
Folklore and the Comic Book: The Traditional Meets the
Popular
"What is the functional equivalent of the folktales and myths of
the past in the technological and commercialized world of today?
The answer is to be found in comic strips, movies and dimestore
literature. It is to these that the folklorist must go if he
wishes to avoid becoming antiquated."1
In attempting to explain the inexplicable, in striving to control
phenomena over which there is no control, in the search for means
of expression, humankind has sublimated the mysteries of the
world by turning them into metaphors. Art is a metaphor for life:
to create art is a way to apply "one kind of thing, quality or
action . . . to another, in the form of an identity instead of
comparison."2 In all forms of art, the receptive party is
expected to ignore that one is looking at canvas, figured
movement, or colored light thrown on a screen without "purpose,"
and to temporarily believe that what one appreciates is real,
that it is life. And what is a more common trope for describing
this than to say that "art reflects life?"
An art form, literature obviously reflects life, making use
of the store of human experiences and beliefs through all our
millennia of living. The use of folklore and cultural motifs and
vocabulary is a popular and immediate way in which this is
accomplished. The study of the use of traditional folklore and
contemporary or popular motifs in literature is not only an
exercise in cultural study, it is a means by which to isolate and
identify the crucial elements and telling ways in which society takes and
makes use of these millennia of human experiences.
As Alan Dundes pointed out in 1965, there is, however, commonly a
dichotomy between folklorists dealing with literature and those
dealing with culture.3 Because the study of folklore in
literature is essentially the study of folklore in culture, we
cannot be content with merely identifying elements of the
folkloric in texts, isolating the familiar and not-so-familiar
motifs and themes, and inquiring into the role they play beyond
enriching narrative and providing local color. We must move
beyond and question; why these particular patterns, why these
clinging beliefs, why this fascination, and what does it all
mean?
The comic book, that uniquely twentieth century manifestation of
popular literature that is swiftly becoming a legitimate and
independent form of both literary and pictorial art, is an
exciting and useful literary form that lends itself well to such
a study. (Brief Survey of the History
and Popularity"
of comics) As a uniquely twentieth century manifestation, it also
reveals a uniquely twentieth century version of the blending and
melding of human experience and tradition in a literary form.4
The use of folklore in comic books can range from wholesale
reproductions to imaginative variations and alterations of
well-known folk narratives, from the subtle inclusion of motifs,
references, and particularly, folk beliefs, in story-lines and
characterizations, to the blatant reintroduction of stock
folkloric characters.5 While comic book writers create their own
histories, heroes, villains, and legends, in doing so they borrow
themes and ideas current in traditional and contemporary folklore
and folk religion. They depend upon folklore and folklore theory
for the development of their narratives.
Previous academic works about comic books have failed to
acknowledge the importance and meaning of their pervasive use of
folklore. (What People
Have Said About Comics) As P. G. Brewster stated in 1950,
"Whether the artists who draw our comic strips have turned to
folklore research or whether they are merely adopting and
adapting folk materials that have long been and still are in oral
circulation are questions which need not concern us."6 This is,
however, exactly what does concern us. The extent to which
writers and illustrators of popular comics draw upon and
consciously research this material is not only paramount to our
understanding of both this contemporary literary genre but, most
significantly, what the popularity of certain folkloric elements
in comics reveals about the readers of this genre and about our
society in general.
An analysis of three series published by DC Comics in the early 1990s
(Swamp Thing, Sandman
and Hellblazer) reveals a heavy dependence on traditional folk beliefs in the
central story-lines and characterization, as well as in
illustration and incidental dialogue. The writers of these series
do more than merely borrow ideas from culture or from one
another, or employ stock motifs and themes in their narratives;
they often incorporate themes from folklore and tradition
wholesale and unaltered.7 By examining the use of traditional
and contemporary folklore in these serials it is possible to see
not only the extent and manner to which folklore is utilized, but
also how widespread certain folk vocabulary and beliefs are in
the contemporary period.
