Showing posts with label Rudy Nebres. Show all posts
Showing posts with label Rudy Nebres. Show all posts

Tuesday, May 14, 2024

Weirdworld - An All-New Adventure Into Epic Fantasy!


The way the Weirdworld stories tumbled out bit by bit from Marvel during the late 70's and into the 80's shows at once the durability of the concepts and the abiding patience of creators who know they have something special to share. Weirdworld was lucky to have some excellent artists in its time such as Mike Ploog, Alex Nino, Pat Broderick, John Buscema, Rudy Nebres, and Marie Severin among others. It seemed that each time a Weirdworld story managed to surface it offered a somewhat different take on the totally peculiar environment which at once evokes the arch danger of Middle Earth by Tolkien and the sardonic whimsy of Wonderland by Carroll. The Weirdworld stories hold up exceedingly well, better than many such works that evoke the Tolkien feel. Moench says he wasn't influenced by The Lord of the Rings and certainly this is not a copy, but details in both do make you scratch your head. Great stuff!


Weirdworld is one of those very special comic book projects that likely should not exist. Its origins are so odd and its development so dependent upon happen chance that I'm surprised it was ever produced. Doug Moench, the creator of Weirdworld and the only writer for the stories, came up with the concepts when he was just beginning as a writer and proofreader at Marvel. He needed some extra cash to help with his moving expenses to New York City and so he was offered the chance to pen a few back up horror tales for Marvel's black and white mags. One of the stories which came to him didn't fit that premise at all, but rather was an offbeat fantasy yarn, a story with remarkable charm but no apparent market.


"An Ugly Mirror on Weirdworld" was recognized by the editors at Marvel as being something special and Mike Ploog was assigned to draw it, an inspired choice. The story is about a misfit elf named Tyndall who is assigned by the local dwarf leadership to seek out evil and extinguish it. He journeys into mysterious lands and faces weird and dangerous threats only to eventually find an egg inside the bones of an ancient creature. The egg hatches and revealed is a lovely maiden, an elf like himself named Velanna. They realize that they belong together, and the story ends on a happy note. The story Tyndall and Velanna then languished for a couple of years waiting its chance for publication and a larger audience than the halls of the Marvel offices. Read the story here


That chance came in a one-shot mag called Marvel Super Action. The mag featured Marvel's breakout crime-buster Punisher and no mention is made on the cover of the sweet little story tucked away inside those pages. Weirdworld was unleashed. And it made a palpable hit on the audience.


A second story "The Lord of Tyndall's Quest" was written, this one once again illustrated by the remarkably talented Mike Ploog and perfectly inked by Alex Nino. Moench's yarn tells the further story of the elf Tyndall and his new-found companion Velanna, the elf from an egg. They fall into the clutches of a wizard named Grithstane who sends Tyndall on another quest, this time into the sky itself to the floating weird ring-island named Klarn (Tyndall's home supposedly) which casts a shadow on Weirdworld. This shadow is a breeding ground for evil. Tyndall finds a maiden about to be sacrificed but who is in fact a monster and he escapes with his life. He defeats Grithstane and saves Velanna and the pair once again appear to live happily ever after. Read it here

This story got a berth in Marvel Premiere, again after languishing for a few years. Two memorable stories, and many more moons and it appears that Weirdworld will be no more. But that's not true at all. 




Marvel Fanfare was a really odd comic book. An upscale production, it was positioned strangely in the direct sales marketplace because it used stories generally deemed not good enough (for whatever reason) for publication in a regular Marvel comic and gave them a high-end and glossy presentation. Lots of great stuff appeared in its pages, but all of it had a kind of orphan quality to it.

No less was this case with the three issues of the comic dedicated to Weirdworld. You have to understand that this was published in 1984, but the stories contained in these three issues were produced long before, back in the late 70's, and I assume an abandoned project since the saga of Weirdworld had exploded in other directions under other hands in high-profile ways, but more on that next time. I'm covering this story here because in terms of what passes for continuity it comes next, though readers weren't treated to it for many years after its sequels. (And this is how it's presented in the recent trade volume.)


