Book Description
Long ago Earths first sentient beings undergo the Transition, a state of perfect enlightenment that transcends corporeal existence. A small group remains behind to help shepherd the fledgling human race to the next stage of evolution. Locked in stasis chambers, they are buried deep beneath the waves along with the rest of Atlantis. 100,000 years later, six survivors awaken to find that the human race is missing, Earth has been turned into an amusement park, and swarms of giant, alien bug creatures plot to take over the planet. Its up to these time-lost Atlanteans to clean up the mess if they can manage to get along for more than five minutes! Beginning in the distant past and plunging into a far-flung future, Crux is a Sci-Fi adventure with much heroism and humor. In Crux V. 2 wandering the remains of an abandoned future Earth, the Atlanteans must contend with the warrior forces of the Negation, a terrifying and ruthless extra-dimensional race. Their only hope of survival is find the long-lost human race but every exploratory mission simply takes them further into danger. Crus is a science-fiction series not about science but about people, about an ad hoc team of six strangers learning to depend upon one another for their very survival. Smart with heart.
From the Publisher
Born March 21, 1962 in Hueytown, Alabama, Mark Waid bought his first comic in 1966 at the beginning of TV's Batmania and has never once since entertained the notion of not buying comics. In 1987, Mark joined DC Comics as a staff editor and two years later left to pursue a full-time freelance career that spanned the 1990s and into the early 2000s. That period led to award-winning runs on The Flash for DC Comics and Captain America for Marvel Comics. In 1996, he co-created the Eisner award winning Kingdom Come at DC Comics. Since then, he has worked for every major comics publisher and has authored a broader range of well-known comics characters---including Superman, Batman, Spider-Man, the X-Men, and Archie---than any other writer in the history of the medium. With his encyclopedic knowledge of comics history, Mark also serves as an historian; he has published hundreds of articles and four books on the subject, and has fielded research questions from sources as diverse as Time, Variety, and the Library of Congress. Mark writes Ruse at CrossGen, nominated for a 2002 Harvey Award as Best Series and for Best Single Story, and for which Mark himself was nominated as Best Writer.
Crux: Bitter Allies: Test of Time FROM THE PUBLISHER
Long ago Earth's first sentient beings undergo the Transition, a state of perfect enlightenment that transcends corporeal existence. A small group remains behind to help shepherd the fledgling human race to the next stage of evolution. Locked in stasis chambers, they are buried deep beneath the waves along with the rest of Atlantis. 100,000 years later, six survivors awaken to find that the human race is missing, Earth has been turned into an amusement park, and swarms of giant, alien bug creatures plot to take over the planet. It's up to these time-lost Atlanteans to clean up the mess ᄑ if they can manage to get along for more than five minutes! Beginning in the distant past and plunging into a far-flung future, Crux is a Sci-Fi adventure with much heroism and humor. In Crux V. 2 wandering the remains of an abandoned future Earth, the Atlanteans must contend with the warrior forces of the Negation, a terrifying and ruthless extra-dimensional race. Their only hope of survival is find the long-lost human race ᄑ but every exploratory mission simply takes them further into danger. Crus is a science-fiction series not about science but about people, about an ad hoc team of six strangers learning to depend upon one another for their very survival. Smart ᄑ with heart.
SYNOPSIS
The Atlanteans discover the hidden continent of Australia,
where the remnants of the human race are hidden. There they learn the secret
of humanity's disappearance and battle the Negation's most fearsome soldier!
FROM THE CRITICS
School Library Journal
Adult/High School-Atlantis begins in 10,000 B.C.E., when most of the Atlantean race prepares to make a transition to a higher spiritual plane; 1142 choose to remain behind to guide the human race but are trapped in stasis pods as a result of an unforeseen cataclysm. One hundred thousand years later, Capricia, leader of the faction that chose to remain, is awakened by a taciturn stranger who tells her that he has the power to wake five more Atlanteans. They face a world in which humanity long ago disappeared, where human colonists returned and remade Earth into a theme park/museum that is currently menaced by the Negation, a ruthless group of soldiers from another dimension. In Allies, Capricia and her group discover the "lost" continent of Australia, where they are faced with challenges in the form of temporal anomalies generated by a malfunctioning tachyon supercollider. All Atlanteans have special abilities in one of five disciplines: mind, body, spirit, passion, and empathy, but their powers are barely enough to let them hold their own as the Negation sends increasingly larger and more dangerous bands. Also, although they come from a common culture, they were not friends in Atlantis, and none is trained as a warrior. These differences and lack of strategic skills make their struggle more challenging, and more interesting. The appealing color art, with vividly imagined settings, integrates well with the texts. The story is intriguing, and one question answered usually opens up two more. These titles are more thoughtful and thought provoking than the usual action fare.-Susan Salpini, Fairfax County Public Schools, VA Copyright 2002 Cahners Business Information.