The contemporary writers of comic books are successful in their
use of folklore and in the commercial sense because they are not
alone as they draw upon their vast reservoir of tradition. The
use of folklore in popular literature provides an arena where
reader connects with the writer. Here they can experience
together a sense of community through shared beliefs and history,
thereby creating a community of the comic world. Familiarity with
this community creates a particularly strong feeling of
membership in a culturally specific reference group and feelings
of shared knowledge and empowerment as participants in a moving
and continuous history. The writers are themselves part of the
"comic" literature community. They respond and intertwine their
works with those of other writers, expecting their readers to
"keep up" and follow the pattern of the larger community and
narrative. This assumes, and rightly so, that their readers are
fairly well informed about current events and the comic world, as
well as mythical and legendary history.
The most fascinating of these traditional inclusions and
incorporation is the presence and use of various folk beliefs
with related themes and characterizations. The repetition and
inevitability of these elements, often with heroic and
supernatural resonance, adds the unusual, the magical, and a
sense of the otherworldly to an existence that is often otherwise
mundane. In Swamp Thing, Sandman, and Hellblazer,
traditional
lore and belief are critical to the development and continuation
of the narrative, and are the basis of character development and
presentation. All three series are considered "horror" stories
and are marketed under DC's "Vertigo" line that is "Suggested for
Mature Readers"; each serial has as
its protagonist a character who is introspective, concerned with
exploring his identity or atoning for past mistakes. In this,
these less "popular" serials closely resemble the "Batman" of the
1980s, who was at the time far more concerned with putting to
rest personal ghosts than were other mainstream "super heroes."8
This characterization has become common in action comic series,
perhaps an indication that members of the general population are
also questioning their own identities and roles.9
Comic book readers will cull
what they can from what they are offered, and here there is a lot
to be learned for the inquisitive reader. Just as the earlier
"Loony Tune" fans had classical music on their minds as they
watched, the audience reading Swamp Thing, Hellblazer, or
Sandman
are bombarded with archetypes, tirades of hell lords, fallen
angels, and tricksters. This inclusion does not stop with the
more obvious or well-known. Lesser known examples of folk
religion such as the triumvirate of hell as mentioned in the
Kabbalah appear in all three series; the demon Nergal, a
Summarian Nether world deity, appears in Swamp Thing and
Hellblazer.10 In fact, in Swamp Thing 97 two of the triumvirate
of hell are named, Azazel and Beelzebub. As a common name for the
devil, the use of Beelzebub is not surprising. Az
azel, however,
is mentioned only in the apocryphal books of the Hebrew Bible as
a fallen angel and is an obscure reference indeed.11 Equally
curious is the appearance of Lilith, the apocryphal first wife of
Adam, in the Sandman series. Lilith is mentioned only once in the
Hebrew Bible (Isaiah 34:14) and is developed as a character only
in the Apocrypha of the Hebrew Bible and in the Aggadah, the
Rabbinical commentary on the Hebrew Bible.12 This ongoing and
interactive creative process, clearly then does not rest on the
gray matter of a few writers or with the products of oral culture
alone; writers include ideas and themes that have been searched
out from texts through personal research and study.
While it is clear that comic book writers do make use of
folkloric and religious reference tools (Neil
Gaiman, the author of Sandman, indicates his use of Frazer
and Lang), they are not reference tools that would necessarily be
considered "acceptable" from a scholarly point of view. The
sources referred to are those that are commonly termed "popular
culture" or which represent older and out-dated approaches and
theories of the study of religion and folklore. These texts are,
however, the standard sources that an average reader wanting
information about folk religion and ritual finds in general
bookstores and reads with pleasure. Joseph Campbell's works are
consumed by the public today as were Robert Graves's in his time,
and are often credited within the text of these comics. Gaiman
provides the title of Alfred Watkins's The Old Straight Track as
well as naming Andrew Lang in the credits of his DC miniseries
The Books of Magic. Similar sources are even given in more
mainstream comic series; one Batman episode is captioned by
quotations from The Dictionary of Magic and Superstition.
Constantine...con
man...joker, thief...magus?
Who the hell is he?