Doug Moench is back writing his distinctive creation as is artist Mike Ploog, at least for the first chapter. The second two issues are both drawn by Pat Broderick, an artist of no small reputation. Broderick is ill-served here simply because for all his skill, he is a decided step down from Ploog on this kind of material. Superheroes it might've been a different story, but for high-fantasy Ploog had a special panache.

In this story we meet Mud-Butt, twice. What I mean is that the seminal character of Mud-butt underwent a profound physical change between the first and second chapters of the story. Mud-Butt is a dwarf malcontent and thief. Tyndall and Velanna throw in with him when they defend him in a bar fight. The trio then head off to confront the wizard Lord Raven who has send Goblins and other monsters to recapture a prize Mud-Butt had stolen from him. The true nature of the item is revealed in another tale. The trio run from and confront goblins and other weird creatures as they rush into and out of dimensional doors taking them all across Weirdworld. Ultimately, they save the day and defeat the villain, but we knew that already.


This seems like a good time to address one of the understandable but apparently untrue notions about Weirdworld. According to Doug Moench, the story was not inspired by J.R.R. Tolkien's Lord of the Rings saga which had taken the world by storm. Moench claims he never read the stories, save perhaps for The Hobbit before he'd written Weirdworld. I choose to believe Moench when he says he was not riffing on Tolkien. But someone in editorial sure noticed the similarity. 


That Marvel quite wisely used the similarity to advertise and promote the Weirdworld stories is understandable and of course suggests to almost any audience that the work was inspired by same, even if that's not the case.




This is the blockbuster! These three very "super special" magazines collectively titled Warriors of the Shadow Realm, but part of the longer series Marvel Super Special are among the most beautiful comics ever produced in the genre. That the covers of all three are so riddled with copy and hype that they almost hide the beauty is regrettable, but back in the day a fan took what a fan could get. In this case what a fan got was a potent new way to publish beautiful artwork, giving it a painterly feel for Doug Moench's writing, but still maintaining the verve and energy of a classic comics page. The artists involved were Rudy Nebres (inks), Peter Ledger and Steve Oliff (paint and colors) and most importantly "Big" John Buscema (pencils).


If it were possible to worship an artist, my god would be John Buscema, He was simply the finest comic book artist of his generation and is in a league with Hal Foster and Alex Raymond. Famously disdainful of the superheroes he drew so many of, he took the Conan franchise made popular by the exquisite and increasingly baroque artwork of Barry Windsor-Smith and toughened it for the long haul. I consider Buscema's Conan the definitive version, even surpassing the transformative version by Frank Frazetta. Only Buscema was able to consistently present a Cimmerian who had all the characteristics described so vibrantly by Robert E. Howard, the charisma, the raw power, the nimble agility, and the raw drama. I'd imagine John Buscema was excited to have a chance to do more fantasy when he came to draw Weirdworld.


The story of Warriors of the Shadow Realm goes roughly as follows. Be careful there are spoilers. Tyndall, Velanna, and Mud-Butt come across a Savage Elf who is running from some mysterious flying Nightfangers. Later they encounter him again and come into possession of mysterious gems which have the power to evoke monsters in the Moon's light. The Savage Elf dies when the Riders of the five Shadow Riders enter the City of Seven Delights. The trio take the gems to a wizard who tells them of the origin of Weirdworld and the near-godly figure of Darklens who created the place as a by-product of his war with other gods. The gems contain the essence of the evil Darklens and the Riders are desperate to gain possession so that he might right again. The trio take the gems and later meet a tribe of Savage Elves who have taken the mission long ago to protect the crypt of Darklens so that he might never rise. The wizard betrays them all and takes possession of the gems giving Darklens access to his body but the intervention of a White Wolf, which also seems to be a wizard or more, helps to forestall the threat. In the end Weirdworld is safe once again, for the time being.


