Guilded Age

Its narrative presents a conflict between warring coalitions based on centuries-old feuds, but the writers claim they intend to "try to focus on what's important.

T Campbell, the co-writer, has described Guilded Age as a "fantasy dramedy-adventure"[2] Henderson stepped down as the primary artist of the strip at the end of November 2010, with art duties being taken over by John Waltrip.

The title of the webcomic is a portmanteau of the "Gilded Age", the post-Civil War era in US history, and guilds, the clubs of players within RPGs.

[3] The influence of role-playing games, and World of Warcraft in particular, makes Guilded Age a regular feature on Joystiq's "Sunday Morning Funnies.

"[4] Part of the Love Shack[5] and Comicbox[6] networks, Guilded Age has supplied a cover to the online magazine Comixtalk,[7] and has been published in book format.

Charged with representing Gastonian interests through establishing peaceful relations with foreign powers, their mandate also includes the use of violence to solve the problems of potential allies.

— Human Crusader A former unwilling acolyte of the Sisterhood of the Bloodshot Eyeball, Frigg rebelled against their tyrannical rule and struck out on her own for a life of adventure and ultra-violence.

— Elf Virtuoso A prophesied hero of legend (or so he believes), Best is a gifted and intelligent Warrior Musician with a natural talent for both combat and charming a crowd.

— Human 'Mission control' Following the team's first mission rescuing kidnapped children from aspirational skypirates, he recruited them as a band of trouble shooters and emissaries for Gastonia.

Savage culture is much more tribal in nature, with displays of martial skill being heavily influential, and percussion instruments playing a large part in both the social and military dynamics of the rebellion.

Savage leadership is similarly a council of a representative from each race, with the notable exception of the Land Sharks, who cannot be trusted to remain focused without their leaders directly present ("My brothers follow only the loudest voice, and that is only me when I am near.").

The Savasi previously had a mysterious caste of spiritual warriors called 'Mystics', but under Iver's influence, have become mostly secular, killing off all mystics except Gravedust.

Humans have little natural Magick, and are not especially adept at technology, but make skilled fighters, and are the major trade power in Arkerra, controlling as they do Gastonia.

Calling themselves the Savasi, the dwarves are thought of as master warriors, nearly unrivaled in combat and ruthless beyond reasoning, traits encouraged as a defence mechanism against the depredations of others.

They reside in the floating city of Asallah En-Qu'Lara, which has allowed them to rise above the petty squabbles of the world below and achieve political neutrality.

Although they could bombard the land below with an endless array of lightning bolts and fireballs, this threat is abated by the Sky Elves being the most peaceful culture in Arkerran history, but they are not without their own internal difficulties.

They operate the Academy of Arts & Sciences in the Gastonian capitol and describe themselves as being the ones responsible for the nation's technological progress, but even so they still suffer from the casual speciesism of humans who consider them the best of the rest, rather than equals.

A savage race of Canine Humanoids, the gnolls (also sometimes known as 'the fuzzy people') have a tribal societal structure, with shamanistic leaders and champions elected by wrestling tournaments.

A green and warty-skinned race of humanoids, Goblins are comparable to the gnomes in that they are renowned for tinkering, although theirs is generally thought to be of shoddy workmanship.