By Matthew Mercer, Jody Houser (Script), Olivia Samson (Art), MSASSYK (Colors), and Ariana Maher (Letters)
It’s the second installment of Vox Machina Origins and nothing has changed! This isn’t a bad thing, but I’d be lying if I said I wasn’t a little disappointed. I’m sure the team working on this series isn’t concerned with getting to the big meaty plot that makes everyone go crazy for Vox Machina, but as someone still trying to convert I really wish they would show us more than character introduction and bite sized quests. Of course I love the new character introductions, the setting shift gave me something more than a swamp to look at, and the deeper Grog backstory was nice to sink into. I need to be patient for more of this series to come out so it can get to the part of the story I want to read, and that’s on me.
This volume is about Grog’s father falling at the hands of a lich, who then magically summoned Grog to his lair where a phylactery was put inside the goliath’s chest and to turn him into a vessel. If none of that made sense, imagine if Voldemort slowly possessed Harry over the course of the books through the Horcrux living inside his soul (hold up, off to write some fan fiction). Grog is influenced by Scanlan’s womanizing and the constant drinking it requires for his constitution to stay drunk, but he can often be the heart of the party when everyone is too busy being logical to see the easy truth. Maybe my knowledge of the campaign is leaking in, but I thought the portrayal of Grog in this comic gave good evidence for his value as more than just muscle. The introduction of Pike as his clerical foil bolstered this arc, while underpinning it with Grog’s origin story of empathy in the face of brutality.
Percy appears and it does nothing for anyone other than introducing his character. I snickered at a few tongue in cheek moments with him and Vex because I have future knowledge, I would say that’s a perfect summation of the most enjoyable part of this comic. If you know what’s going to happen, you will get a lot more out of it seeing these parts we missed when Critical Role was just a home game. This collection left out the monster stat blocks that the last one had, which is a real shame because I’d love to use that necrotic bog baby from the first couple panels. Maybe that was something I missed out in not buying the right version of this volume. If not then they should bring those pages back for volume three as it increases incentive to purchase and not just borrow from your local library.
The art of this comic remains stunning in ways I don’t have the words to give proper praise to. There is a sketchbook at the end with some interesting comments by Rachel Roberts, notably that, “Olivia polished [the main characters] and gave them a few tweaks for series II, as if they had leveled up.” and affirming my feelings that “Olivia leveled up, too, and these designs clearly show her hard work”. While Olivia Samson is a returning artist, new members of the illustrative team have joined, adding their experience and ability to the comic. It’s beautifully drawn and feels so perfectly in the world of Critical Role, a fantasy where wizards and dragon humanoids are just people walking around sometimes. Like a good painting, I keep returning to the cover art by William Kirkby. The image of Grog fading in and out of some sort of spell while the two hands placed on his chest work competing forms of magic tells as much story as a single issue of the comic. While I wish things were moving faster, this is an excellent collection and I can’t wait to pick up the next volume; I may even subscribe and get single issues while series III unfolds.