That's the story, at once classic and evocative of many other stories told over the ages. It feels very familiar indeed that small seemingly weak characters prove pivotal in stopping the resurrection of a dangerous sorcerer who threatens the whole world and beyond. It's as advertised, "in the fantasy tradition of Tolkien".


I'm exceedingly glad that I have this story in its original format as the reprint, as grand as it is, falls short of presenting this artwork in its proper from. The story has a number of triptych fold-outs, and the standard comic book page is simply not capable of properly presenting that grand artwork. There is lushness to the work here which at the time was unlike anything else available on the stands. There was Heavy Metal, and soon there would be Epic Illustrated, but when this saga hit the stands, it was unique. The depth and quality of the artwork is simply beyond words.


Weirdworld had one final outing (in terms of continuity if not chronology) and that came in Marvel's high-end magazine Epic Illustrated. Alas the series never rated a cover appearance, but here are the four issues in which the final classic Weirdworld story was told.





"The Dragonmaster of Klarn" brings together many of the same talents who worked on Warriors of the Shadow Realm, but sadly minus the transformative work of painter Pete Ledger. Instead the artwork here, as delightful as it was by John Buscema, Rudy Nebres and Marie Severin falls short in many respects to the masterpiece which preceded it. I have nothing but massive respect for these three artists, but sadly the sum is less than the parts in these four chapters.

But that doesn't speak to Doug Moench's story which in many ways reveals many of the secrets which have dotted the saga to this point. If the earlier yarns had a Tolkienesque feel, this story reminds me of Michael Moorcock's work especially how it suggests that Weirdworld is for intents and purposes a massive game board upon which gods of light and gods of dark vie for advantage. Our heroes and their opponents are merely pawns in that great game.


The story begins with Tyndall, Velanna, and Mud-Butt a year removed from their defeat of Draklens. They are living in a Dwarf village but their typical disdain they encounter frustrates Velanna in particular. She as it turns out has come under the spell of yet another wizard Lord Majister, the brother of Draklens. He has formed a crystal vessel resembling Velanna and is slowly filling it up with darkness, a darkness which is also filling up her spirit. She becomes increasingly angry with Tyndall and Mud-Butt as the trio leave the Dwarf village and get drawn into yet another quest, this one to find the blade of the Glorywand, a magic sword which Mud-Butt had long ago stolen the hilt from. They encounter Goblins who surround a mountain in which lives a beautiful sorceress who sends them across vast distances of Weirdworld to find a hero named Wulfbuck. who has been changed to more resemble his namesake. This quartet work together against the wizard who has transformed his Goblins into a more powerful undead army and ultimately defeat him when Tyndall's ability to command powerful dragons proves decisive. Velanna eventually overcomes the curse, and the heroes end their adventures once again on a happy note.


This story was enchanting, as are all of the Weirdworld but somehow this one falls a bit flat. I think it's because of the sameness of the story in many respects. While we do discover more about Tyndall's heritage and we do encounter a Velanna who is different, the story is yet one more battle against yet another wizard. Grithstane, Raven, Zarthon, Darklens, and now Majister, all different but all somewhat the same. I'd have liked maybe something a bit different, but that likely is because this time I read all these stories back-to-back, and that's perhaps unfair to Moench's storytelling.


Whatever the case, these are the last classic Weirdworld stories, and while the world itself seems to have been revived and quasi-fantasy characters like Arkon and the Black Knight have been woven into a brand new and rather different reality. But without the considerable talents the likes of Moench, Ploog, and Buscema, there is little to attract this reader to them.

Weirdworld was a series of special comic book stories produced by special talents at a special time. It's charm never weakens for me. 

Rip Off

Sunday, November 27, 2022

Iron Fist - The Deadly Hands Of Kung Fu!


The early 70's was an era of black and white magazine expansion at Marvel. They'd had some success with monsters in titles like Dracula Lives and Tales of the Zombie among others. They'd had a runaway smash hit in Savage Sword of Conan. So it's perfectly logical they'd try out a magzine dedicated to the Kung Fu fad. So was born The Deadly Hands of Kung Fu. In many of the stories from that series Iron Fist played an important role. This volume collects those up plus some other stuff as well. 


