"Folklore and the Comic Book" (Page 2)
Alan Garner defines archetypes as "the elements from which our
emotions are built . . . give(n) separate names . . . "23
Clearly, one of these named must be a version of the "Green Man."
The writers of Swamp Thing have hit upon the emotional and
mysterious impact of this archetype and have connected and
reworked it into a new mythology of their own. What is remarkable
about the writers who work with this theme is how neatly they tie
their connections together, and how convincingly researched are
their forays into the lore of other countries ranging as far
abroad as China and Africa. In Swamp Thing we see the archetype
of the green man and the created archetype of the "earth
elemental" so intertwined with the imaginary comic world that it
is hard to separate the conscious use of the folkloric from the
inadvertent use of folklore based on memory and culture, or from
the creative imagination.24
John Constantine, the "Hellblazer,"
himself represents yet another of the "elements from which our
emotions are built."25 He is the Fool, the Gambler, the
Trickster. Constantine made his first appearance in Swamp Thing
37, and three years later he became the main character in a "spin
off" series of his own, Hellblazer. In Hellblazer, Constantine is
continually referred to as "the Gambler"; he makes an easy living
in betting offices and is shown winning again and again at
slight-of-hand games. Jamie Delano, the script writer for most of
the first forty issues, is well aware of the imagery within which
he was working. He consciously makes the connection to folklore
and folk religion, and even includes references to various occult
works as well as to cards in the tarot deck.
The Trickster, Alan Garner writes, " . . . enters the world as a
force without direction. He has no knowledge of bad or good.
Through his cunning he changes the world, but his actions often
appear to go wrong, so that his benevolence results in death, and
his anger gives life. He is his own victim, a creature of 'bliss
and blunder', but he learns, and the story ends with his coming
into rebirth."26 As both
destroyer and creator, Constantine is indirectly responsible for
the deaths of both his parents and most of his friends. He is a
brother-killer, guilty of strangling his twin with his umbilical
cord while they are both still in the womb. Yet he is the
biological father of the vegetation elemental who will follow the
Swamp Thing and who, in the comic world, is eventually expected
to redeem the world. Jung writes of the trickster, "From his
penis he makes all kinds of useful plants. This is a reference to
his original nature as a Creator, for the world is made from the
body of a god."27 In fathering the new "plant elemental"
Constantine does precisely that.
This subtle and not-so-subtle use of archetypes in Swamp Thing
and Hellblazer may seem tremendously farfetched, but it is
precisely what is portrayed for the readers. The deep meaning is
consciously and overtly there, made plain for the interested
reader, and subtly made available for the passive or uninitiated
reader. Even the artwork echoes this meaning-for the mark of a
successful comic book is one where the writers and illustrators
work together, enhancing each other's craft, both offering
insight into what makes the story a whole. Artists can take
certain liberties with the comic book script, altering it as they
see fit so as to enable the incorporation of their art work. An
example of this use to subtly convey a theme is in Hellblazer 39,
where Constantine is represented throughout the issue by
different tarot cards. The episode is entitled "The Hanged Man,"
and although no mention of this is made in the text, on the title
page Constantine is seen lying on a tombstone, upside down to the
viewer, with this legs crossed in precisely the same position of
the "Hanged Man" of the tarot deck.28 This tarot imagery is
repeated later where Constantine is shown walking a rocky strand
in the dark, carrying a lantern, like the card representing the
"Hermit".29
It's just, ever since Newcastle,
the last ten years,
Ever since Newcastle,
I've been having these
Nightmares
Bad ones, most nights, and
I wondered
If the characters in Swamp
Thing and Hellblazer represent typical archetypes that appeal to
Western "human unconsciousness" and appear to be popular because
of this, one might expect Neil Gaiman's popular Sandman series to
follow a similar pattern. This is not quite so, though the
principal character, the
Sandman" - alternately referred to as Dream, Morpheus,
Oneiros, and the Lord of Dreams - does exhibit certain archetypal
"hero qualities."30 Instead of the portrayal of the principal
character as a representation of a single archetype, the entire
series is a journey through folklore, myth, legend, and
imagination where archetypal motifs are continually brought to
the fore.
