­­Cover Chapter 2: Island with a View
Chapter Two begins here, with a cover full of hints and a summary of sorts. October 10, 2014.
Since the cover event occurs later, it might be a spoiler for the suspense in the plot. What do you think?
Title Page
This one speaks for itself. Nothing important to say. . .
I did like making a less full page here, with the island bleeding to white, and the ghost poking in at the corner.
Jungle Sounds
Back to the story. Uendyr is on his own, trying to follow Zendu through the jungle. As he follows the red marks Zendu has made, he hears some strange sounds…
It’s a bit like starting over. We still don’t know where we’re going, or if our goals can be reached in this direction. There is a lot to distract us, and nothing clear to follow. But we keep going, with the goal still in mind, ready to deal with things as they come. Watch out for dead ends. 
Your Inner Monster
So he is led blindly into a dark hole, which is a dead end, and decides to ask the monster inside for materials to make an umbrella. 
Maybe he is too quick to look for danger, and too slow to use wisdom. . .
Obviously, Zendu isn't a monster. Things aren't always what they seem, and you can make the best of a difficult situation with a little practical creativity.
It takes some friend making skills, and some ingenuity, to keep the rain off your head.
I cannot lay any claim to courage myself. I would have chucked rocks in the hole, then ran away. Then I would have been alone in the rain.

What do you think of the dirt texture? 
Cooperation
Friendship is a great thing. One of the reasons I made this story was to pay respect for the people who have influenced me, especially those who have become the characters. If you can get someone to join you in your creative endeavor, in whatever way they will, you can bring more life to your project. 
Sometimes they may even influence your vision on purpose.

Uendyr finally gets to make something! It is for necessity, in case he is prone to rust. It is a simple umbrella, made from materials at hand, with Uendyr's ingenuity and Zendu's help. 
The people you choose to ask help from may come and go, especially like impatient little Zendu. I guess we'll just keep following him.

Unlike my first chapter, these pages have been built once from storyboard sketches, so everything is pretty new. Even though I have scripted several chapters, I see many opportunities to add pages as I go, learning even more about creativity with each page. It's a deep subject!
Basics in the Dark
I decided something more was needed here, as I have, so far, done many times, to help the rhythm. Each time I seem to make important statements that I had to be open enough to see. I have heard many times how important the basics are. Primary motivations are powerful, the most powerful and yet familiar elements in living. Threat and fear, food and reward, shelter and friendship, water and . . . A stove? In creative terms this represents collection and memory. Essential for any productive pursuit.
When you feel in the dark, unsure how to proceed, remember the basics. What were your motives for the project, what is your goal, who supports your efforts, what other direction can you look . . . Connect with the powerful basics.
In art terms, these are things like form, color, light, line, texture, contrast, meaning and repetition. 
Roots Gone Wild
So Uendyr is finally coming out of the little cave, forced out to keep from being squashed by very fast growing roots, to find that a huge strange plant has grown up in the clearing, just in a few minutes. Except, it has already been claimed by someone else. Ever had a great idea, only to find that someone else already discovered, claimed and patented it? Keeping fresh and unique is a hard thing in our modern world. Influences surround us, and very little is truly unique.
Uendyr also realizes that he is stacking up goals and expectations, even though he doesn't feel like he has gotten somewhere yet. Sometimes it's rush, rush and sometimes it's be patient and wait. Don't worry, little robot, your time will come. Stay aware of your roots, and keep a view of what's coming up.
Guidance from Bugs
Are you bogged down by distractions, overwhelmed by decorations, buried by paperwork? Should you squash it, tear it up, trash it, or nurture it and guard it? 
I can't answer these questions for you. Every project has its own requirements.
I must keep this story flowing, hoping to keep up the momentum. Gotta keep up with those red marks! 

However, I do err on the side of holding on to ideas and sketches. I have gotten better at focusing on the goal, as the goal has been made more clear by the process. So I keep my sketches, until they get improved, or replaced. I might find a hidden pattern and those can be priceless. 

This was a fun page to make, and it is a recent addition which I had not previously storyboarded. I had planned for it to come in later in the story, but it seemed to fit best right here. Uendyr won't be alone for much longer, but he had to be alone for this event to work.
Invasion of the Viscient Monsters
Suddenly, somewhere not far away, monsters called Viscients fell into the well. They each represent some trouble coming in the creative process. You may be able to guess them. The little man is crazy, so stay away from him. 
While drawing the previous page, I realized that the pace was slowing, like it was just an aimless wander for Uendyr. This is why there is such a strong hiccup here. 