From The Deadly Hands of Kung Fu Special Album Edition we get a yarn with teams up in a manner of speaking Shang Chi, The Sons of the Dragon and Iron Fist. Each of the separate heroes gets a story which is part of a larger scheme concocted by Fu Manchu. Chapter one features Iron Fist in a story written by Doug Moench and drawn by martial arts comic legend Frank McLaughlin. Iron Fist is the character at Marvel the most like McLaughlin's Judomaster and these pages evoke that vintage Charlton comics. The second chapter is by Christ Claremont and Herb Trimpe and features the Sons of the Tiger (Lin Su, Bob Diamond, and Abe Brown), and the finale features Shang Chi in a story by Moench and artist Mike Vosburg. John Buscema supplies a page to the front and the back of this story about drug shipments and whatnot. 


The tenth issue of DHoKF features another Iron Fist tale drawn by McLaughlin but this time inked by Rudy Nebres and sadly Nebres rather smothers McLaughlin's work. The story Claremont has Iron Fist fight an early version of the Steel Serpent, yet one more refugee from K'un-L'un. We are also treated to a reprise of Iron Fist's origin story by Moench and artist Don Perlin. This is useful since before Iron Fist's origin has been spread across the first four issues of his adventures. 


No new material inside this reprint annual, but that is a tasty Nick Cardy cover featuring Shang Chi and Iron Fist kicking butt. 


In a story by Bill Mantlo and artists Pat Broderick and Terry Austin Iron Fist actually meets the Sons of the Tiger as they battle a freakish villain named Snake-Eyes who uses his gang to try and steal a radioactive isotope from a hospital. 


Chris Claremont is back to take the writing reins and Rudy Nebres is the artist for what is the beginning of a six-chapter story which has Iron Fist battle for the safety of a young woman named Jade who is set upon by a hostile crowd. 






Over the course of six issues Iron Fist finds love and is drawn into a weird dimension where the dead of K'un-L'un reside. His mission is to save Jade's soul which has been stolen by an evil villain. To do that he must fight relentlessly against many foes including surprisingly his own mother. 


Doug Moench and artist Nebres team up Iron Fist and Shang Chi yet again as they battle against a baddie who is seeking to bring together forces to bring down Fu Manchu. It's all pretty complicated as they are forced to fight against one another in an arena. 


In a story primarily focused on The White Tiger (a hero who combined the amulets worn by the defunct Sons of the Tiger) Iron Fist joins forces with the Tiger as well as Shang Chi and new hero Jack of Hearts to battle the Corporation and its agent Stryke, in a ferocious battle on a ship. Joe Staton handles the artwork on this one with the writing handled by Bill Mantlo. 




The last several stories in this collection feature Iron Fist characters Misty Knight and Colleen Wing, known collectively as Daughters of the Dragon. I took a look at those stories here not that long ago.

 
This is dandy little read. The core of it is the six-part tale which is not as good as it ought to be. I am a Rudy Nebres fan, but his storytelling was a bit exotic in this story which sprawled across dimensions regularly. The highlights of this collection are the Frank McLaughlin art on Iron Fist, the Joe Staton story (love his art always) and the Daughts of the Knight material.

Rip Off

Saturday, January 29, 2022

Marvel's John Carter Of Mars!


Of all the classic Edgar Rice Burroughs Mars novels comic book adaptations I have to say that Marvel's John Carter, Warlord of Mars is the best. I say that because the series lasted long enough and was written in such a way as to suggest the adventures were a new adventure about the heroes of Mars. But the most critical detail is the use of first-person narration from the perspective of John Carter himself, just like the first three novels. It gave the novels an immediacy and perspective and it does the same for the comics. 


Clearly the writer Marv Wolfman was a fan of the character and had already written adventures for him at DC though that proved in the end a frustrating situation. Here one gets the sense he's been given a chance to do it all over again and better. He's helped enormously by the artist Gil Kane who handles the first major storyline of the series and gives it all the wild energy and movement one associates with the ERB original. Rarely does John Carter stop in the stories and he does precious little of it in this series. 


