Sorry for the massive delay in today’s comic.  It’s almost exactly 24 hours late.  I moved in to my new place last weekend, and obviously haven’t had time to do a “Meanwhile…” buffer strip (which would have felt really random and out of place today.)  Monday night I was going to finish the comic but after the move and various stresses, I just passed out instead.   Last night around 11 PM I decided I’d rather have the comic look perfect than finish it before Midnight.

On the plus side, I think the final The Chase scene has a perfect blend of action, humor, world building, and mood.

The Chase, Part 2 looks a little flat, but I think I really accomplished what I wanted to on these three strips.   Apologies that you guys had to wait a week+ for one action bit that had almost no dialogue, but for people reading the comic in the future, I think this will be a fun little section.  In fact, I’d encourage you to go back two pages and reread all three, I think you’ll be pleased.

And now, a bit of world building.  This is stuff that may or may not ever really be explained in the comic, but should give you guys a clearer view of the world of Clockworks.  Much like our previous post on the Great Republic, this one’s written in the style of an in world encyclopedia entry or something.


The Faeblooded are a relatively new phenomenon. They resemble the fictional creatures of myth and fairy tale: elves, sprites, ogres, goblins, etc. There is much debate about their exact nature and origins.

Faeblooded first appeared forty years ago, and it is believed their appearance is related to the Elementalist phenomenon and the Cataclysm. The exact origins of the Faeblooded are unknown, as well as the method by which a child transforms in to one.

Faeblooded typically take on their inhuman aspects between the ages of one and five.  There is much debate as to the exact nature of this transformation.  Some scholars believe that Faeblooded are not the same child at all, but a “changeling” or “simulacrum” left behind by other Faeblooded, who steal the actual child in the night.  This is a notion that has gained incredible popular support, despite the lack of physical evidence.  Some scientists and doctors believe the Faeblooded to be caused by a disease, one that is perhaps communicable by contact with them.  Others theorize that the Faeblooded are the result of a metamorphosis, perhaps related to global ethereal fluctuations caused by the aftermath of the Cataclysm.

The Faeblooded are not well trusted or liked in the Great Republic.  Unlike Elementalists, there have been no laws as of yet calling for the arrest or deportation of Faeblooded, but as a people they are subject to increased scrutiny, prejudice, and violence.  Typical slang terms for the creatures include “Creeps”, “Spooks”, “Boggins”, “Thwicks”, “Baby Snatchers”, and “Cradlethieves”.

In many cities across the Great Republic, Faeblooded ghettos have arisen in poorer sections.  Once the Faeblooded congregate in an area, others tend to move out very quickly.  These ghettos, or “Rookeries” are havens of violence, crime, and illicit acts of all natures.

/end In Character narrator.

The Faeblooded are admittedly very similar to the way Elves, Trolls, etc arrived in Shadowrun.  It wasn’t a direct  inspiration (more likely something in the back of my mind since my younger days), but even I can’t deny the similarity.  They’re also a bit like the fantasy version of X-Men mutants, allowing me to play with many of the same themes.

We’ll get to see a bit more of the Rookery and the Faeblooded next week.  On Thursday, a good old fashioned bit of violence and comedy.

See you then!