When I saw that my story was going nowhere, I became afraid that it would come to nothing, no matter my personal passion for it. You have to get going, and find a way to get it out, to express and develop your ideas. For years I drew and wrote in quiet solitary creativity, and it led nowhere. I recognize that time as painful lost efforts, because I didn't see what I wanted. That pain drives me now, in midlife, to make something meaningful that I can share. You may see lots of errors and mistakes, but I personally see how far I've come, and the pain is lessened knowing that now I am making exactly what I always wanted, mistakes and all. 

After all of that, I realize now that I learned from all of it, and I am now making what I wasn't ready to make then. At my own pace, it will still take a long time. I am very secretive and slow about this because I am in for the long haul. 

Yes, there are things to fear. There are reasons to be creative that may not get you through, greed or selfishness or desire for fame. You may face some of these. 

I love the creation and the story more than any of the outward things, so I can keep going without being so concerned with what it will give me back. 

And look at that, I made my first full spread, one panel! This one was going to come later on a small panel, but it is so much more powerful this way. What do you think?
Unstoppable or Immovable?
The face-off is here . . . sort of. So what would you do if your purpose turned out to be wrong? Can you be flexible enough to switch directions, make friends with the monsters? 
Zendu pulls out all the stops, exhibiting his acrobatic skills, and his very sharp sword, but to no avail. This animal is not so easy to catch or kill. 
I admit, I have been waiting for this one for a long time. It used to be page 2, and it was quite crowded. When I decided to shorten it, this very different layout fell into place, and I am satisfied. What do you think?
This Kazoon creature began many years ago as a reptile man that could turn into a dragon. At some point I realized that everything I came up with for my story had to be new, not based on existing fantasy creatures. I still love dragons, so coming up with a replacement was quite a challenge. 
How persistent will you be when you get to a sticky transition, or a challenge that feels too big to overcome?
I noticed later that I put the ball of Kazoon right in the center of the spread, where Zendu will appear to be jumping into the crease between pages. If I ever print this, that will either be very awkward, or funny, or meaningful. 
The Kazoon
So now we meet Trambite. When I first conceived of him, he was a lizard man that could become a dragon, kinda like a werewolf with a twist. As I developed the story into the creative theme, I realized he meant much more, and had to be a unique, unknown creature. I modeled him after my second son, who has high functioning autism. I am not very good at characterization myself, so my children are each the model for each character which Uendyr interacts with. It may make more sense as the story plays out. This page is itself pretty new, but this introduction has been planned for a long time. I especially enjoyed how the shading and shaping of Trambite turned out. 

Trambite is a bit shy, and though he isn't a monster, he will continue to be surprising, as he finds his own role to play. Creativity can morph and hide, and may take some attention to find or recognize. 

Trambite represents an extreme, very different, but complimentary to the personality of Zendu. My sons are the same way with each other. They are fun to watch and listen to, and often surprise me. My tribute to them.
Ancient Playground
Here is someplace meaningful! And Uendyr has a new batch of questions. What is this strange, mismatched ruin doing in the middle of jungle? Why are there game pieces and symbols and a huge gold pillar? 

The arch came late into this scenario, but it fit in like a glove. Representing a connection to the past, with a kind of flow chart, and a familliar ghostly face. A starting gate among gates. Every new idea is supported and built by what came before. Every new invention depended on developments before it, every painting was influenced by many experiments and drawings that came before. Like a family tree chart, there is a chain of ideas, connecting your ideas and history to what you have been exposed to. It isn't completely perfect, or controllable. Like the vines growing in and overlaying it, the process is organic, and falls apart a bit as it is changed by history.

This playground is like a very incomplete puzzle. You take whatever you already have seen, from whatever direction you can, and try to piece together some meaning. The past is indispensible to provide the building materials for your current project. You may not understand it, or be able to use it all. You may even get wet and dirty. Too late.

Radalus said he would look in on them. He is obviously old, and has an untold story and purpose. He oversees this imaginative process, looking back through time . . . even with his eyes shut.

