Dee Goong An – Celebrated Cases of Judge Dee


Translated and with an Introduction and Notes by Robert van Gulik (Dover Press)
ISBN: 978-0-486-23337-5

I’m straying a little far from my customary path today and reviewing a prose book with traditional Chinese illustrations (only nine, but they are eerily effective) that impressed me mightily when I picked it up. That happy event was itself inspired after seeing the Hark Tsui movie Detective Dee: Mystery of the Phantom Flame on television – so don’t believe people when they say there’s nothing good on the box…

Both film and book are based on the fictionalised exploits of a genuine crime-fighter named Ti Jen-chieh (or maybe Di Renjie – we inexplicably called their capital city Peking for centuries so us westerners are playing safe these days with anglicised names…) who lived between 630-700AD during the early days of China’s Tang Dynasty (approximately 600-900AD).

The role of Regional Magistrate then encompassed the roles and duties of intelligence-gathering detective, enforcing policeman and prosecuting attorney as well as judge – although he was by no means the final arbiter, as all legal pronouncements had to be ratified by the Imperial Court and legislature – and this seemingly impossible conflict-of-interest and apparent rat’s nest of a legal system is engagingly and elegantly addressed in the ‘Translator’s Preface’ by Sinologist, diplomat, historian, musician, researcher and latterly dramatist Robert Hans van Gulik, who even provided the majority of the illustrations in this volume.

Van Gulik (1910-1967) was born in the Netherlands and, as the son of an Army medical officer, spent most of his early life in the Dutch East Indies (today’s Indonesia). Growing up in Batavia (modern Jakarta) he learned Mandarin as well as many other languages and after graduating from the University of Leiden in 1935 joined the Dutch Foreign Service, and was posted to Japan, China and other Far-Eastern nations. His studies at Leiden (1929-1934) encompassed Dutch Indies Law and Indonesian Culture, and the tireless young man was awarded a Doctorate for his dissertation on the “horse cult” of Northeast Asia, and even whilst working as a junior civil servant continued his researches, publishing privately and becoming an acknowledged European authority on Chinese Jurisprudence.

Van Gulik was actually in Tokyo when Japan formally declared war on the Netherlands in September 1941 and, after a brief period of diplomatic internment, was evacuated in 1942, spending the remainder of the war in South-West China as part of the Dutch Mission to the Chinese Nationalist government of Chiang Kai-shek, based at Chongquing.

The scholar married Shui Shifang, daughter of an Imperial Mandarin of the Manchu Dynasty, and once the war ended lived with her and their four children as Dutch diplomatic personages in locales as varied as Washington DC, New Delhi, Kuala Lumpur and Beirut.

In 1965 he became Dutch Ambassador toJapan, a post he held until his death.

As if that wasn’t impressive enough, he also found the time to resurrect a venerable Chinese hero, reinvigorate a nearly lost art-form and create a fascinating cross-cultural genre…

Judge – or variously and as often, DetectiveDee‘s Tang Period exploits were recounted and largely fictionalised by many later Chinese authors (as were quite a few other historical figures), particularly during the Ming Period (1368-1644), and many of Dee’s cases – real and made up – were still being bastardised and rewritten as late as the 1920s, but he got his shot at global stardom thanks to the Second World War.

The conflict erupted through the Pacific East (beginning either withJapan’s invasion ofChinain 1931, its attack on French possessions in September 1940 or the infamous bombing ofPearl Harborin 1941, depending on which historian you read) and after Van Gulik’s detention and reposting toChinaserious research was impossible.

Constantly on the move during the war years yet with plenty of time on his hands, van Gulik famously began translating an old copy of Dee Goong An he had found in a second-handTokyo bookshop. The task occupied much of his time between 1941-1945 and, after privately publishing the result in 1949, the translator became deeply enamoured of the character and the potential of combining the deeply disparate disciplines of Western and Eastern crime fiction.

Fuelled by inspiration, he determined to combine the two poles-apart forms into something fresh, ancient and truly magical.

Soon van Gulik’s wholly original stories began appearing, starting with The Chinese Maze Murders in 1951 (originally only published for Japanese and Chinese speakers), promptly followed by The Chinese Bell Murders and The Chinese Lake Murders. Sales were strong and in 1957 the novels were at last released in English and thereafter English editions of successive books preceded Oriental iterations.

There were six more novels and a collection of short stories until his untimely death from cancer cut short the mythical mystery tour, but his hybridisation of Eastern and Western detection fiction into a wholly new species of story continues to capture the attention and imagination of readers everywhere…

The cases in this initial groundbreaking volume are historical ones – if not perhaps actual exploits – of the flesh-and-blood Imperial Magistrate of Chang-Ping, whose many brilliant successes led to his promotion to the Emperor’s Court, where Dee served as a valued and esteemed statesman for the remainder of his days. Thus, Van Gulik spends a generous amount of time setting the scene and providing invaluable background on the incredibly complex but astoundingly bureaucratic and hierarchical feudal society which Dee moves amongst, aided only by his crack team of servant/investigators, all fully described in the ‘Dramatis Personae’ section, as are the suspects, witnesses and guilty parties, whilst the ‘Translator’s Postscript’ at the back provides all the specific detail an enquiring mind could possibly need to know…

