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Newfolk: NDiF: Folklore and the

New Directions in Folklore 2 (formerly the Impromptu Journal) January 1998 Newfolk :: NDiF :: Archive :: Issue 2 :: Page 1 :: Page 2

Folklore and the Comic Book: The Traditional Meets the Popular

Amanda Carson Banks Elizabeth E. Wein

"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 ; 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 Newfolk: NDiF: Folklore and the Comic Book

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 (, and ) 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 and use of various folk beliefs with related themes and characterizations. The repetition and inevitability of these elements, often with heroic and 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 Newfolk: NDiF: Folklore and the Comic Book

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 "" of the 1980s, who was at the far more concerned with putting to rest personal 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 lords, fallen , 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 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 and is an obscure reference indeed.11 Equally curious is the appearance of Lilith, the apocryphal first wife of , in 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 (, 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. 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 . 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..., 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. , the Swamp Thing, is an incarnation of the vegetation elemental; he is a plant, and can Newfolk: NDiF: Folklore and the Comic Book

become incarnate through any form of organic matter. is the Sandman, a familiar character in folklore. In the world of comic books, he is also one of seven immortal siblings called "The ," and as the Lord of Dreams he can move easily through time, space, thought, and matter. John , the Hellblazer, is ostensibly "just a bloke," an ordinary mortal.13 He is also a talented 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 in Hellblazer. As the character explains to a group of fellow magicians, "Well, the way I see it, the 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 were real because we lived more in the creative right side of our brains than in the 'rational' universe of Newfolk: NDiF: Folklore and the Comic Book

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 of folklore, the continuous references to the "" 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, ) 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 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 Newfolk: NDiF: Folklore and the Comic Book

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, , 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.

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Endnotes

1. R. W. Brednich, "Die Comic Strips als Gegenstand der Erzahlforschung," Studia Fennica 20 (1976): 230-240.

2. . 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 (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 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, Newfolk: NDiF: Folklore and the Comic Book

1990).

8. See Frank Miller's work in the DC series, .

9. See Pamela 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 (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 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 , 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. (: 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 , , 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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New Directions in Folklore 2 (formerly the Impromptu Journal) January 1998 Newfolk :: NDiF :: Archive :: Issue 2 :: Page 1 :: Page 2

"Folklore and the Comic Book" (Page 2)

Amanda Carson Banks Elizabeth E. Wein

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 , the Trickster. Constantine made his 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 , 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. Newfolk: NDiF: Folklore and the Comic Book

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 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 Newfolk: NDiF: Folklore and the Comic Book

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 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 Newfolk: NDiF: Folklore and the Comic Book

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 ," 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. Newfolk: NDiF: Folklore and the Comic Book

Bird, D. A. "Folklore in Mass Media," Southern Folklore Quarterly 40 (1976): 304.

Briggs, Cliff. "The Neil Gaimen, Interview," Comic Shop News 270(Sept. 2, 1992):4-7.

Brggemann, 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, . "Something up their Sleeve," Amazing Heroes 185 (November 1990): 43-47.

Sabin, Roger. : 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. Newfolk: NDiF: Folklore and the Comic Book

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.

Newfolk :: NDiF :: Archive :: Issue 2 :: Page 1 :: Page 2 Newfolk: Amanda Carson Banks

New Directions in Folklore Newfolk :: NDiF :: Archive

Amanda Carson Banks, Ph.D.

Amanda Carson Banks discovered comic books while writing her dissertation. Because or despite this interest, she received her Ph.D. in Folklore from the University of Pennsylvania in 1994. Her interests include Biblical folklore, 18th and 19th century religious movements and millennial groups, and contemporary alternative religion. She is currently the Senior Information Officer for the Graduate School at Vanderbilt University in Nashville, TN and lectures in the Department of Religious Studies and the Divinity School. When asked what she is the most proud of in her life, she always answers "My family -- check them out at my web site.

Bibliography

Folklore and the Comic Book: The Traditional Meets the Popular (article)

Newfolk :: NDiF :: Archive Newfolk: Elizabeth E. Wein

New Directions in Folklore Newfolk :: NDiF :: Archive

Elizabeth E. Wein

Elizabeth E. Wein has a PhD in Folklore from the University of Pennsylvania. She is the author of the Arthurian fantasy novel The Winter Prince, available from Baen Books, and has published short stories in several fantasy anthologies. She lives with her husband and daughter, Tim and Sara Gatland, in Marlow, England, "between-Maidenhead-and-Henley-on-the-Thames." Elizabeth continues to dabble in academia, and she is currently at work on two new novels.

Bibliography

Folklore and the Comic Book: The Traditional Meets the Popular (article)

Newfolk :: NDiF :: Archive