On to the future. Lets find that Kazoon!
Do it Together
Working together on creative projects can be fantastic. It can be challenging to get on the same page together, to agree on what direction to go. I show this story to my creative friends, and get useful feedback, and I grow. Yes, I do the story, sketches, inking, coloring and such myself, but I have made the story from creative influences, and they have become my friends too. 
When you start, there isn't much there that makes sense, because you have to put it together, and add to it as you go. This page was added to keep the flow, and add the fact that coming together as a team, you'll have to do some persuading and explaining.
I decided on this one to add the curve that I started on the page when Zendu first saw Trambite. Already, the circle shape is working its way into my designs. 
If this comic is confusing, know that it will take time. This is only chapter two, and I have to fit creative reasoning into every page. Soon it will get cooking!
Scaling the Oraculum.
This one is late. I decided to drive to work for a month, to compare the experience and the cost. I don't like to drive, and I got much less drawing done. I am back on the bus, and happy to get back to my drawings.
So, each team member has a different response to the experience, like their reaction to the rain. Zen is driven to move ahead, Tram is unsure and anxious, and Uen questions everything. But together, they will find a way to get inside the Oraculum.
Behind them, the ancient playground comes to life . . . sort of. The remains of past projects may still whisper to you, and the sayings of the past may come to your memory. Old ideas are hard to get past, and I think I need them all, but cannot make sense of them all. This came to me late in the development for this page, because I felt that the story was too straight forward, without a recognition of subtle, unconscious or buried things that were skipped over, which could bring more depth and a ghostly kind of interest. This is the realm of Radalus, where possibilities haven't been discovered or fleshed out yet, and history may have answers for what you are doing today. Look into what has been done, what has been overlooked or forgotten. 
The Viewing Floor
Inside the Oraculum Apertura, Uendyr and Zendu are looking for a few things even if they don't know it. Get out of the rain, explore a new space, determine where to go next and get their bearings.

Obviously you're in a big head. You're in the brain area, just behind the eyes, and thinking and viewing is what this place was made for. The Oraculum is unusually well suited for these tasks, as it is an inward planetarium, of a sort. Your subconscious may be hiding your motives, and others can't easily see them, so they are under the surface somewhere, and you have to uncover them the best you can. Are you clear what happened to you so far, and what your next options are? Do you know who your friends are, and what your assets are? Do your friends see what you see? Where are you in the darkroom that surrounds you?

Here is where you gather info to decide on your next step. You don't have to know everything, or decide everything. You really don't have enough information yet. You just need to get going, in the right direction. But you may not be able to avoid getting wet. Again. 

I had a more than usual difficult time with this one, as I had to think/sketch through a sort of gameboard view of the islands, as Uendyr has experienced it, and things that haven't happened yet. Previsualizing is very useful, but very hard.

I had other plans for this one, but they were too much to fit, and they would get obscured by the lighting anyway. Maybe later I can add them, but I need to get going.
Chamber of Senses
You get raw materials for creating from your senses, from exposure to new things, or old things in new ways. Then you take all that input into your brain, and collect it, consider it, lay it out to view, make snap judgments on it. It gets into your subconscious, along with accompanying smells and sounds and perceptions and feelings, and it gets into your dreams or nightmares. You get comfortable long enough with it, and it starts to disappear, or it gets supplanted by newer, fresher ideas. 
Uendyr is ramping up, to see why he's here, where he's going, and what he is going to decide to do about it all. The Chamber of Senses isn't a place of judgment, just a collecting room. You can draw in a sketchbook, write in a journal, and collect what you discover.
What's in the basement? There is a light down there . . .

Does this one seem too obvious, too simple? You know your own senses, your feelings, you've probably written in a journal, sketched ideas many times. Must be why Uendyr feels so much at home. 

So, why is it so dark? 

Okay, I know that the dialog is weak as usual, but I was looking forward to this page, which is full of steampunkish gadgets, the kind of room I would love to have in my house, like a nerdy playground. I don't know how to progress the character development so well, but I think I put interesting and thought provoking things in their way, anyway. Maybe they will learn more interesting responses and interactions, if I can figure it out. The author is an introvert.

How do you add music and sound effects to a graphic novel? This page was meant to have ambient sounds, music, motion, sounds . . . I guess I'll have to settle for less than the full effect. A little blur is a new development, anyway.
Choice at the Heart
What is behind your goal? Is it desire, love, passion, fear or curiosity? Will your reasons be strong enough, to get you through the obstacles? Is it worthy of your efforts? Will it be as confusing to find the goal as my story?

This is a very personal creative effort for me. I sought the beauty and and the truth there, just as Uendyr does. I have tried to face the danger at times, but usually tried to avoid it. I have found the passion for design, wonderful story, and loveable characters. I have found purpose and meaning and illumination on the journey through the land in the Well.

Your choice is at the center of your life. You go and do what you choose, and get out of it what you put into it. It might sound cliche', but the idea of this is pretty powerful, if you're patient and determined enough to figure out what is best for you to pursue, then go after it. The heart of it is to make the goal be a positive thing and not just based on fear. 

