Monday, February 26, 2024

Amethyst (Amy Reeder, Wonder Comics)

        Amethyst, written and drawn by Amy Reeder under the Wonder Comics imprint, is elaboration and evolution of the reliable but basic plot of the original Amethyst Princess of Gemworld miniseries. This seems to be a good way to handle characters who cannot sustain ongoing series: the non-ubiquity of the character permits the possibility of growth, both personal and political - and politics is critical to the Gemworld saga! For such an example, one can look at the evolution of the Shazam series; unlike the Shazam series, however, the Wonder Comics series avoided the edginess of the New 52. The original Amethyst Princess of Gemworld series was a gem-themed lost princess tale, suitable for a thirteen-year-old protagonist - although Amy Winston ages up in Gemworld much like Shazam or, more contemporary, She-Ra. The protagonist of Reeder's Amethyst is sixteen, a three-year difference which marks great change in a teenager's life while still limiting the aging of comic characters.

          The inciting incident of Reeder's Amethyst is another basic idea which many fantasy sequels use: the land is in chaos or distress when the protagonist returns. Every television or movie sequel to MGM's The Wizard of Oz is an example. Another example is Stephen Donaldson's The Chronicles of Thomas Covenant. Amethyst discovers her subjects missing and her alleged allies shockingly hostile. The threat is well-balanced: the subjects are not dead, but could die easily. Then Amethyst finds out that she is not as orphaned as she previously believed. This revelation and following ones connect to the title of the original maxiseries, Amethyst Princess of Gemworld: they confirm why she is a princess rather than a queen as seen in the other realms, and that the appellation "of Gemworld"  might be presumptuous in-world as ppposed to an Earthly perspective. Amethyst's journey exposes a more complex and ambiguous history of Gemworld than the Twelve Kingdoms and fantasy Travelers, along with the Good/Evil and Order/Chaos axes, might suggest. None of it, however, is presented in a gritty or "mature" manner, and the climax allows further development of Gemworld without undermining the foundational principles of this fantasy realm.

         This is a good introduction to the history and politics of Gemworld, past and present. A great aid to this introduction is the map, which provides a reference for the itinerary while still keeping some things secret. Any adults with young daughters who grew up in the eighties with She-Ra, The Never-Ending Story, and Return to Oz should consider buying this book.

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