Artistically the series is an easy slow descent from exquisite to good enough. The debut issue is penciled by Gil Kane and inked by Dave Cockrum, probably the best team to do work together on the character in comics. Kane's raw dynamics are ideal for the never-still John Carter as he battles warriors from all sorts of Martian societies. 


The first story reads like a lost John Carter novel and is set in the years between Princess of Mars and Gods of Mars, during the ten years that Carter was still on the red planet but before he returned ten years after that. So much of the planet which is revealed in Gods of Mars and later novels is unknown and must be dealt with gingerly, though aspects of Martian society are revealed. 


Under some powerful Gil Kane covers Rudy Nebres joins the art team bringing his lush textures to the saga. Nebres can at times be a bit stifling of Kane's powerful pencils, but I suspect he's working from layouts at times and must finish the art in his style, which ain't bad at all. 


"The Air Pirates of Mars" is the over-arching title to the first saga and in the early stages Carter is forced to work for a villain working for a mysterious group called the Council of Five. To save his beloved Dejah Thoris Carter takes part in some raids of Martian towns. 


But eventually Carter is able to change up the scenario and in a ferocious battle kills his enemy though that doesn't end the threat to Helium nor does it end the threat of the Council of Five. 


Rudy Nebres has a large part to play in the early issues of the series, embellishing Kane's inks and giving the whole book a cohesive look. 


The only weakness in these early issues that I can see is that the covers by Kane and Nebres begin to look a bit alike. They depict different scenes of course but they all seem to be battle scenes shown from approximately the same distance. No one cover is weak but the run of them begin to lose effect. 


The weirdness of Tars Tarkus is key to the success of any Mars series, I think. Otherwise, there's little to distinguish them. The extra arms on the Tharks and the White Apes and other creatures is an important detail and should always be emphasized. 


The blurbs on the covers emphasize the action and with a master like Gil Kane that's an easy thing to guarantee to the reader. Kane's pages are among the most wildly kinetic in the history of the genre. 


Eventually in the finale of the story in the tenth issue he confronts the Great One, the giant leader of the Council of Five, a giant creature new to the planet Mars who wishes to destroy almost all life on Mars in order to save the planet from the stress on its resources. The Council of Five is made up of representatives from the five races of Mars -- the Red, White, Yellow and Black men along with the Tharks. So Wolfman does introduce details which haven't become canon to Carter at this time in the saga but he does it with some care. 


There's a break in the series with a one-off story which largely retells the events of Princess of Mars from the point of Carter's capture by the Tharks and his first meeting with Dejah Thoris. The very first parts of the story had been told in the debut issue, so most of the novel is adapted in this way. Dave Cockrum pencils this story and it's a stunner. 




We are then treated to a trilogy with artwork by Carmine Infantino, a sturdy and logical selection. The change in art is given some cohesion since Nebres remains as embellisher. Infantino's style at this time was much more opern and broad than his early DC work and is well suited to the wild story he is assigned about John Carter and Tars Tarkus batting and madman named Zhuvan D'Ark and zombies and skeletons in a lost City of Skulls. The threat the undead pose to Helium ultimately is of course defeated but it's a ferocious fight. 


We then get another one-shot story with art by Walt Simonson in which a Martian scientist tries to snuff out Carter by subjecting him to a machine but only succeeds in having our hero relive (possibly) previous lives he'd led on Earth when he confronted the likes of Genghis Khan and Alexander the Great. This is Marv Wolfman's last issue of the run. 


Chris Claremont comes aboard as the new writer and he is joined by new regular artist Ernie Colon, yet another excellent choice for the series. Alas Colon's tenure will not be a long one. We begin a new long storyline called "Master Assassins of Mars" and this one will have many twists and turns before it's over. It begins with John Carter's death scene but as you'd suspect he gets better. It should be noted that Marv Wolfman had been editing the series and now Roger Stern took the reins. 