For a long time I could not make real progress on my story, because I was afraid of my lack of skill, talent, knowledge about dialog creation and poor time management. I focused too much on my fear. But I kept going for 30 plus years, until I found this way to make it work. Even without any notice, it has been worth all the effort, and my kids love the story, which is a bonus. If you can love what you do, it makes for a great life. I still fear a lot, but this is progress.
Get Going
It's a creative emergency. Time to go, because monsters are coming. Although this is the place with the answers, Uendyr has to leave quickly anyway, and get space between him and truly terrible creatures. So he doesn't get to find out why he has a blank dial on his chest, or buttons on his face, or four arms, or a cube-shaped head. And his radio receiver is still broken.

Don't worry, he will keep asking his questions.
Sometimes you want to come up with a creative idea, but you're in the dark, and fear of failure and people breathing down your neck, or jumping out and knocking you over, are getting you out of the creative zone. What do you do? 
Keep going. Get out and get exposed to other things. This place is about discovery, and the place of collecting is coming. But you sometimes have to work out of the doldrums.

I had to insert this page to make the next page make sense, and felt like there wasn't much to it, but now that is done, I see that it actually fits just right. 
They're not just going to wander around anymore. Uendyr has pretty compelling reasons to get to the next step. 

If this is the land of the imagination, then the monsters could truly be terrible. What would your fears look like, if they came out of your dreams?
More importantly, how do you face them, and protect your heart from them?
The Puzzle Room
Do you feel that your projects aren't making progress? Do you need to get your warrior on task, and get those legs going quickly in the right direction? 
Maybe you don't know what step to make next, or you feel like your patience isn't getting you anywhere. 

The mysterious monsters won't wait.

Take a deep breath, and have some faith, and leap.
Sometimes you are waiting from a lack of confidence in your creative potential. I completely understand. I waited over 30 years for this story to get out. Now I am in a hurry, despite mistakes, because I'm not getting any younger, and I must get my story out. I apologized to myself too much while I waited for perfection, and it never came. Despite that, I am very happy with what I have been able to express. Good Enough!
Batten down the hatches, or unfurl the main sail, you must face the outcome and take the creative leap.

Be careful what doubts you allow between your teeth, though. A little bit of patience in a pinch, and a level head, may just get you through that tight squeeze.

As you may have noticed, there are many ways to interpret some of this story. The questions in the puzzle room show that when you are getting ready to be creative, there is a thinking process that helps you succeed. You start in your head, and make a decision, then act on it. If you're not ready, you may miss the opportunity. It may come again, or it may not.

See you on the other side!
Spewed Among Teeth
Maybe it would sometimes be best to say nothing? Pause and think before even asking the question that is on the tip of your tongue?
Good thing Trambite is on the ball, and ready to catch his buddies, as they drop to the face.

I removed extra panels to give room for the panorama that had to happen after being in the confined space of the puzzle room. 
Its good to get out and look around if you have been strapped down and disconnected for a while.
And their target goal is in sight in the distance . . . just have to get past all these strange pillars, that look vaguely like faces.

There are plenty of subtly creative people around, and you might feel the pressure to measure up to those giants of the past,
who already made their marks and stand solidly in history. Maybe you can learn something from them, or maybe you just need to pass them up, since they aren't moving so much anymore and may be an obstacle to your progression across the Sea of Consciousness.

Now how do they get over there? Anybody got a boat?

It was nice to get out of the jungle, though this looks like a step back to book 1, surrounded by water again. But they're starting to form a team, and discover each other's strengths, even surprising ones like scientific terms for natural phenomena. Another inspiration from my son. Yes, he does sometimes talk that way.
The View from the Teeth
They have to find a creative way to get ahead quickly, when there is a long stretch of sea ahead, pierced by tall, moving towers of stone, and they have no boat.
Good thing they brought their secret travelling companion!

Here's a little window of opportunity to look in on your competitors, as you fly over. However, that is wrong thinking at this point, because your competition in creative endeavors is yourself. And possibly the monsters at your heels, like design constraints, quick deadlines, lack of skill, criticism . . . Enough of the list, just get ahead!

Won't this storm end? I'm tired of dark clouds! What do they mean?

Our adventurers are growing in respect and trust in each other, and recognizing each other's strengths. At this point it is mostly work to get moving, while collecting ideas and information as you go. Don't let those statues stop you from pressing ahead.
Added final spread, 2019. Radalus has to get in his last word, as he is supposed to be the narrator. Plus, I had to put in another strange Point of View shot, or two. And a summary about where they are.

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