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Rediscovering an Old, Lost Book
an interview with Indigo Kelleigh


Conducted by Joe Zabel


The Circle Weave distinguishes itself from other elaborate, well-crafted fantasy comics because it is equally strong in all departments. Artist/writer Indigo Kelleigh is an accomplished world-builder, and his inventiveness can be felt equally in the complexity of court politics in Iscia and the grandeur of the Pogue civilization. He is a brilliant plotter, transforming the flight of the protagonists from the oncoming army of Carrion Knights into a complex negotiation of ever-changing obstacles. He's an exciting action-cartoonist, whose pages come alive with thrashing limbs and bursts of flame. And he is a master of characterization, infusing personality and motive into everyone, from King Gael VIII all the way down to the telepathic beasts of burdens called wollas.

So devoted has Kelleigh been to the Circle Weave saga that he has twice set aside the version he was illustrating and started production anew, with a different perspective and a more evolved and sophisticated art style. The third and presumably final version of the tale contains some of the web's most vibrant artwork and exciting storytelling. But Kelleigh's inventiveness doesn't stop there, for he has completed another graphic novel, Chutney Point, in a radically different style of story and art.

We joined Kelleigh on his hazardous trek through the forest of artistic discovery, tossing questions his way in the hope of unveiling the secrets of his personal Muse. As you may witness below, the artist was in a generous mood.
 


Q: Tell us about your early development as an artist. Were you an artist from the time you were a young child?
 
Kelleigh: Yeah, as far as I can remember I've always been drawing. I remember many times sitting with my brother and drawing huge space battles using Star Wars and Star Blazers ships on these oversized sheets of packing paper. One of the earliest cartooning memories I have was copying and enlarging characters from Heathcliff and Garfield, two of my favorite comics when I was 6. I could draw a pretty mean Heathcliff, if I do say so myself.

Q: When did you decide to get into comics?

Kelleigh: I don't think there's ever been any question in my mind. I always had a thing for comics, but I guess the point that convinced me that I could actually do it myself was during the black-and-white explosion in the 80s (for those readers old enough to remember that era). I used to collect all the TMNT rip-offs, and still proudly have a complete collection of Adolescent Radioactive Black Belt Hamsters (including the 3-d issues). The variety of stuff that I discovered at that time, from the first computerized experiments, to Cerebus, to Blue Devil and Zot! and Boris the Bear and Beanworld, just made it very clear to me that there was room for everybody in comics, and that if I could draw well enough and tell a concise, compelling story, I could be there, too.

Then the crash happened, and I didn't know what to think about that. Luckily, I'd discovered Cynicalman, and Matt Feazell, and again, through his minicomics evangelism, I was reacquainted with the idea of doing it myself. It's just been that way ever since.

Q: You were active in comics before the webcomics revolution. Tell us about your experiences working in the print medium. Were you a self-publisher?

Kelleigh: I self-published a few dozen minicomics, and a few larger comics between 1987 and 1991, I think. I know that 1991 was the year that I really started working on Circle Weave, though that didn't see any sort of publication for at least a couple more years. Chutney Point started around that time, and by then I had 'graduated' from minicomics to digests (5.5x8.5 comics), because my stories wouldn't fit in minis anymore. That whole time I didn't consider myself a self-publisher, 'cause I was just doing minis and digests. I was proud to be a small presser, and I guess I always have been at heart.

My self-publication days began when I was living in Chicago briefly, and managed to acquire a couple credit cards to my name. I took the plunge and printed the first three issues of The Circle Weave in 1995 to miniscule sales and practically zero publicity. Basically, I totally blew it. It didn't help that at the time, Zander Cannon's Replacement God was doing really well in stores, and retailers kept getting our series confused (mine with the story title 'Apprentice To A God' featured prominently on the cover). The fourth and fifth issues suffered from my inability to keep to a publishing schedule or to repay my printer, causing them to decline the opportunity to print any more issues for me. They were eventually released as small press digest comics, though.

Q: Your website relates how the story of Circle Weave evolved, and one of the details I noticed was that the story originally came to you during a camping trip, when you were left alone for a while. Do you remember your mental state, and what kind of feelings you had that led you down the path towards creating this fantasy universe? Was there anything about the woodlands surroundings that inspired it?

Kelleigh: I don't really remember specifically what brought me there, I remember listening to the radio, but I don't remember what they were talking about. The initial concept of a religious leader on trial for the actions of their followers just kind of hit me, I think. At that time in my life, I was often afforded the time and solitude to just dwell on an idea. Pure thinking time is a luxury I just don't have anymore, unfortunately.

Q: I've always admired the title 'Circle Weave,' which rolls off the tongue so nicely, and seems to suggest a mystical, high fantasy setting without resorting to the usual clichés. It also seems to tie in with a brief interlude where Rowan dreams of a design of interwoven circles. How did you come up with the title? Was the series ever called something else?