So as to the meat of the matter: the esteemed adjudicator Dee is a perfect servant of the Emperor: dutiful, diligent, hardworking and honest, spending his days keeping the complex human machinery of civilisation constantly working. His task is to settle disputes, root out endemic corruption at both humble and high levels and, when necessary, vigorously enforce the State’s laws, operating as both reactive Judge and proactive Agent of Enquiry. Some glaring differences you’ll need to know from the start: torture is legal and encouraged, no one can be convicted unless they confess, and evidence obtained from ghosts, magic or dream premonitions is usually true and fully admissible in court…

The drama, involving three separate cases which somehow become infuriatingly interwoven, begins with a ‘Double Murder at Dawn’ wherein two travelling silk merchants’ bodies are discovered and an innkeeper is framed for their deaths.

After some preliminary investigations it is found that one of the corpses is neither of the merchants but a complete stranger, leading to a vast manhunt across some of the region’s roughest territory…

Adopting a disguiseDeethen accidentally uncovers another killing: one which nobody even realised had been committed…

At almost the same time a prestigious retired Prefect seeks retribution for the motiveless assassination of ‘The Poisoned Bride’ on her wedding night, but the most troubling dilemma involves the formidable widow Mrs. Djou whose husband passed away from a mysterious malady a year previously. Dee is convinced a murder has been committed even though his own coroner can find no sign or means of murder upon ‘The Strange Corpse’ and the arrogantly wilful woman refuses to confess even under the most stringent interrogation. It will take guile, dedication and heavenly intervention to prove motive, means and opportunity, but Dee is prepared to sacrifice his own life, soul and honour to finally bring justice to a forgotten dead man …

Exotic, intriguing and absolutely addictive, these preliminary adventures of Judge Dee are a sheer delight that no fan of comics or fantasy fiction should miss…
© 1949, 1976 Robert van Gulik. No modern copyright invoked for this 2003 Dover Book Edition.

Rose


By Jeff Smith & Charles Vess (Cartoon Books)
ISBN: 978-1888963113

In Bone Jeff Smith created a fully-realised fantasy milieu with which to tell an astounding magical epic as much Tex Avery and Walt Kelly as J. R. R. Tolkien or the Brothers Grimm. Once the prime series was firmly up and running, much of the rich and textured back-story of that incredible world was further fleshed out and filled in by the author in collaboration with top-flight fantasy illustrator Charles Vess in an enchanting dark fable simply entitled Rose.

Many years ago the Harvestar princesses ‘Briar and Rose’ learned the origins of the world and its creatures. When the land was fresh and reality was still closely linked to the world of dreams the first dragon Mim kept the balance between them. However when the malevolent spirit called Lord of the Locusts possessed her, this primal dreamer went mad and began to destroy everything. Mim’s own dragon children were forced to battle her and after horrendous, blood-soaked clashes they triumphed by turning her to stone, burying the rapacious Locust Lord forever. From debris and carnage the valley was created…

Rose is a gifted but inattentive young student, blessed with a great affinity for The Dreaming World, but her elder sister Briar’s “Dreaming Eye” is blind. Most people assume that when the time comes it is Rose who will inherit the throne and role of the People’s protector…

And that day seems not far off when their father tells them that they must depart for Old Man’s Cave and their graduation test. The sisters had been schooled for years by mystic philosophers called The Disciples of Venu to become Veni-Yan-Cari or “Awakened Ones”, strong in the ways of the Dreaming Arts, but the girls never imagined that the day to take up their responsibilities would come so soon.

‘Our Brightest Hope’ opens with the sagacious Great Red Dragon discussing the sisters with the mystic Headmaster. However the gravest news concerns the river dragon Balsaad who may have turned down an old, dark path…

At dawn a small party of soldiers led by Palace Guard Captain Lucius Down escorts the girls on their trip and Rose, as always, brings along her valiant talking hounds Cleo and Euclid. As they set off Briar is even more acerbic and crabby than usual until Rose is overwhelmed by one of her “gitchy” premonitions. The feeling is strong, disorienting but brief and perhaps simply caused by the distracting proximity of the astonishingly hunky Lucius…

The feelings persist throughout the trip and Captain Down, ever-cautious, soon discovers one of the giant rat-creatures known as “Hairy Men” stalking the party, but drives it off with little fuss.

Soon the pilgrims are ensconced at an inn in the village of Oak Bottom where the girls stayed years before as toddlers, enjoying simple, open hospitality. Rose’s interest in Lucius is clear to all and aspects of her awakening gifts manifest with embarrassing frequency. However the noble Captain seems bizarrely concerned with the comfort of ‘The Ice Queen’ Briar…

When the girls at last are safely deposited with their tutors at the cave in ‘We Ask, Teach’ the surly elder girl seems determined to be difficult, challenging the sages at all points and Rose again feels sympathy for her sibling’s lack of the Family’s hereditary powers. Later Rose has a strangely disturbing dream where she and the dogs respond to a small dragon’s pleas for help and rescue it from a river. The scenes suddenly become nightmarish as she is drawn into a dark cavern by a monstrous giant insect which has smothered her mother and father with fiercely clinging locusts…

