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Aquaman #10 The War of the Water Sprites!
Cover Date: July, 1963
In the Aquacave, Aquaman and Aqualad receive a message, relayed by a signal fish, about a curious object, bobbing on the ocean's surface. Investigating, the pair discover a strange shell box. Inside is a call for help fro ...
Issue Description
In the Aquacave, Aquaman and Aqualad receive a message, relayed by a signal fish, about a curious object, bobbing on the ocean's surface. Investigating, the pair discover a strange shell box. Inside is a call for help from their water sprite friend, Quisp, along with a map giving directions to his hidden world beneath the sea. Quisp's world is accessed through an underwater cavern, with a labyrinthian channel going ever deeper beneath the sea. Soon enough, Aquaman and Aqualad find themselves in the fantastic underwater world of the water sprites. The magnificent hard water structures of the sprite's city seem deserted. Suddenly, Aquaman and Aqualad are attacked by a trio of sprites, who hurl an immense sphere of hard water at the aquatic duo. Evading the sphere, The two heroes run headlong into a gigantic crab-like creature, prodded by the sprites into attacking. Fleeing the creature, Aquaman and Aqualad cross into a powerful current that draws them into a strange cone-like projection, jutting up from the sea floor. Aquaman is just able to push Aqualad free of the current before he is fully pulled inside the cone. At the bottom of the cone, Aquaman is met by a powerless Quisp. The water sprite criminal, Quirk has invented a weapon that steals the magic powers of the sprites. Quirk, and his criminal gang, have conquered the world of the water sprites, with plans now to invade Aquaman's world. Aquaman telepathically instructs Aqualad to push the cone's funnel in the direction of the crab-creature. Caught in the powerful current, the monstrous crustacean takes hold of the cone, with it's enormous pincers, and shatters it. Freed, Aquaman, Aqualad, and Quisp race back to the "outside" world. There, they quickly catch up with Quirk and his gang. Quirk and his two associates consume some strange edible which causes them to grow to gigantic size.
Ducking into a coral cave, Aquaman, Aqualad and Quisp elude the titanic sprites, now too large to follow the heroes into the caverns. Giving up their pursuit, the giant sprites ascend to the surface. While Aqualad and Quisp continue trailing Quirk's gang, Aquaman alerts the US Navy to the sprite's invasion of their world. Quirk and his gang establish a beachhead on the uninhabited Ropito Islands, where they very quickly have erected their own hard water kingdom. A Naval aircraft carrier arrives to engage the enemy. Quirk and his sprites thunder out into the surf to repel the naval forces. The carrier fires a warning salvo at the sprites. The sprites use their magic to build a mile high, hard water roller coaster track, directly underneath the carrier. After the insane, wild ride has deposited the now battered carrier into the ocean proper, the carrier's jet fighters take to the air. The sprites generate hard water missiles, firing them off from the ocean's surface, keeping the fighter craft at bay. The captain of the carrier has no choice but to admit defeat. The sprites begin capturing passing ocean liners and cargo ships, filling their incredible hard water kingdom with the stolen goods and loot. Aquaman steals aboard one of the soon to be victimized sea vessels, hiding inside a valuable sarcophagus of Asian origin. Once within the walls of the sprite's kingdom, Aquaman quickly ferrets out the weapon Quirk uses to steal the sprite's magical abilities. Aquaman's theft of the weapon is discovered by one of Quirk's giant sprites. The colossal criminal pursues Aquaman beneath the waves. As Quirk's man prepares to launch a bolt of mystic force at the hero, Aquaman suddenly darts to the side. The evil water sprite is caught in the concussion wave of his own force bolt, rendering him unconscious. Returning to Aqualad and Quisp, Aquaman reverses the dial on Quirk's weapon, firing it at Quisp. To Aquaman's horror, instead of returning his magical abilities to him, Aquaman has killed Quisp.
For long moments, Aquaman is awash in guilt and grief, all of which gradually turns to fury. Taking up Quirk's gun, Aquaman prepares to take down the sprites. Commanding dozens of sharks to swim around them, in a formation that creates the illusion, from a distance, that the sharks are a single gigantic shark-like leviathan, Aquaman and Aqualad approach the sprite's island kingdom. They swim the perimeter, hoping to lure the sprite's out into the open, when they come to investigate the bizarre "creature" circling the Ropito Islands. Deciding the gambit has failed, Aquaman disperses the sharks. Out of the corner of his eye, he spies one of the sprites diving into the ocean. Aquaman and Aqualad follow the sprite, now normal sized, back to the hidden underwater world of the sprites, where they watch Quirk's man gather sea weed, pulping it into mash. Aquaman ascertains that the growth effects are temporary, and must have worn off, prompting Quirk to send his man out for more of the strange flora. Aquaman and Aqualad rush the sprite, but he's too fast, leveling them with a mystic force blast. With the heroic duo stunned, the evil sprite moves in for the kill. Suddenly, Quisp appears, taking out the sprite with his now renewed magic powers. Quirk's gun had only thrown Quisp into a deathlike coma, while it revived the magic powers within him. Quisp releases all the imprisoned water sprites. They follow Aquaman back to his world, where they all consume the sea weed mash, growing to enormous size. The sprites then lay siege to Quirk's kingdom. Quirk still has a surplus of the power stealing weapons, though, which he and his gang use to defeat the giant sprite army. Quirk, however, hasn't taken into account an oversize Aquaman and Aqualad, who attack from the rear. Immune to the effects of Quirk's weapons, the towering aquatic duo make short work of the comparatively diminutive sprites. Quisp and his fellow water sprites take custody of Quirk and his gang, returning to their world.