The most evident of these is that of the mother goddess: the
Hecatae, the Fates, the Eumenides, the "kindly
ones," the "three-in-one goddess" incarnate as maid, matron,
and crone. This theme occurs again and again with the story lines
of Sandman revolving around three central female characters, each
one an incarnation of one particular aspect of the Hecatae. They
first appear in Sandman 2. That each incarnation of the Hecatae
is actually the same being is clearly illustrated in a
three-panel sequence where a gargoyle is shown snatched up by the
crone, stuffed into the mouth of the mother, and chewed by the
maiden, as though this were one composite set of actions
performed by the same character. The consistent action makes
clear that the women represented are not actually shifting
places, but guises. Such a trio further appears alternately as
three doomed women in a diner where, though mortals, they come
together and "tell the future" accurately, but misleadingly as do
the Hecatae;31 they appear as Adam's three wives, the maiden
(unnamed), the matron (Lilith), and the Crone (Eve);32 and in a
less obvious form, in Sandman 10-16 where they appear as Rose
Walker, her mother, and her grandmother. Incidentally, this motif
is subtly prevalent in all three series, for example, as Lady
Jane, Teife, and Abby in Swamp Thing 120 and forward. This is a
different kind of archetype, relying less on Jungian
interpretations and more on traditional Celtic and pagan thought
as represented in Robert Graves's imaginative The White Goddess.
Nevertheless, there is a definite representation and examination
of the human psyche at work here. The three stages of female
development are obvious and inevitable, and their portrayal
alternates between ancient and Christian representation.
If Swamp Thing, Sandman, and Hellblazer share this use of
archetypal creation, they also share a use of the traditional
hero quest tale, that of the fall, death, and rebirth of the
protagonist.33 We see this cycle continually in the character of
the Swamp Thing, who casts off his body and recreates a new form
afresh from the life force around him. As the green man he is a
symbol of the relationship of eternity to time, a figure that is
continually sacrificed, who descends to the underworld, and is
then reborn. Likewise, in Hellblazer 44 and 45 John Constantine,
in a last effort to fight off lung cancer, makes a bargain with
hell. This bargain is engineered in such a way that his soul
cannot be claimed without causing hell to destroy itself, so
Constantine must undergo a curative process, and continue to live
indefinitely. Here Constantine "dies," descends to hell, and is
reborn. This classic Christ-like pattern or mythic quest of the
hero is even more overtly played out in Sandman 1-8 where the
Sandman, as the protagonist, falls from grace, passes through a
number of trials (again including a descent into hell), and then
come to his final victory.
If, indeed, folktales address certain needs and issues in
society, then the inclusion of archetypes and versions of the
ultimate "hero quest" in at least three major comic book series
reveals something about the needs and desires of our society.
According to the understandings of such contemporary writers,
archetypes will reappear to re-balance society at different
places and times independent of traceable lines of transmission
because they are part of this permanent unconsciousness of
humankind. So the reappearance of the "Green Man" today is, in
the words of William Anderson, a " . . . rising up into our
present awareness in order to counterbalance a lack in our
attitude to nature"34, and the appearance of the trickster,
hecate, and hero are responses of society toward chaos and
control.
Separate from such unconsciousness interpretations, the current
popularity of concepts of the psychic unity of humankind and a
collective unconsciousness of the spirit in contemporary
literature most likely relates to feelings of alienation - from
governmental structures, from community, from society, and from
religion - and the growing voice of discontent about one's place
in the larger society within the baby-boomer generation. As this
generation ages, their intellect and curiosity grows, and their
tastes become more refined, and perhaps their feelings of
separation and alienation increase. Comic books respond with more
intricate plots that rely not only on their own created universe,
but also on issues, myths, and characters drawn from the world
around, tying together the world around on both a mythic and
symbolic level and a concrete plane.35 Their texts possess
traditional, recognizable, and familiar subjects that offer the
reader a sense of shared community as world citizens, although it
may be an alternate world.
As a genre that is at root fantasy literature, comic books are a
safe and easy place for readers to explore parts of themselves
and their sense of spiritualism and search from transcendence,
and to examine and experiment with issues that worry or fascinate
them. Comic book characters then actualize their reader's
desires, playing increasingly important and keystone roles in the
very survival of humanity and of the world, fighting off evil
forces of hell, maniacs of corporate America, and aberrations of
nature. The plots narrowly define good and evil in plain and
simple terms, constantly address the ongoing battle between these
forces. Explanations or "truths" are offered, if only
temporarily, for those events that seem otherwise without meaning
and without explanation. The legendary historical background of
these series, furthermore, is constantly in a state of flux; each
writer plays off another's ideas, intertwining his or her own
story line with another's, rewriting, reshaping, and redefining
past issues, all the while refining and defining the comic
universe, its history, and its meaning. The writers of comic
books and their readers have settled on the use of archetypes to
portray the interconnection of the real and the unreal, the
mythic and the factual, the worldly and the otherworldly, and
through this use, they are able to define their own world a
little more clearly.
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Endnotes
23. Alan Garner, The Guizer: A Book of Fools. (London: A. G.
Hamilton, 1975), 9.
24. This creation as opposed to a "recreation" has reached a
highly polished level in the pages of these works. Gaiman's
"Tales in the Sand" (Sandman 9) appears so similar in style to
the traditional folktale that scholars, students, and readers
alike asked him where he had found the story.
