The Ultimate Graphic Novels Collection #3
☆ Be the first to review + Add to your collection — Join freeThis volume collects the complete 'A Crooked World' storyline from the 2005 Captain Britain series, written by Paul Cornell with art by Pat Olliffe. It follows the multiversal hero as he navigates a distorted version of reality where the United Kingdom is ruled by a tyrannical version of his sister, Betsy Braddock. The story explores themes of identity and resistance within the Marvel UK corner of the multiverse.
"A Crooked World" marks a pivotal return for Captain Britain as he steps back into his own reality and finds Braddock Manor standing whole—far from the ruin he expected. Written by Alan Moore and brought to life by Alan Davis, whose dynamic art and inks define the story’s mood, the issue unfolds with a haunting blend of memory and revelation. When visions of his parents begin to surface, Captain Britain uncovers the truth behind the manor’s preservation: a super-computer named Mastermind, once responsible for his family’s fate, now lies at his mercy. The cover, also by Alan Davis, captures the moment of uneasy discovery.
In a world gone mad, Captain Britain is branded a traitor as the British government unleashes the Fury, a relentless hero-killing cybiote. With Jackdaw dead and his own strength failing, Captain Britain is broken—both in body and spirit—until an unexpected ally emerges from the chaos: Mad Jim Jaspers.
In a twisted twist of fate, Captain Britain confronts Mad Jim Jaspers in a chilling revelation: Jaspers orchestrated the demise of every superhero in this reality, now seeking to reshape the world in his image. Haunted by the weight of his own sanity, Cap flees into a forgotten graveyard—only to stand over the fresh grave of Captain U.K., Linda McQuillan. Before he can process the horror, the Fury appears and ends it all, sending him tumbling into the very earth he was contemplating.
When Captain Britain receives a call from his long-lost sister Betsy Braddock, their reunion takes a dark turn as she reveals her secret work with the psi-division of STRIKE—and that the organization she trusted is now compromised by the Vixen’s agents. With allies like Thomas Lennox and Alison Double in danger, Captain Britain must confront the chilling truth behind the betrayal, culminating in a tense showdown with the assassin known as Slaymaster.
Captain Britain faces off against a revamped Slaymaster in a high-stakes showdown, but the real danger lies in the shadows—Arcade’s latest scheme is unfolding. When The Vixen’s voice warns Arcade that his agent has failed to eliminate all of STRIKE’s psi-operatives, the game shifts, and the battlefield becomes far more dangerous than any blade or bullet could predict.
When four interdimensional entities invade Braddock Manor and seize Captain Britain, they demand he testify for Saturnyne in an upcoming trial—leaving Betsy Braddock, Thomas Lennox, Alison Double, and the Special Executive to unravel the mystery before the stakes become irreversible.
In "Judgement Day," Captain Britain is dragged before an otherworldly tribunal by the Special Executive, forced to confront Opal Luna Saturnyne—once his ally, now a condemned prisoner. As he watches her plight unfold, he grapples with old betrayals, only to realize the trial’s outcome may hinge on a far more dangerous secret. With Mandragon’s destruction of Earth-238 and the Fury’s escape, the stakes rise beyond justice, into the fate of realities themselves.
In "Rough Justice," Linda McQuillan, the exiled Captain U.K., grapples with haunting memories of Earth-238, where the Fury claimed her friends. As Captain Britain faces a kangaroo court presided over by Opal Luna Saturnyne, the charged proceedings erupt into chaos when he breaks free and clashes with the Special Executive—Wardog, Fascination, Zeitgeist, Cobweb, Legion, and Numbers—while Captain England, Captain Albion, and Lord Mandragon watch.
When The Fury arrives on Earth, it begins a deadly rampage to repair itself, setting off a chain reaction that plunges the world into chaos. Captain Britain, Opal Luna Saturnyne, and the Special Executive flee to safety at Braddock Manor, only to find the refuge already under siege. With Linda McQuillan arriving with a dire warning of impending genocide, the team must hold the line against forces that threaten to erase them all.
In a world teetering on the edge of collapse, Captain Britain races to rally his allies as James Jaspers’ reality-warping campaign begins to unravel the fabric of heroism itself. With Merlyn and Roma watching in dread, and the Special Executive scattered, a terrified Linda McQuillan flees into the shadows—only to be seized by the Fury, setting off a chain of events that could rewrite everything.