Shaken and anxious Rose decides to skip school and play with Euclid and Cleo but annoyingly encounters the scolding Red Dragon who chides her for neglecting her responsibilities. However as she rides back, the dogs spot a figure they think is Briar heading up a remote path. Following, a fearsome apparition terrifyingly orders them to ‘Turn Back’ and a storm of grasshoppers attacks, but undaunted Rose and her loyal hounds persevere and are ambushed by the dragon of her dream, grown to colossal size and bristling with mocking ferocity…

‘Balsaad’ is only driven off after a brutal struggle in which Rose severs his hand with her sword and the chastened princess then rushes to her tutors to inform them but is intercepted by Briar who advises her not tell of her dream and its real-world repercussions in ‘The Warning’…

With the season’s first snows falling Rose is summoned to ‘The Cave’ and questioned by the Headmaster, admitting to having encountered the rogue dragon ravaging the countryside but, heeding her beloved elder sister, denies any knowledge of or pertinent dreams about the creature or its dreaded “Emancipator”. Even whilst suspecting that her elders already know the truth Rose sticks to her story and trusts in her sister, confiding that she is going out into the blizzard to destroy Balsaad.

Her faith in Briar is badly shaken however, when she accidentally spots the beguiled Lucius sneaking into her elder sister’s room…

As the heartbroken Rose marches ‘Into the Night…’ accompanied by Euclid and Cleo she discovers a nocturnal gathering of the normally timid Hairy Men, moving to an irresistible rendezvous at some silent command as the nearby hamlet is being eradicated by the rampant Balsaad until he too responds when ‘The Master Calls’, reaffirming his commitment to the hidden Emancipator’s scheme to free the Lord of the Locusts in ‘The Pact’.

At last given license to destroy all the humans – and those pesky dogs – Balsaad roars off whilst Rose, Euclid and Cleo again encounter the Red Dragon in ‘Frozen’. The antediluvian Scarlet Sage is unable to dissuade the indomitable Princess and regretfully advises how to defeat the beast and the hideous sacrifice Rose must enact to make things right…

At ‘Midnight’ Lucius and his men are ambushed by a rabid army of rat creatures leaving just Rose and dogs to save Oak Bottom in an epic battle against the black river-wyrm and his manipulative master but, just as the benevolent Red Dragon predicted, for Rose to fulfil ‘The Promise’, the tragic princess has to abandon all her hopes, dreams and aspirations before reluctantly destroying the greatest love of her life…

Far darker in tone than the series it spun off from, the saga of Rose combines classic mythic themes and borrowed legends to tell a deeply moving parable about family, duty and responsibility, captivatingly made real by one of the world’s greatest fantasy illustrators.

Lovely, thrilling and unforgettable entertainment for anybody with an ounce of imagination…
Rose is ™ & © 2000, 2001, 2002 Jeff Smith. All rights reserved.

OZ: The Wonderful Wizard of Oz


By L. Frank Baum, adapted by Eric Shanower & Skottie Young (Marvel)
ISBN: 978-0-7851-2921-9 (hb)          978-0-7851-2922-7 (tpb)

We all know the story of The Wizard of Oz – or at least the bare bones of it harvested to make the admittedly stunning 1939 film – but the truth is there’s a vast amount from that legendary 1900 novel by jobbing journalist and prolific author Lyman Frank Baum that remained unfilmed, and this superb and faithful adaptation by rabid fan Eric Shanower and artist Skottie Young rectifies and redresses those glaring tinseltown omissions and alterations with stunning skill and mesmerising charm.

As superb an illustrator as author, Shanower himself produced five original graphic novels set in Baum’s magic kingdom (The Enchanted Apples of Oz, The Secret Island of Oz, The Ice King of Oz, The Forgotten Forest of Oz, and The Blue Witch of Oz between 1986 and 1992, recently compiled into one scintillating chronicle as Adventures in Oz) as well as a new prose work, short stories and contributions to various academic and critical volumes on Baum and his creations.

In 2009 Marvel began producing a sequence of miniseries by Shanower and Skottie Young faithfully adapting Baum’s original texts, and the first 8-part classic has been collected as both a premier hardcover and trade paperback edition that will delight and astound both veteran and completely fresh readers.

Much of the familiar skeleton is there. Dorothy and her little dog Toto are spirited away from dreary, flat Kansas by a cataclysmic cyclone in the family house which, after many hours in the air, dumps the pair in a fantastic land of rolling hills and glorious vistas.

Under the fallen domicile is a dead witch and the blue-clad Munchkins who populate the place couldn’t be happier.

When the Good Witch of the North appeared, she explains that Dorothy has done a great thing, but she cannot help the little girl return home to her Uncle Henry and Aunt Em. Nobody has ever heard of Kansas, but perhaps the great and terrible Wizard of Oz could help. Dorothy and Toto are advised to follow the Yellow Brick Road to his City of Emeralds in the centre of Oz, and since the girl’s cheap boots were hardly up to the journey, it’s pretty lucky she was awarded the Silver Shoes of the deceased Hag…

She walked for a long time, feted everywhere by happy, witch-free folks and eventually encountered a scarecrow in a field of corn. He wasn’t much different from the ones at home except that he winked at her and struck up a conversation…

The straw man was uncomfortable and Dorothy extricated him from his uncomfortable position stranded on high with a pole up his back, after which they discussed her plight and the Wizard’s ability to do anything. After relating how he was made the Scarecrow, hoping the green sage could provide him with brains, asked the little lass if he could accompany her to the City of Emeralds…

Their route took them through a darkly wooded area overgrown with trees and as night was falling, Dorothy wanted to stop. The Scarecrow saw a cottage deep in the trees and although it was scary and abandoned they planned to rest there. However, whilst looking for water they heard eerie screams and followed them to a tin woodman immobile and rusting…

Once the little girl had used a handy oilcan to liberate him the Woodsman related a tragic – and gruesome – tale of cursed love and an enchanted axe which that turned an enamoured young man, piece by piece, into an unfeeling kettle without a heart.

