Marvel Comics' new X-Men series Knights of X is a mutant spin on fantasy that will delight lovers of role-playing games like Dungeons & Dragons. A follow-up to Marvel's Excalibur series, Knights of X sees a party of mutant heroes embark on a dangerous quest to find a powerful relic and save the fairy realm of Otherworld from the forces of evil.
Excalibur dealt with the troubled relationship between the newly-established mutant nation of Krakoa and the United Kingdom. Britain is important in Marvel Comics lore as it has a longtime connection with the dimension of Otherworld, a nexus to many realities that is shaped by the collective subconscious of the British Isles. Otherworld is the source of the powers of Captain Britain and the Captain Britain Corps, founded by the powerful Otherworld wizard Merlyn to be the protectors of the Omniverse. Most recently, Merlyn has taken over Otherworld and started a crusade against "wytchbreed," the mutants of Otherworld, which led to rescue attempts from Krakoa and the current Captain Britain, Betsy Braddock, who is also a mutant. Thanks to their Celtic-inspired origins, Otherworld and its characters are very similar to what can be found in fantasy role-playing games such as Dungeons & Dragons.
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Knights of X #1 by Tini Howard, Bob Quinn, and Erick Arciniega dives even deeper into the fantasy tropes. Betsy is trapped in Otherworld after the portal that connected it with Krakoa was destroyed by the British government. Mutants are hunted by a new kind of Sentinels, the Furies, and Merlyn's tyrannical rule seems unavoidable. The benevolent fey Roma gives Betsy a quest: her only chance is to find a powerful
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