Unlike the Batman, the principal characters in the three series in question do possess
certain traditionally acknowledged "unearthly" powers. Alec
Holland, the Swamp Thing, is an incarnation of the vegetation
elemental; he is a plant, and can become incarnate through any
form of organic matter. Dream is the Sandman, a familiar
character in folklore. In the world of comic books, he is also
one of seven immortal siblings called "The
Endless," and as the Lord of Dreams he can move easily
through time, space, thought, and matter. John Constantine, the Hellblazer, is ostensibly "just a
bloke," an ordinary mortal.13 He is also a talented magician
who can move through various phases of time and space with powers
enough to outwit all three lords of Hell.14 One the surface
these characters appear dynamic and novel, referencing elements
of folklore tradition. They also embody in their
characterizations, plot development, and in story-lines a
modified version of the older academic theory of archetypes, the
personification of the stock elements and an understanding of the
collective unconsciousness of the collective unconscious.
In the realm of past academic research in this theory of archetypes
and psychic unity, nineteenth-century scholars explored and
advocated polygenesis. This theory offered spontaneous creation
as the explanation for the appearance of similar tales and
characterizations in separate cultures, where lines of
transmission could not be traced. Carl G. Jung expanded this
theory, arguing that archetypes were not independent inventions,
but rather operated independent of human consciousness, and were
in fact an inheritance from the collective unconscious. Jung
stated in 1957, "Mind is not born as a tabula rasa. Like the
body, it has its pre-established individual definiteness; namely,
forms of behaviour.They become manifest in the very-recurring
patterns of psychic functioning . . . The psychological
manifestations of the instincts I have termed archetypes. The
archetypes are by no means useless archaic survivals or relics.
They are living entities, which cause the preformation of
numinous ideas or dormant representations."15
While cross-cultural comparisons and the study of archetypes have
been argued against and discarded as unworkable in academic
circles, works on these subjects, like that of J. G. Frazer,
Andrew Lang, and Robert Graves, as well as the subsequent work of
Jung, are still very popular with comic book writers and their
audience. Neil Gaiman, the creator of Sandman, tells of rejecting
a book on mythic archetypes not because of any intellectual
disbelief, but because "there's a level on which you shouldn't be
trying to do this stuff too consciously. There's a level on which
you should know how it feels, on which you go by gut feeling, and
you know that you've succeeded when the story feels
inevitable."16 The idea is not to consciously follow or obey a
set pattern. If it is done correctly, in Gaiman's view, it will
fall into that pattern. This argues not for a conscious use of
academically "identified" archetypes, but in keeping with Jung,
the development of characterizations that fit our past and
unconscious definition of archetypes.
Such understanding of archetypes is clearly at work in these
serials, particularly in the work of Jamie Delano in Hellblazer.
As the character John Constantine explains to a group of fellow
magicians, "Well, the way I see it, the God that we're dealing
with is an archetype of human consciousness. It's a response to
an emotional stimulus-a race memory of a time when our brains
worked differently-a time when gods were real because we lived
more in the creative right side of our brains than in the
'rational' universe of the left."17 This is a far cry from the
"POW-zap" mentality with which comic book readers and writers
have usually been credited.
Whether or not the creators, their illustrators, or the readers
of comic books individually and personally believe in a
collective unconsciousness is moot. The point is not whether they
actually subscribe to these theories in terms of their personal
beliefs, but that the writers do make use of such elements in the
fiction they create, developing the mystical nature and
atmosphere of such an interpretation of psychic unity, and that
the readers do cull these elements from the works they read. The
characterization of the Swamp Thing as the Green Man of folklore,
the continuous references to the "trickster" in relation to John
Constantine, the hero quest of Dream, and the central role of the
Hecatae in Sandman make this clear. While the readers may or may
not consciously understand these as archetypal representations,
they certainly understand their use in these series on an
unconscious level, expecting certain events, actions, and
responses from their archetypal heroes as is evidenced by letters
from readers printed at the end of each issue. In the same way
abstract expressionist, Aldolph Gottlieb (1903-1974) sought to
appeal to his viewer's collective unconscious by conveying images
of universal meaning through his work with pictographs,18 it
appears that the comic books of the late twentieth century
present characters that appeal to their readers' collective
unconscious by conveying narratives laced with references of
universal meaning.