Perhaps the Wizard could provide one if he joined them on their quest…?

As they journeyed onwards together through the seemingly endless forest Dorothy’s provisions began to run out and they were attacked by a fearsome and magnificent lion. As Toto bravely defended his mistress, the King of Beasts made to devour the dog and angry Dorothy slapped the savage beast’s face.

The predator crumbled into tears and shared his own tale of woe: a life built on bluff and the permanent terror that all the forest creatures currently afraid of him might discover that the Lion was far more scared of them. He too joined the party for Oz…

As they proceeded on their way they encountered and conquered many perils together: huge gorges cutting across the road, savage sabre-toothed Kalidahs, a huge river and a field of toxic poppies.

It was here that the Lion, Toto and Dorothy fell into an unshakable sleep, but luckily the Tin Woodman saved the life of a Field-mouse who happened to be the Queen of the mice. and in gratitude she bade all her millions of subjects to carry the slumberers to safety after which she gave Dorothy a whistle that could summon aid from the mice should she ever again need it.

Eventually they reached pleasant countryside where all the houses were painted green and at long last saw the high green wall of the City of Emerald…

After much shilly-shallying each postulant was granted an audience with the Wizard, who looked alarmingly different to each one of them and said they could only achieve their heart’s desires if they performed one little task – killing the deadly Wicked Witch of the West…

With no other choice the questors set off for the Land of the Winkies, defeating talking wolves, savage crow armies and killer bees before succumbing to an attack by flying monkeys which dismembered the Scarecrow and the Woodman and saw the Lion and Dorothy dragged off as slaves.

The feisty child’s life was one of terrible drudgery until the Witch stole one of the magic silver shoes and Dorothy threw a bucket of scrub-water over her…

With the Witch dead, the jubilant and liberated Winkies rebuilt the Woodman and reassembled the Scarecrow so that the triumphant adventurers could begin an epic Pilgrimage back to Oz and their promised rewards.

But their trials and tribulations were far from over…

And that’s barely past the half-way point in this astoundingly captivating book which is incontrovertibly the very best adaptation yet of one of the world’s greatest tales.

Shanower’s adaptation provides a far darker, more naturalistically vivid and far edgier atmosphere – after all, this was a story originally written at a time when it was still okay to frighten children or make them feel sad, and the grim facts of harsh life weren’t covered up unnecessarily – whilst Skottie Young’s gloriously stylised and vibrant interpretation is a wonder to behold, capturing idyllic fields of pastoral wonder, strange peoples, fantastic magic, scary beasts and spectacular events with supreme aplomb, all perfectly enhanced by the sensitive colour palette of Jean-Francois Beaulieu and Jeff Eckleberry’s deft calligraphy.

Also included are Shanower’s impassioned introduction ‘Blame it on Toto’, Baum’s original dedication from 1900 accompanied by a superb illustration of Dorothy and Toto by Young, a complete cover gallery of the miniseries, including variants by Shanower himself and J. Scott Campbell, an overview of the novels, theatrical productions and films and a stunning sketchbook section featuring working drawings and designs for Dorothy, The Cowardly Lion, Scarecrow, Tin Woodman, The Good Witch of the North, Toto, Winged Monkeys, The Wizard of Oz and The Wicked Witch of the West. All capped off by a behind-the-scenes feature on how the covers and colour pages were processed and assembled

If you’ve seen the films and cartoons you only think you know Oz. Start reading these magnificently lush and luxurious comics adaptations and learn the truth – and while you’re at it, don’t forget to read Baums’s (unabridged) prose masterpieces too; you can even read them for free, courtesy of Project Gutenberg.

Win, the Wise and Powerful, has Spoken…
© 2008, 2009 Marvel Characters, Inc. All rights reserved.

Bone book 2: Chase that Cow


By Jeff Smith (Cartoon Books)
ISBN: 978-0-96366-9-095-4

Jeff Smith burst out of relative obscurity in 1991 and changed the comics-reading landscape with his enchanting all-ages comic-book Bone. The compelling black and white saga captivated the market and prospered at a time when an endless procession of angst-ridden, steroid-breathed super-vigilantes and implausibly clad “Bad-Grrls” came and went with machine-gun rapidity.

Born in Pennsylvania and raised in Ohio, Smith avidly absorbed the works of Carl Barks, Charles Schultz and especially Walt Kelly from an early age, and purportedly first began producing the adventures of his Boneville creations at age ten.