In the shadowed woods beyond Braddock manor, Linda McQuillan flees from a threat she never saw coming—The Fury, a force both alien and relentless. Captain Britain and the Special Executive rush to her aid, but the battle turns brutal as Wardog loses his cybernetic arm and one of Legion’s doppelgängers falls. As Merlyn watches from his citadel, the game he’s been playing begins to unravel, and the stakes have never been higher.
In "But They Never Really Die," Captain Britain and the Special Executive face off against the relentless Fury in a brutal fight that leaves one of their own dead and the creature buried under rubble—though Captain Britain knows the battle isn’t over. With no pay and their ranks diminished, the team prepares to leave Earth, their mercenary lives taking them beyond the planet.
In the shadow of a regime that has imprisoned heroes and hunted mutants, two young girls in hiding share quiet, cautious thoughts about Captain Britain, their words weaving a fragile thread of hope. Amid the tension, the echoes of past battles and the weight of what’s been lost linger in their candlelit conversation.
In the shattered remains of Braddock Manor, Jaspers’ Beetles stir up long-buried chaos—unwittingly unleashing the Fury once more. With England warped into a fractured, totalitarian realm where time itself frays at the edges, Captain Britain, Psylocke, and the others must confront the escalating madness. When The Vixen takes matters into her own hands, her strike against Jaspers backfires in a way that exposes just how far beyond control he’s become.
In the shadow of crumbling industrial ruins, Captain Britain races to stop Mad Jim Jaspers before his twisted game consumes everything—only to find the villain has ascended beyond the realm of mere mortal schemes. With Merlyn clinging to a dying cause and Roma unwilling to surrender, the remnants of the team face the Beetles’ relentless advance, while Saturnyne pushes a broken Linda McQuillan to confront her fear and find her strength.
When Opal Luna Saturnyne finally convinces Captain U.K. to don her uniform and join the fight, the stakes rise as Captain Britain faces off against the twisted genius James Jaspers—only to have his mind shattered by the villain’s chaotic assault. With the Status Crew, Avant Guard, and the enigmatic Jester, Knave, and Red Queen watching from the shadows, chaos unfolds across the UK in a battle where identity, loyalty, and control hang in the balance.
In "Foolsmate," the stakes rise as the Fury enters the fray, challenging Captain Britain’s dominance in a clash that ignites Mad Jim Jaspers’ fury. With Roma seeking answers from her father, the revelation of Merlyn’s death sends shockwaves through the game, leaving the balance of power uncertain.
In "Endgame," Captain Britain staggers through the wreckage of a war that spanned realities, facing down the Fury after a brutal clash that left the cosmos reeling. With the Crazy Gang's chaos unraveling and the fate of the multiverse hanging in the balance, Captain U.K. must step forward as the final defender—while Roma watches from the shadows, ready to pull the survivors into the safety of Otherworld.
In the mystical realm of Otherworld, Captain Britain, Captain U.K., and Opal Luna Saturnyne join the fractured ranks of the Captain Britain Corps for the solemn funeral of Merlyn. As Roma offers quiet words of wisdom and glimpses of what lies ahead, the gathering becomes a moment of reckoning for those who carry the mantle of Britain’s guardians. With tensions rising and old wounds stirred, the journey home holds more than just return—it holds reckoning and the quiet promise of what’s to come.
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↩ Reprints Marvel Superheroes [Marvel Super-Heroes] #387 (1982), Marvel Superheroes [Marvel Super-Heroes] #388 (1982), The Daredevils #1 (1983), The Daredevils #2 (1983), The Daredevils #3 (1983), The Daredevils #4 (1983), The Daredevils #5 (1983), The Daredevils #6 (1983), The Daredevils #7 (1983), The Daredevils #8 (1983), The Daredevils #9 (1983), The Daredevils #10 (1983), The Daredevils #11 (1983), The Mighty World of Marvel #7 (1983), The Mighty World of Marvel #8 (1984), The Mighty World of Marvel #9 (1984), The Mighty World of Marvel #10 (1984), The Mighty World of Marvel #11 (1984), The Mighty World of Marvel #12 (1984), The Mighty World of Marvel #13 (1984)
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