For the US:
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For Everywhere Else:
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LotFP COVER DESCRIPTION
The final product is right now intended to be A5-sized, but may be A4 depending on specs on the items in the box, but won't know that for a couple months yet.
I'm not a fashion designer, choreographer, or graphic designer, so your input (after final agreements are made, of course) on both the clothing and actual pose of the piece would be appreciated.
The Setting
Forest wilderness, winter, shin-deep snow, trees iced (example from my balcony recently: http://www.lotfp.com/images/dump/icetrees.jpg), fog in the distance and edges (not obscuring either of the characters). The entire thing should look as natural and unstylized as possible given the subject matter.
Character 1: Demon
Woman with 6 arms (4? 2? Whichever looks best), no clothing, long hair, no legs - instead a snake's body, with the transition point being below the navel. Long, sharp claws, otherwise unexaggerated human features. No jewelry, piercings, tattoos, etc. Should look feral, not erotic - this is a beast hunting for food. Snake body should be as brightly colored as a temperate-climate snake can be - no tropical patterns
Character 2: "Flame Princess"
Long bright red hair, waist-to-butt length.
Clothing: Cape (with mantle, perhaps with a hood which is down). Knee high boots. Trousers and waistcoat. Longsleeve undershirt. Colored sash under a leather belt. Sword & scabbard on belt. Gloves. Nothing that would obscure the hair or face. Looking for a 1500s vibe of fashion and materials, original inspiration was "woman in a Solomon Kane outfit." No jewelry, piercings, tattoos, makeup, etc. This is a traveling adventurer, not a glam shot. Clothing should look worn, with old mudstains, etc along the lower portions.
Pose
Pose must be such that the front of both figures must be visible. Not side-views, backs to the viewer, cape in the way, etc.
The snake woman is attacking the Flame Princess, but combat is not yet engaged. If the Flame Princess has the sword in hand, she has not yet attacked with it.
... For the Flame Princess character in the pic. I'll be throwing over some (stick figure) pose suggestions in the near future as well for your consideration.
References for the Flame Princess
Hair Color: http://www.impawards.com/2009/posters/red_sonja_ver2.jpg
you know... RED! heh
Clothing 1500s - 1700s
(no guns, no skirt)
Should be a stylish mix of believable traveler's gear and looking good! Man's clothing, female cut
http://www.catskillcomics.com/grell/SOLOMON%20KANE.jpg
http://dungeonhack.webcindario.com/SolomonKaneCommission.jpg
http://www.majorspoilers.com/wp-content/uploads/2009/01a/darkhorseapril09/SagaOfSolomonKane.jpg
http://www.benespen.com/storage/Solomon_Kane.jpg
http://www.season-of-mist.com/common/bands/arcturus/arcturus.jpg
http://img12.nnm.ru/5/f/d/6/b/5fd6baf34a177c35dfc7fb3112a363af.jpg
.. Of course, since there's no costume budget to worry about anymore, there's always the fancier stuff:
http://www.pirates-cave.com/moviecostumes.htm
Sword:
http://jan.ucc.nau.edu/~wew/images/rapier14.jpg
http://bjorn.foxtail.nu/images/barta_a14-.jpg
http://bjorn.foxtail.nu/images/barta_a15-.jpg
Some ideas for the artwork.
Coverformat- Self explanatory. No matter what the art is, this stuff is going to be over it.
Idea A- For reference, this was the idea for the cover when it was going to be a photo. The shield was there only to obscure the transition point from snake to person on the monster, since that was going to be where it looked most fake. I figure since that's not an issue now, I figure we don't need a shield to take up space.
Idea B- Here's one idea I had. (it's also the only one of these that suggests both these people are going to have A LOT OF HAIR) The moment the monster reveals itself, and there's the other one going for her sword. I like this idea for its suggestion of action to come, but it's also been done to death: http://index.rpg.net/pictures/show-water.phtml?picid=7734
http://index.rpg.net/pictures/show-water.phtml?picid=8376
http://index.rpg.net/pictures/show-water.phtml?picid=7024
Just some examples.
Idea C- Flame Princess just walking along in the woods minding her own business, doo de doo... When the monster creeps up behind her, ready to strike! I don't know that this is a dynamic cover concept though.
Idea D- Monster rises out of the snow where it's been hiding, ready to pounce on the prey! The Flame Princess crouches and shields herself from the flinging snow.
Idea E- Flame Princess walking along, doo de doo, but she knows something is up and is going for her sword, and here's the monster at the point of contact after sneaking up. Again, I dunno about how exciting a cover this makes.
Idea F- Flame Princess walking along with a walking stick, but from a different angle, and here's the monster creeping out behind some trees. Same issue with it being a not-exciting cover, I seem to have a lot of those ideas. :P
My issues:
Do you think the monster is better served with 4 (or 6) arms, or will the nature of the snake-body be enough to make it all weird and stuff? However many arms it has, I hope you have ideas for its pose beyond "RAR, I am a monster with arms outstretched, RAR!"
You're the artist, you know what works best as a picture, and what you can do best, better than I. I guess we need to figure out the pose as well as the rough format of the cover - how much of the space the figures will actually take up is probably an important decision! :)
Oldschool rpgs and oldschool metal:
The discourse/apologea is the same. It's fascinating. I've been reading Grognardia a lot lately and on several posts about the difficult-to-quantify 'it' of oldschool RPG gaming that he tries to hone in I am reminded of the similar 'x factor' of great HM [Heavy Metal]. I read his 'The greatest problem with D&D' concept piece where it's how rpgs became about themselves and not about fantasy and all I can think of is the parallel to 'self aware metal bands being basically about themselves being metal' versus the more naive/child-like initial NWOBHM that explored a lot of adventurous territory that we have now somehow crossed out as 'not metal anymore'.
What I gather from the parallels is that nothing survives post-modernity. All niche art forms and hobbies will eventually learn that 'they' are something, and they will have to tackle how they talk about what they are. And then, hopefully, they must move past talking about what they are and go forward to using their aesthetics to communicate externalities in a self-informed manner. The conundrum with a lot of oldschool RPG design and obviously a lot of 'true'/classic/retro metal is that it emphatically doesn't do that, it doesn't work through this post-modern phase into adulthood, it merely searches for artificial (and mostly transparent) ways to return to being a child. Effectively, playing dumb. Some oldschool rpgs do it though, as does some modern HM with a good sense of history. That's the needed element, not being 'rooted in the past' but having a complete sense of history of the art-form.