Kelleigh: No, it was always called The Circle Weave. I mean, once I conceived of it as a large epic. First it was called Apprentice To A God (a title which remains, as Part I), but once I started thinking beyond the original nugget of story, I knew it needed a 'grander' title. Shortly afterward I imagined the Ring design you mentioned (which was revealed to be the sigil of the Dama brotherhood in chapter four), and that design took on a life of its own, and became an outright character in its own sense.

What made me decide to name the series after those rings was an obscure bit of Star Wars trivia, something about how R2-D2 and C-3PO are the only characters who were meant to participate in every chapter of the saga - the others might come and go, and even play bigger parts, but those two would be there for the whole thing. I decided that this design, my Circle Weave, would be the only item to continue on through every part of the story, and that made naming the series after it make a lot of sense.

Q: The world of high-fantasy stories is quite different from our modern world. No credit-card shopping sprees, no rock music, no sports cars, no democratic elections. The reader is transported back into an ancient world with archaic customs. Why do you think that appeals so strongly to so many people in our society?

Kelleigh: Hmm... you know, there are probably whole books devoted to this subject, and if there aren't then maybe there should be. We as a culture have this bizarre nostalgia for times way before our own time, a longing for a 'simpler age'. But we conveniently forget that things might have been different, but they weren't necessarily better way-back-when. I know for me, I like the idea of living like Morrim, in tune with his surroundings and really communing with the natural world. There's a disconnect between that and today's modern lifestyle that you can't really overcome, and I think that's pretty sad.

Q: It seems that 'road' stories are an important subgenre of fantasy, with sagas like The Wizard of Oz, Tolkein's The Hobbit and Lord of the Rings, and the first of the Star Wars pictures. What do you think is particularly appealing about travel stories?

Kelleigh: For a writer, I get a chance to show a lot more of this world than a story set in a single town or a house would allow. Character is borne of experience, and there's only so much you can experience or have your characters experience in a small location. The more you can get them out and interacting with each other and other situations, the more interesting your characters can be. As a reader, I like the interesting characters, but I also like seeing them BECOME more interesting through their travels.

Q: One of the things that strikes me about the opening chapter of Circle Weave is the serious tone of the narrative. Did the story always have this tone?

Kelleigh: Pretty much, I mean it was never designed to be a humor comic, like Chutney Point was. This was my big, serious, attempt at making something literary. In my head it always had this dusty feel to it, like it was an old lost book just rediscovered, and it's a story that I've always taken seriously.

Q: But you still have some great comic relief-- like when Rowan tells Morrim what Phiteas said about him, and then when the two meet, Morrim pretends to be angry.

Morrim seems to combine the role of sage and comedian in a subtle way. Did you consider putting some kind of outright fool in the story, to add more comic relief?

Kelleigh: There will be fools, for sure. They just don't show up for another several chapters. I could tell you more about that, but I want their arrival to be a kind of surprise.

Q: There seems to be a strong sense of balance, alliances and tension within the group of travelers. Young Rowan is impatient with Morrim because he's anxious to proceed with his mission, but Morrim is also a kind of father figure to him. Morrim and Phiteas are old friends, Phiteas is protective of his niece Reyna, who wants to play the hero, rashly turning back on their enemies at one point. And Reyna seems to be attracted to Rowan, for a possible romantic subplot. And there seems to be a lot of anger and tension between Rowan and the Pogue guide Ember who joins them. What were your thoughts in assembling this group?

Kelleigh: Yeah, I tried to have a wide variety of personality types put together here. Rowan, as you said, is anxious to get on with his mission, while Morrim knows the wisdom of 'everything in its own time'. Phit and Reyna are there to give these two something to play off of, otherwise it'd just be the two of them and that's kinda dull. There's a lot of backstory to Reyna's character, and her relationship with her uncle, that I hope to reveal at some point in the future. She doesn't so much want to play a hero so much as she doesn't want to be a victim.

As for the Pogues, well, again, they would have been a collection of pretty dull characters if they didn't have distinct personalities. And Ember doesn't have a problem specifically with Rowan, but with all 'outsiders'. The only member of the group she has even a little respect for is Morrim, a fellow Fain. Her dislike for the group causes more problems with Reyna, I think.

I find that the best stories are made up of well-defined, non-stereotypical characters, and especially with a genre-based story like this, I tried to stay away from certain stereotypes, or at least show variances in their flavor. So Morrim, who is the personification of 'calm wisdom gained from experience', also has a mischievous side to him that comes through in his interactions with Morrim, his oldest friend. And Rowan, who would otherwise be merely a naïve 'blank slate', shows himself to be brash and disrespectful at times.

I try to let some of the longer 'dialog' scenes come out of the differences in the characters.

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