The pseudo-history of the Swamp
Thing is a classic example of the way in which archetypes are
used in comic books. William Anderson in The Green Man: The
Archetype of our Oneness with the Earth, discusses the
wide-spread traditions of "the green man"- walking, sentient
greenery, the vegetation god.19 The Swamp Thing was once a man,
Alec Holland, whose consciousness was infused with the organic
matter of a Louisiana swamp when Holland's human body perished in
a fiery chemical explosion.20 Initially, in the first Swamp Thing
series, that is all there was to it. But over the course of
twenty years a number of different writers and illustrators have
refined the meaning and identity of this character, bringing to
it their own knowledge folklore, their personal creativity, and
their own understandings of this motif until they have quite
clearly, whether consciously or not, created an "elemental." The
Swamp Thing is lately perceived by his writers (though not
originally by his creator, Len Wein) to be in fact THE elemental,
the world's god. The very characterization of Swamp Thing is an
argument for polygenesis, for he is one of a long line of
diversely shaped and located earth elementals spanning from
ancient China to Mexico, from Liverpool to the bayous of
Louisiana.
Jung in "The Phenomenology of
the Spirit in Fairytales" writes, "The hallmarks of spirit are,
firstly, the principle of spontaneous movement and activity;
secondly, the spontaneous capacity to produce images
independently of sense perception; and thirdly, the autonomous
and sovereign manipulation of these images."21 As a combination
of the human body with vegetation, the Green Man is a composite
figure and symbolizes the union of humanity and the natural
world. As such he knows and utters the laws of nature. He is also
attached in his consciousness to the spirit of the earth, the
very nature of the world. As an archetype of the vegetation god,
the Swamp Thing is also the personification of this archetype of
spirit. As the earth's god he feels changes and alterations in
the spirit and condition of the "Green," the organic world, and
through the "Green" he can send himself, or rather, generate
himself, anywhere and through anything that was ever organic
matter. In Hellblazer 10 he even materializes out of a box of
cigarettes.
This personification of the Swamp Thing as the green man of all
the world, the ultimate archetype, is clearly indicated in the
narrative cycle where the lives of earlier versions of others
like himself are revealed to the Swamp Thing. In Swamp Thing 47
an older incarnation says, "I am drowning in their ancient
intelligence . . . their bottomless . . . memories." These
earlier representations of the green man in Swamp Thing bear a
considerable similarity to the recorded folklore traditions of
the green man as well. In fact, in Swamp Thing 47, one of these
manifestations is called "Jack-in-the-Green," a traditional
character from English May Day celebrations usually represented
as a figure decorated with holly and ivy leaves. J. G. Frazer
regarded " . . . Jack in the Green as a relic of European tree
worship,"22 and it is fairly clear that the writer of this
episode, Alan
Moore, made this same connection. Similarly, the character
"Lady Jane" of Swamp Thing 120 and forward is related to "Jenny
Greenteeth," a green hag who traditionally haunts Yorkshire bogs.
The clearest conscious connection, however, between Swamp Thing
and the folkloric "green man" is his appearance in Swamp Thing
124 both visually and in text as the incarnation of the Aztec
corn god, Xipe Totec.
Page 2
Endnotes
1. R. W. Brednich, "Die Comic Strips als Gegenstand der
Erzahlforschung," Studia Fennica 20 (1976): 230-240.
2. M. H. Abrams, A Glossary of Literary Terms, 4th ed. (New York:
Holt, Rinehart and Winston, 1981), 63.
3. Alan Dundes, "The Study of Folklore in Literature and
Culture: Identification and Interpretation," The Journal of
American Folklore 78(307): 136-142, 1965, 136.
4. The art work in these "mature suspense" comics is worthy of
study alone. The illustrations frequently convey meaning and
narrative independent of the text or in unspoken conjunction with
it.
5. The appearance of Thomas the Rhymer and Baba Yaga (Books of
Magic 3), Loki (Sandman 28), the legend of the parliament of
rooks (Sandman 40) or Solomon Grundy and the creation of a Golem
(The Swamp Thing 11 and 12, first series) are examples. For a
brief discussion of motifs in comic books see R. L. Baker,
"Folklore Motifs in Comic Books of Superheroes," Bulletin of the
Tennessee Folklore Society 41(1975): 170-174.
