constantly while discussing the dream she had while encased for 10,000 years by the preservers.
A newer book, Elfquest: The Searcher and the Sword, beginning a new series of color EQ graphic novels, was published in July 2004. Critical reaction has generally been favorable; the major criticism leveled at the book is that it is overpriced for its size (96 pages).
The latest story is the four-issue comic series Elfquest: Discovery, published between January and July 2006.
[edit] Animated Video Series
In the early 90's, an ad for a multi-volume animated adaptation of Elfquest appeared in the comic. A few issues later the Pinis told readers they'd withdrawn from the deal, and to ask for refunds. Those who didn't eventually received a 50 minute vhs tape from Abby Lou Entertainment, copyright 1992. Covering the first volume of the book, it consists of color still images taken straight from the comic, some minor animation, and spoken dialog.
[edit] Elfquest the Fanfilm
Starting in January of 07, Production will begin of Elfquest the fanfilm. Co-creator Richard Pini will not be involved with the movie's production as previously expected, stating:
“I’ve just gotten word that for reasons both legal and otherwise it’s not possible for me to involved with the EQ fanfilm as I thought I might be, so I am bowing out of the “hands on” aspects as gracefully as I can. I wish everyone involved luck; may the path you choose bring you what you want.”
The movie will star Victor "Vero" Phillips as the lead character Cutter, and will be directed by Wendi Poter. It will be shot in the mountains of northeast Tennessee and Virginia. The cast and crew are still getting equipment and costumes ready for the first photoshoot in January 07. The cast will have people from as far as Ireland to California participating. For the latest up to date news of the project, go to the official website. Other information may be found on the official forum thread that led to the creation of the movie. One criticism leveled at the movie is that none of the actors look anything like the characters they're supposed to be portraying.
[edit] Role Playing Games
A licensed tabletop Elfquest RPG was produced by Chaosium in 1984, utilizing the Basic Role-Playing system which had first appeared in the game Runequest and some original illustrations by Wendy Pini, including the character sheets. Only 3 supplements were produced for the game, ElfQuest Companion - which included random character generation tables, and was included in the hardback second edition. Sea Elves - noteworthy for introducing information and art provided by the Pinis describing the Sea Elf tribe long before they appeared in any of the comics. Elf War - which contained several adventures outside of the comic-book continuity.
6 boxed sets of 25mm white metal miniatures for the game were released by Ral Partha.
Both the role-playing game and the comics themselves have sprung a number of online games (mostly MUSHes). A listing of these is available from Fan Links on the Official Elfquest site.