Aquaman
- Publisher
- DC Comics
Volume Description
Aquaman (Volume 1)
Starring: Arthur Curry as Aquaman and Aqualad.
Aquaman, the King of the Seven Seas, takes the plunge into his very own series. As the King of Atlantis, Aquaman protects not only his people but also all of Earth's oceans from any threat! This volume was important for a number of reasons. Mera was introduced as a character and a Superhero wedding (Aquaman and Mera) occurred in issue 18. Aquababy (Arthur Jr) was born in issue 22. Aquagirl (Tula) was a new character (33) and she became a love interest for Garth. Ocean Master was introduced as Aquaman's Half-brother in issue 29 and Black Manta became one of Aquaman's greates villains starting with issue 35 which included the Manta Men. Issue 40 began a multi-issue stor arc entitled the Quest for Mera and it concluded with issue 48. Aquaman had journey's to the land of the Maarzon's and to the surface world during his quest. Aquaman put Narkron in charge and he became a dictator which led to a Revolution in issue 47. The Bugala was introduced in issue 43 as was Aqualad dealing with the creature without Aquaman. Issue 46 was unique becaus it presented the same story as issue 45 but from Mera's perspective. Issue 49 reintroduced Phil Dawson, whom Aquaman met in issue 49 and very shrewdly had a picture of Deadman carved into the rocks under the ocean as a shadowing of his back-up role in issues 50-52. Those issues offered us the artwork of Neal Adams and the Deadman stories crossed over with the Aquaman lead story. Issue 54 brought Aquaman against the Crime Organization he battled in issues 44-46 and a new villain was unleashed, Thanatos. Issue 56 ended Aquaman's Title but when he was given it back in 1977, it started with issue 57. This storyline picked up where Adventure 452 left off. Aquaman went after Black Manta, thinking his son was dead. Cal Durham has a change of heart and starts turning for the good. Issues 58-60 had a Mera back-up story as she went to her own dimension of Xebel to find a device to safe Arthur Jr. Vulko told Mera in issue 58 that he was still alive. When Mera returned in Issue 60, Vulko told her that Arthur died. Issues 58-60 included such villains as Fisherman, Scavenger, and Kobra. It also included the origin of Aquaman in issue 58. Issue 61 had Batman and Green Lantern guest star as they battled Kobra. The issue ended with Batman yelling at Aquaman because Kobra got away and Aquaman swimming away from him. They later came to blows in Brave and the Bold 142. The funeral happened in issue 62 and Aqualad (after uncovering issues from his past in Adv. 453-455)
decided that he needed to meet with Aquaman face to face. Mera blames Aquaman for the death of their son but the reconcile at the end of the story and after the robot villain was defeated. The last panel left the cliffhanger that Ocean Master was behind the robot. Issue 63 ended this solo run which included a reunion with Aqualad, a journey to the ancient city of Atlantis and a battle with Ocean Master. When DC expanded the pages of their books, the Martian Manhunter was going to back-up Aquaman, but with the cancellation of half of DC's line of books, the Sea King lost out.
Collected EditionsShowcase Presents: Aquaman Vol. 1 (Adventure Comics #260-280, 282, 284; Aquaman #1-6; Superman's Girl Friend, Lois Lane #12; Showcase #30-33;Detective Comics #293-300; Superman's Pal Jimmy Olsen #55; World's Finest Comics #125-129)Showcase Presents: Aquaman Vol. 2 (Aquaman#7-23, World's Finest #130-133, #135, #137 and #139 and The Brave and the Bold #51)Showcase Presents: Aquaman Vol. 3 (AQUAMAN #24-39, THE BRAVE AND THE BOLD #73 and a story from SUPERMAN'S PAL, JIMMY OLSEN #115)Aquaman: Death of a Prince (Adventure Comics #435-437, 441-455 and Aquaman #57-63)Note: Although canceled in the early 1970s, the series was subsequently revived as a part of the DC Explosion. It was canceled once again approximately one year later.
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