Whilst attending Ohio State University he created a prototype strip for the College newspaper: ‘Thorn’ was another early incarnation of his personal universe and a valuable proving ground for many characters that would eventually appear in Bone. A high school classmate became a Disney animator and Smith subsequently gravitated to the field before striking out on his own, having mastered the graceful gentle slapstick timing and high finish style which typifies his art style.

He founded Cartoon Books to self-publish 55 delightful black and white issues: a fantasy-quest yarn that owed as much to Tex Avery as J.R.R. Tolkien, as well as his personal holy trinity, Barks, Schultz & Kelly. The thrilling and fantastically funny saga progressed at its own unique pace between 1991 and 2004 and since then has been collected into nine volumes from Cartoon Books (with two further collections of prequels and side tales), reissued in colour by Scholastic Books and even reprinted in Disney Adventures magazine.

At series’ end, Smith issued a monumental one volume compilation (more than 1300 black and white pages) which Time magazine dubbed “the best all-ages graphic novel yet published” and one of the “Top Ten Graphic Novels of All Time.”

Smith has won many awards including 11 Harveys and 10 Eisners. In 2011, a spectacular 20th anniversary full-colour edition of the Brobdingnagian single volume was released, stuffed with extras and premiums. If you’ve got the dough, that’s the book to shoot for…

As you can see there are plenty of versions to opt for but – purist that I am – I’ve plumped for the original Cartoon Books collection where the action commences in Out of Boneville, which re-presents the first six episodes.

Fone Bone is a strange, amorphous, yet affably decent little guy, a thematic blend of Mickey Mouse and Asterix who had been run out of the town of Boneville along with his tall and not-so-bright cousin Smiley Bone. Well to be exact they weren’t, but their dastardly, swindling cousin Phoncible P. “Phoney” Bone was, due to the sort of financial and political irregularities, misdemeanours and malfeasances that bring down presidents – and he only was running for Mayor at the time…

After an incredibly journey the trio were separated and ended up in Lost Valley: an oasis of pastoral beauty hidden from the rest of the world. Along the way Bone was adopted by a dragon he doesn’t believe in, stalked by ghastly rat monsters and befriended by a talking leaf-insect (like a stick insect but flat, not long – and very, very chatty) called Ted.

After a harsh winter living wild in the deep forest he met the beauteous and oddly compelling human girl Thorn. It was Crush-at-First-Sight and he happily accepted an offer to stay with her and grandmother Rose Ben until he could find his lost cousins. He soon came to regret it when Phoney finally turned up and started his old tricks again…

Phoney’s insatiable drive to steal, cheat and fake a buck made life pretty uncomfortable for the besotted Fone Bone, but real trouble was actually brewing in the deep woods where an ancient evil had awoken, driving the stupid, stupid rat creatures who infested the place into a frenzy.

An incredibly old, cold war was heating up again and for the humans of nearby Barrelhaven village the stakes couldn’t be higher. The dark creatures and night-haunts were waiting for the advent of their prophesied one – a small bald creature with a star on its chest – remarkably similar to the one on Phoney’s shirt…

When the assembled horror-hordes attacked the cottage their putative chosen one was long gone…

Phoney had scented money and moved to the hamlet in search of easy marks and, as Thorn and Fone raced to warn the villagers that the beasts had risen, Gran’ma stayed behind to battle the rat things. When Bone’s “imaginary” dragon rescued the fleeing pair, they retraced their frantic steps to find the feisty old biddy had survived and overcome her attackers. Moreover, Rosie and the Dragon were old acquaintances…

As the Dragon returned to the deep woods the humans (and Bone) leave the wrecked cottage and relocate to Barrelhaven, where they find Smiley has been all along, serving drinks in the local tavern. Phoney is there too – working off a tremendous bar-tab and looking to make some easy, preferably illicit cash…

This second stunning compilation collects issues #7-12 of the comicbook and also includes the contents  of premium special Wizard Presents Bone #13½; opening with Thorn and Fone enjoying the bucolic delights of ‘The Spring Fair’.

Our diminutive love-struck hero is in heaven as he strolls with the oblivious Thorn but when her attention is diverted by hunky young travelling honey-seller Tom, Bone gets into a fight with the peddler and the girl, before storming off to find his own sticky treat by raiding a wild bee’s nest in the forest – with calamitous and hilariously painful results.

Phoney meanwhile is planning to fleece the villagers with a betting scam. For years the uncannily robust and unbeatable Gran’Ma has won the annual Great Cow Race (which seemingly consists of stampeding a herd and outrunning them to a finish line) and the riotous event has become her very own yearly moment of glory.

