Aquaman #3
This volume collects issues #13-18 of the Aquaman Rebirth series, continuing the storyline where Arthur Curry faces the fallout of his decision to reveal Atlantis to the surface world. As political tensions rise both on land and under the sea, Aquaman must navigate a treacherous alliance with the villainous Black Manta while dealing with a mysterious new threat from the depths. The collection also includes the Aquaman: Rebirth one-shot that kicked off the series.
In "Peace in Our Time," Aquaman faces a profound moral challenge when Warhead—a cybernetic warrior with telepathic abilities forged for battle—comes to him seeking refuge. Having defied his creators to spare innocents, Warhead now looks to Aquaman, drawn by their shared mental gifts, to find safety in the might of Atlantis. Written by Dan Abnett and illustrated by Scot Eaton, with inks by Wayne Faucher, colors by Gabe Eltaeb, and letters by Pat Brosseau, this issue explores the weight of power and autonomy, all framed by Brad Walker’s cover pencils and Andrew Hennessy’s inks.
In the wake of the US-Atlantis conflict, Aquaman stands before the United Nations, his victory echoing as Atlantis edges toward international recognition. But as he speaks, a new menace emerges—Warhead, a telepathic enigma whose mind reaches out to twist loyalty and draw Aquaman into a deadly game.
In "Superpower," Aquaman confronts the haunting past of Warhead, a cybernetic warrior whose telepathic abilities were forged for war but rebelled against orders to kill innocents. Drawn to Aquaman’s own unbound telepathy, Warhead seeks refuge and power—believing Atlantis, with its vast military might, could be his sanctuary from control.
In "H2.0 Part One," Arthur and Mera are pulled into a tense alliance with the Aquamarines—former enemies who once tried to kill Arthur—to investigate a secluded U.S. Navy base gone silent. The mission leads them to a hidden site tied to the mysterious "Strange Water" that birthed the deadly Dead Water, forcing them to navigate distrust, deep-sea secrets, and the fragile line between duty and survival.
In "H2.0 Part Two," Arthur, Mera, and the Aquamarines race to uncover the truth behind a series of missing scientists at a Navy Research base, only to face a terrifying new threat in the form of a mutated Dead Water. As they dive deeper into the mystery of the enigmatic "Strange Water"—also known as H2 Point 0—they must unravel its origins before it consumes everything beneath the waves.
In "H2.0 Part Three," Aquaman and Mera dive into the mysterious H2.0 Strange Water, only to awaken on an alien underwater world where they uncover the truth behind the transformation of people into Dead Water. As Major Ricoh weighs drastic measures to contain the threat, Arthur and Mera race to understand the source before it's too late.
In "H2.0 Part Four," Aquaman races against time to stop a mysterious signal turning his allies into Dead Waters, all while a nuclear device set by Scavenger ticks toward detonation. With the fate of the team and the city hanging in the balance, he must navigate the chaos before it's too late.
In "Crown of Atlantis," Arthur and Mera face a sudden challenge to Arthur’s kingship when Corum Rath and the Deluge launch an assault on Atlantis, backed by the Atlantean Council of Elders who question Arthur’s allegiance to the surface world. With tensions rising and loyalty tested, Arthur must defend his throne and prove he belongs beneath the waves.
In "Crown of Thorns," Arthur faces exile when the Council of Elders strips him of his throne, naming Corum Rath as Atlantis’s new king. Betrayed by someone he trusted, Arthur must flee his home, torn between loyalty to the surface world and his duty to the kingdom he once ruled.
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