25. Garner, 9.
26. Garner, 9. For further discussion of the trickster figure as
archetype and its use in contemporary literature see M. Suzanne
Evertsen Lundquist, The Trickster: A Transformation Archetype.
(San Francisco: Mellen Research University Press, 1991); Shoko
Yoshimoto Miura, The Trickster Archetype: His Function in
Contemporary Fiction (Diss. University of California, Los
Angeles, 1982).
27. Jung, 1970, 143-144.
28. Jamie Delano, Hellblazer 39. (New York: DC Comics, 1991),
2.
29. Jamie Delano, Hellblazer 39. (New York: DC Comics, 1991), 17,
21.
30. Alan Dundes, "The Hero Pattern and the Life of Jesus," in
Protocol of the Twenty-fifth Colloquy, ed. W. W. Fellner.
(Berkeley: The Center for Hermeneutic Studies in Hellenistic and
Modern Culture, 1976).
31. Neil Gaiman, Sandman 6. (New York: DC Comics).
32. Neil Gaiman, Sandman 40. (New York: DC Comics).
33. Or as Campbell separates it, the departure, the initiation,
and the return. See Joseph Campbell, The Hero with a Thousand
Faces. (Princeton: Princeton University Press, 1949), Part I .
34. Anderson, 25.
35. The readers of these "mature suspense" comic books are
largely older individuals from a college-educated background. See
Janet McConnaughey, "Literature in Comic Books," The Tennessean
(4 April, 1993), 4 ff.
Further Reading
Baker, R. L. "Folklore Motifs in Comic Books of Superheroes,"
Bulletin of the Tennessee Folklore Society 41 (1975): 170-174.
Bird, D. A. "Folklore in Mass Media," Southern Folklore Quarterly
40 (1976): 304.
Briggs, Cliff. "The Neil Gaimen, Jill Thompson Interview," Comic
Shop News 270(Sept. 2, 1992):4-7.
BrŸggemann, T. "Das Bild Frau in den Comics," Studien zur
Jugenliteratur 2 (1956): 3-29.
Daniels, Les. DC Comics: Sixty Years of the World's Favorite
Super Heroes. Bulfinch Press, 1995.
Goulart, Ron. The Great Comic Book Artists. New York: St.
Martin's Press, 1989.
Harvey, Robert C. The Art of the Comic Book: An Aesthetic
History. (Popular Culture Series). University Press of
Mississippi, 1996.
Inge, M. T. "Comics as Culture," Virginia Commonwealth Magazine 4
(1975): 6-+.
Inge, M. T. "Comic Art," in The Handbook of American Popular
Culture ed. Connecticut, 1978.
Jones, Gerard and William Jacobs. The Comic Book Heroes. Prima
Publications, 1996.
Kagelmann, H. J. Comics - Aspekte zu Inhalt und Wirkung. Bad
Heilbrunn/Obb. , 1976.
Kempkes, W. L. International Bibliography on Comic Literature.
New York, 1974.
Leipziger, W. , "Die Comics und die Marchen," Freundliches
Begegnen 6 (1956): 7-10.
Lewis, M. E. B. "The Study of Folklore in Literature: An Expanded
View," Southern Folklore Quarterly 40 (1976): 349-+.
Maddox, Mike. "Planet Neil," Amazing Heroes 186 (December 1990):
44-51.
McCue, Greg S. and Clive Bloom. Dark Knights: The New Comics in
Context. Pluto Press, 1993.
McPherson, Darwin. "Something up their Sleeve," Amazing Heroes
185 (November 1990): 43-47.
Sabin, Roger. Adult Comics: An Introduction. New York: Routledge,
1993.
Savage, William W. Comic Books and America, 1945-1954. Norman:
University of Oklahoma Press, 1990.
Smith, G. P. "The Plight of the Folktale in the Comics," Southern
Folklore Quarterly 16 (1952): 124-127.
Vance, Michael. Forbidden Adventures: The History of the American
Comics Group. (Contributions to the Study of Popular Culture, No
53) Greenwood: Greenwood Publishing Group, 1996.
Veitch, Rick. "What Would have Happened in 'Swamp Thing' #88-92,
Comic Buyer's Guide 803 (April 7, 1989): 20.
Waugh, Coulton. The Comics (Studies in Popular Culture Series).
Jackson: University Press of Mississippi, 1991.
Wiater, Stan, Stephen R. Bissette. Comic Book Rebels:
Conversations With the Creators of the New Comics. Donald I Fine
Press, 1993.
Wooley, C. "An American Mythology," The Harvard Journal of
Pictorial Fiction (Spring 1974): 24-30.
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