Now the wily rogue and his gullible patsy Smiley are taking bets against her, whilst disseminating disinformation that she is ailing and past her prime. All the smart money – chickens, goats, sheep etc. – is on a dark horse “Mystery Cow”…

And with the entire village constantly asking about her health, old Rose begins to worry and doubt herself…

‘The Map’ finds Phoney’s betting booth doing a roaring trade with all bets on the as yet unseen Mystery Cow, when the battered, bruised and mightily stung Bone comes by. Appalled to see his cousin up to his old tricks, the honey-dipped hero confronts Phoney and discovers the whole plan: even though the entire village has put all their valuables on the outsider, Gran’Ma will easily win the Great Race since the enigmatic bovine challenger will be Smiley in a cow suit…

Thorn is dreaming, seeing again a time past when mysterious cloaked figures and dragons met in a cave and considered the inevitable return of a dark and deadly menace. Sharing the dream with Bone she remembers an old chart Bone found in the Great Desert and which first led him to safety in the valley … a map she drew whilst a toddler in that cave of dragons…

‘The Mystery Cow’ opens on the day of the race, and tension in Barrelhaven is at a sullen fever pitch. Rose’s confidence is still fragile though and tavern owner Lucius – who is sweet on her – finally accedes to Phoney’s constant haranguing and agrees to bet the entire business on the race. The rest of the punters are nervous though. They’ve wagered all their worldly goods against Gran’Ma on a critter no one has ever seen and Lucius suggests that maybe they should check on it…

Given a noon deadline to produce the unbeatable cow for the town’s perusal, duplicitous, greedy Phoney is starting to see some flaws in his infallible plan and Thorn too gets a moment of cold realisation when Tom blows her off for a more pliable companion…

Downhearted, Bone has retired to the woods to read Moby Dick, but after a heart-to-heart with Ted, determines to bare his soul to Thorn in a love poem.

His mood is soon lost though when a couple of Rat Creatures turn up, wondering aloud if he is fair game or the “Small Mammal” they aren’t allowed to eat as elsewhere, with noon approaching, Phoney pulls a bold stunt and again fools the oafish villagers with the crazed, unbeatable ferocity of his Mystery Cow…

‘The Great Cow Race’ is about to start and udder-draped Smiley has his instructions to finish behind Gran’Ma, but Phoney’s greed gets the better of him when he circles back to his booth to find Lucius at last ready to bet the bar. Unfortunately the doughty old buzzard wants to place it on Rose to win – and the odds are now 100 to 1…

With vivid memories of his last tar-and-feathering, the bovine bookmaker hurtles to intercept Smiley and tell him to win at all costs and as the herd thunders by with Rose in the lead, Bone appears, running his own desperate race. At his milky heels are the two starving and stupid, stupid Rat Creatures.

Sadly where there are a couple, inevitably the entire ravenous horde soon follows – and they do, perfectly and painfully intermingling with the frantic racers just as the finish line comes into sight…

‘Retribution’ opens with the victorious Gran’Ma, Lucius and Thorn riding a cartload of building supplies back to their devastated cottage. Hidden in the back are the Bone cousins, Phoney only gradually recovering from the rough-and-ready justice he has received from the incensed villagers.

With Smiley teasing Bone about the dragon only he has seen it’s a slow and anxious journey through the dark woods, since the Rat Creatures all vanished into the forest after the race melee ended. Indeed many ancient eyes, both friendly and inimically hostile, are following the party’s progress…

As the two starving rat things who started the debacle lay low and uproariously consider the upside of quiche as opposed to raw flesh, the repair squad arrives at the cottage and begins work, whilst in the background Lucius and Rose discuss the real importance of what’s been happening, especially for Thorn…

Following a delightful poetic frolic from Bone’s frisky friends the possum kids, the book ends on a funny if foreboding note as the bombastic Lucius and ham-fisted, half-witted Smiley learn a little more about each other whilst painfully rebuilding Gran’Ma’s house ‘Up on the Roof’…

I’ve talked a lot about the influences that informed this wonderful series and there’s one more that cannot be ignored: if you squint your eyes just right you can see the charm-adjacent convolutions of Bill Watterson’s Calvin (see The Essential Calvin and Hobbes. No, really. Do. It’s utterly wonderful and so are all the other collections) sneaking in to further flavour this astounding, raucous, beguiling, child-friendly extravaganza…

Bone is a truly perfect comic tale and one that appeals to kids and adults equally. Already it is in the rarefied rank starring Tintin, Pogo, Rupert Bear, Little Nemo and the aforementioned and cherished works of Schultz, Kelly and Barks. It is only a matter of time before it breaks out of the comic club completely and becomes kin to the likes of Wind in the Willows, Alice in Wonderland, the Moomins and Oz.

If you have kids or can still think and feel like one you must have these books…

© 1995, 1996 Jeff Smith. All rights reserved.

Star Comics All-Star Collection


By Lennie Herman, Sid Jacobson, Stan Kay, Bob Bolling, Warren Kremer, Howard Post & various (Marvel)
ISBN: 978-0-7851-4291-1

Once upon a time the American comicbook industry for younger readers was totally dominated by Gold Key with their TV and Disney licenses, and Harvey Comics who had switched from general genres to a wholesome, kid-friendly pantheon in the mid-1950s. They owned the pre-school sector until declining morals, television cartoon saturation and rising print costs finally forced them to bow out.

Gold Key suffered a slow erosion, gradually losing valuable major properties such as Popeye, Star Trek, assorted Hanna-Barbera and Warner Brothers cartoon stars and other treasures until parent company Western Publishing called it a day in 1984, whilst Harvey shut up shop in 1982 when company founder Alfred Harvey retired.

The latter’s vast archived artwork store was sold off and, with the properties and rights up for grabs, Marvel Comics (who had already secured those lost Star Trek and Hanna-Barbera rights) was frontrunner for licensing the family firm’s iconic characters, which included Richie Rich, Casper the Friendly Ghost, Sad Sack, Hot Stuff – the Little Devil, Wendy the Good Little Witch and many others.