He and Dejah Thoris become aware of a threat to all Helium, but they then are stranded in the bottom of the great valley on Mars, miles deep and are effectively captive of his geography. They are also captive in Karanthor, a strange society of winged warriors who cotton to Carter since his skin is white like theirs but put Dejah into slavery since that's what they traditionally do to red Martians. This is a sprawling society inside vast caverns art the bottom of the world of Mars. 


The series does take time to tell a different tale about Tars Tarkus facing a challenge from his own people, but as we'll see this story will eventually tie up with the larger saga. Tars does battle in one of the myriad Martian abandoned cities and he survives but just barely. This story was illustrated by Frank Miller who also does the cover. 


Ernie Colon is an artist who is best with his own inks and there is some of that in this run, but he also gets some decent inks first from Nebres who leaves the interiors and Frank Springer who handles a few issues. 


John Carter becomes a doughty warrior for the society at the bottom of the canyon, but all the time he is scheming for a way for he and his wife to escape. 


After the pair are nearly killed by Banths in the arena he becomes more desperate to escape and they make their attempt. 


It is a harrowing tale which follows the pair as they scale the sides of the canyon, a journey which takes many days to finish. It's a highlight of the series which had become just a tiny bit repetitive. This issue also marks another change in art teams. 


The new duo who will handle most all the remaining issues of the series is Mike Vosburg and inker Ric Villamonte. Both are sturdy reliable talents but there's no doubt that some energy leaves the series. Vosburg is still an up-and-coming talent at this time and not the mature artist he will become. 


It will come as little surprise to fans of Claremont that he gives Dejah Thoris a larger role in the series. This is not really in keeping with classic ERB in which she was capable but most often treated as a damsel in distress. Under Claremont's care she becomes a tad more ferocious. 


The series gets itself back to Helium and the battle against the secret cabal of assassins gets hot as many traitors are revealed in the ranks of the Helium mighty. 


It's a bit repetitive that the expressed motive of the villains is to change the course of Barsoomian society in such a way as to make the culture more sustainable in the dwindling environment. It rings a bit hollow this time, as power seems its own motivation. 


The long battle ends at the place where Tars had battled his duel so long before and the villain finds a proper and suitable end to his shenanigans and once more Carter and Dejah are reunited. It would've been a great place to end the series if that were necessary but there's one more issue alas. 


Writer Peter B. Gillis steps in for the last regular issue of series run and he is joined by Larry Hama on pencils. It's a one-off tale about yet another lost city filled with deadly illusions. It's fine and perhaps was made as a filler, but it's an odd way to wrap up the run. 


The Dark Horse collection decides to gather the three John Carter Warlord of Mars annuals at the back and that works fine since none of them are in continuity of the other tales. In fact the first one featuring another Wolfman story with very nice Sal Buscema and Ernie Chan art is set after Carter's second journey to Barsoom long after the events of the series. It's a harrowing tale based on an ERB short story titled "The Ancient Dead". It's another lost city but this one is filled with ghosts of all makes and models, even living ones if that makes any sense. 


The second annual was written by Bill Mantlo and drawn by Erni Chan and offers up a wild and wooly John Carter adventure as he comes up against the Kaldanes who are amublatory heads that use other bodies called Rykors to ride around on. It mighty creepy and the idea was developed by ERB in Chessmen of Mars which was a post-Carter Mars novel. 


The final annual was plotted by Wolfman and Alan Weiss and scripted by Claremont. Weiss and Tony DeZuniga do the art chores and it's a weak effort I must admit. Carter gets separated from his allies and falls into the clutches of a society of amazons who make sacrifice to a mysterious deity. Dejah does get some attention as she and Tars reverse the usual roles and rescue Carter this time. 


The expansive Dark Horse collection I read this time is wonderful in all respects save perhaps that it's in black and white. That's a mixed blessing as that does allow the finished art to shine a bit absent the mask of color but of course is slightly less desirable than full color. Still, it was a bracing way to read these quite outstanding adaptations of as classic character. 

Rip Off