6. P. G. Brewster, "Folklore Invades the Comic Strips," Southern
Folklore Quarterly 14 (1950): 97-102, 102. In contrast see, W.
Leipziger, "Die Comics und die Marchen," Freundliches Begegnen 6
(1956): 7-10.
7. For example, see Sandman Special 1 and the "retelling" of the
Orpheus narrative; in Camelot 3000 the Arthurian court moves to
the year 3,000 C. E.; the market scene in The Books of Magic 2
features cameo appearances of famous folkloric, literary, and
historical figures. See also Sally K. Slocum and H. Alan Stewart,
"Heroes in Four Colors: The Arthurian Legend in Comic Strips and
Books," in King Arthur Through the Ages II, edited by Valerie M.
Lagorio and Mildred Leake Day (New York: Garland Publications,
1990).
8. See Frank Miller's work in the DC series, The Dark Knight
Returns.
9. See Pamela Robin Brandt, "Infiltrating the Comics," Ms.
(July/August 1991): 90-92; see also Peter Prescott with Ray
Sawmill, "The Comic Book (Gulp!) Grows Up," Newsweek (18 January
1988): 70-71.
10. The Penguin Dictionary of Devils and Demons (New York:
Penguin Books, 1978), 198, describes Nergal as "Demon of the
second class. First honorary spy of Beelzebub. His wife is called
Allaton . . . His duty was to carry out menial tasks in the
infernal court." Fred Getting's Dictionary of Demons: A Guide to
Demons and Demonologists in Occult Lore (North Pomfret: David &
Charles, 1988), 174, describes him as the "Lord of the Babylonian
equivalent of Hades, husband of Ekeshhkigel."
11. Azazel is named in the Books of Enoch and Jubilees as one of
the host of heavens that came down to earth and " . . . went into
the daughters of men" thereby populating the earth with giants.
These apocryphal narratives are regarded as later attempts to
clarify and elucidate the vague reference to the "nephalim" or
"sons of God" as mentioned in Genesis 6:1-4. Azazel is also
mentioned in Lev. 16:8, 10, and 26 as the "Azazel goat" upon
which Aaron places the sins of the population, then sends out
into the desert. Greek and Latin versions of the Bible translated
Az'azel as "goat that departs," hence the term "scapegoat."
Rabbinical commentary understood Azazel as the place to which the
goat was driven, while modern biblical commentary understands
Azazel as the personal name of a demon who resides in the
wilderness. See The Apocryphal Old Testament, ed. by H. F. D.
Sparks. (Oxford: Clarendon Press, 1984).
12. See Raphael Patai, "Lilith," Journal of American Folklore
77:306 (1964): 295-314.
13. Neil Gaiman, The Books of Magic 3. (New York: DC Comics,
1991), 2.
14. Jamie Delano, Hellblazer 45. New York: DC Comics, 1991).
15. C. G. Jung, Psyche and Symbol: A Selection from the Writings
of C. G. Jung, edited by Violet S. de Laszio. (Garden City:
Doubleday, 1958), ii.
16. Steven Miller and Peter Sanderson, "Interview with the
Sandmen," Amazing Stories 185 (November 1990): 29-36, 33; also
Neil Gaiman, personal communication, 12 July 1995.
17. Jamie Delano, Hellblazer 22. (New York: DC Comics, 1989),
6.
18. William Anderson, Green Man: The Archetype of Our Oneness
with the Earth. (London: Harper Collins, 1990), 25.
19. Lawrence Alloway. The Pictographs of Adolph Gottlieb. New York: Hudson Hills Press, 1994.
20. A popular motif in the comics of the 1960s and 1970s was the
creation of a super hero as the result of a freak scientific
accident, i.e. Spiderman, the Hulk, Aquaman, etc.
21. Carl Jung, Four Archetypes, Mother, Rebirth, Spirit,
Trickster, trans. R. F. C. Hull. (Princeton: Princeton University
Press, 1970), 90.
22. Funk and Wagnalls Dictionary of Folklore, Mythology, and
Legend, edited by Maria Leach. (New York: Harper and Row, 1972),
534. SeeSwamp Thing 68.
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