When the bid failed, Editor-in-Chief Jim Shooter, knowing there was now a huge gap in the market, launched a cloned imprint of the Harvey stable (which would also encompass new TV and toy properties such as Jim Henson’s Muppet Babies and Fraggle Rock, Alf, Madballs, Care Bears, Thundercats, Ewoks and such like) to generate the next generation of worthy entry-level comics for entertainment-hungry young minds and concerned parents.

Marvel’s Star Comics line launched in 1985, edited by ex-Harvey head-honcho Sid Jacobson, with oddly familiar titles and an incontestably similar look and feel – achieved primarily by hiring unemployed Harvey stalwarts such as Jacobson, Lennie Herman, Warren Kremer, Howard Post and others. Millionaire prince and all-around good kid Royal Roy especially invoked the ire of the Harvey heirs who sued for copyright infringement of their astonishingly prolific Richie Rich who shone in more than 55 separate titles between his debut in 1953 and the bust of 1982.

Roy was cancelled after 6 issues – as were many Star series – in a brutal “Survival of the Funnest” publishing policy – and the suit was quietly dropped.

None of which affects the fact that those Eighties child stars were, in their own right, a superb agglomeration of all-ages fun, excitement and adventure happily recycled in this oversized digest collection from 2009.

This first volume collects that first wave of title introducing Planet Terry #1-2, Top Dog #1-3, Royal Roy #1-2 and Wally the Wizard #1-2 in a veritable nova of bubbly contagious thrills and frolics, opening with a star who was just a little lost boy in space…

Planet Terry was created by Lennie Herman (who passed away just before the big Star Comics launch) and the truly magnificent Warren Kremer – whose animation-based art style became the defining look of Harvey Comics during its happy heyday – and featured a young lad searching the universe for the parents he had never known.

Introduced in ‘The Search’ (Herman, Kremer & Vince Colletta), Planet Terry was something of a nuisance, periodically landing on alien worlds, pestering the inhabitants and asking “Has anyone seen my mother and father?” Found wandering in a life-pod which raised and educated him, the only clues Terry has to his past is a name bracelet and an empty picture frame…

However this time when he returns to the obnoxious planet Bznko Terry accidentally drives off a menace that bores folks to death with bad jokes and the inhabitants give him a junked lady robot as a reward. This proves to be a blessing in disguise as Robota inadvertently leads the lonely lad to ‘A Clue’ when they crash-land on a mining asteroid and meet aged Enoch Diggs who recognises the life-pod the infant Terry was found in…

‘Some Answers’ are forthcoming as the prospector reveals he once worked on a Confederation Cosmos Cruiser called the Space Warp where the captain’s wife was going to have a baby. Needing a sterile environment for the newborn infant, the crew placed him in the emergency life-boat, but his jubilant father accidentally triggered it whilst celebrating his son’s birth and the baby was rocketed into deep space.

Although they searched everywhere the heartbroken spacemen never located the pod and assumed Terry was lost forever…

Although Enoch can’t remember the names of Terry’s parents he suggests that another old crewman might and the re-energised searchers rush to another asteroid to find him, but instead encounter ‘The Malt Shop Menace’ and recruit another voyager when Robota saves the brutish monster Omnus who gratefully joins their decidedly odd family. Little do they know that a sinister conspiracy is at work to keep the whereabouts and secret of the Space Warp lost forever…

Issue #2 continues the quest as the family of outcasts encounter sabotage and opposition before landing their freshly repaired ship on the lost world of the Gorkels where the trio clumsily fulfil an ancient prophecy in ‘The Saga of Princess Ugly’ by Herman, Kremer & Jon D’Agostino.

In return for repairing Terry’s downed vessel, he, Robota and Omnus must rescue the kidnapped Princess battling hostile jungles, shape-shifting beasts, killer vines, a whirlpool and a volcano – all controlled by arch-villain Vermin the Vile in ‘Too Close (enough) for Comfort’ before saving the girl from ‘The Doom of the Domed City’ and discovering the final resting place of the elusive Space Warp…

Royal Roy debuted on his birthday in ‘The Mystery of the Missing Crown’ by Herman, Kremer & D’Agostino as the Prince of wealthy Ruritanian Cashalot discovers that the traditional, venerable Royal Highness Crown has gone missing on the day of his investiture. Whilst King Regal and Queen Regalia panic, super-cool bodyguard Ascot diligently investigates, and assorted resplendent relatives dither and interfere, Roy and his pet crocodile Gummy keep their heads by ‘Picking up the Scent’ and soon uncover a supernatural agency at work after ‘A Midnight Visit’ by ghostly ancestor William the Warhorse… Topping off the first issue was a snappy, snazzy short fun yarn starring the reptilian Gummy in ‘Crocadog’.

‘The Grand Ball’, scripted by Stan Kay, occupied most of Roy’s attention in the second issue as the underage but still eligible Prince took a fancy to simple commoner Crystal Clear whilst ambitious and mean social climber Lorna Loot spent all her time and considerable cash unsuccessfully attempting to beguile the boy by turning herself into a modern-day Cinderella in ‘A Strange Stranger’…

‘Maneuvers!’ saw Roy fulfil his hereditary duties by joining the Cashalot army on dawn exercises, but as ruler-in-waiting of a rich and peaceful nation, the plucky lad wasn’t too surprised to find that the entire armed forces consisted of one reluctant prince and a keen but aging general…

Top Dog featured a far more contemporary and normal situation, depicting the lives of average American boy Joey Jordan and the mutt he brought home one day. ‘The Dog-Gone Beginning’ by Herman, Kremer & Jacqueline Roettcher, revealed how, whilst looking for a lost baseball, the kid had accidentally observed a dog reading the newspaper and talking to himself.  Exposed, the canny canine begged the boy to keep his secret or all the four-footed wonder could expect was a short and painful life being poked, prodded and probed by scientists…

When the lad promises to keep his secret Top Dog agrees to come live with Joey in ‘House About a Dog, Mom?’, and whilst the boy tries to teach the pooch to bark – one of the few languages he can’t speak! – his accommodating family gradually get used to the seemingly normal dog and his boy.

However when Mervin Megabucks – the richest and meanest kid in town – overhears the pair playing and conversing, the spoiled brat refuses to believe Joey is a ventriloquist. When the junior Jordan refuses to sell, Mervin steals Top Dog as the perfect addition to his palatial high-tech house.

Even torture won’t make the purloined pooch speak again however, and when Joey stages ‘The Big Breakout’ Mervin’s mega-robots prove no match for dogged determination and the plutocrat brat is left baffled, bamboozled and dog-less…

Issue #2 exposed ‘Spies!’ when the restless dog of a thousand talents appeared to harbour a dark side. Going out on nightly jaunts, the marvellous mutt seemingly led a double life as a security guard in a Defence Plant, triple-crossing everybody by photographing military secrets for a foreign power. Of course it was really a diminutive enemy agent in a dog suit but Vladimir‘s handlers hadn’t reckoned on a real dog looking – and speaking – just like their hairy operative and they accidentally gave their purloined plans to the chatty all-American canine…

After spectacularly trapping the sinister spies without revealing his own incredible intelligence, Top Dog was framed in #3 by Joey’s best friend Larry who was feeling rejected and neglected since the Brilliant Bow-wow moved in.

With a feral hound dubbed ‘The Mad Biter’ on the prowl and attacking people it was simple to send the perspicacious pup to the Pound, where he encounters lots of bad dogs who probably deserve to be ‘Caged’, but faithful Joey hasn’t given up and after bailing his canine comrade out, the pair convince  the guilt-ridden perjurer to see the light by treating him to an impromptu midnight ‘Ghost Story’…

Even with Larry recanting his lies the neighbourhood families don’t trust Top Dog, but that all changes once the maligned mutt tracks down the real Biter and engages him in ‘A Fight to the Finish’…

The final initial entry was written and illustrated by veteran Archie Comics artist Bob Bolling (probably most famous for creating and producing the first eight years’ worth of the award-winning Little Archie spin-off series), who concocted a fabulous medieval wonderland for Wally the Wizard to play in.

In #1’s ‘A Plague of Locust’ Merlin’s older, smarter brother Marlin is having trouble with his stubbornly inquisitive apprentice. Wally wants to know everything now, has no discipline and is full of foolish ideas and misconceptions. As a scientist, Marlin has no time for silly superstitions and when the lad accidentally releases a time-travelling demon from an age-old prison the mage refuses to believe him.

Gorg however swears faithfully to repay the favour before disappearing…

Despatched to deliver a potion to King Kodger, Wally also helps a dragon save his hatchling from a deep well, only just reaches the sovereign in time and has a feed on the Royal Barge where he again fails to impress the beauteous Princess Penelope…

Meanwhile in distant Bloodmire Castle wicked plotters Vastar the Vile, his sister Sybilious the Bilious and wicked warlock Erasmo are conspiring to conquer the kingdom by unleashing a gigantic metal locust to consume all in its path…

Even the noble knights led by invincible Sir Flauntaroy are helpless before the brazen beast and Wally realises only Marlin can save them. Unfortunately the boy gets lost on route but happily for everybody the dragon and demon which the sorcerer doesn’t believe in are ready to pay their debts to the apprentice…

Sid Jacobson, Howard Post & Jon D’Agostino took over for the second issue as Wally enters the annual apprentice’s games with Marlin now suddenly transformed into a traditional magic-making mage. In fact Marlin, as a three-time champion of ‘The Magic-a-Thon!’ is secretly regretful that Wally is too inexperienced to compete, a fact his disciple discerns and tries to fix…

Desperately cramming for a week and eventually with the coaching of his proud master, Wally sets off to compete but a lovelorn barbarian accidentally cleaves the kid’s crib notes in twain, leaving the lad able to create only half-spells and materialise semi-monsters…

Undaunted Wally continues and – even after a huge storm deprives him of the demi-directions and his back-up pouch of herbs and potions – perseveres, determined to win using nothing but his wits, guts and unflagging optimism…

This clutch of classic children’s tales also includes the enchanting covers and the original house-ads that introduced the characters to the Kids in America and nearly three decades later is still a fabulous hit of intoxicating wonder and entertainment which readers of all ages cannot fail to love…

With contemporary children’s comics all but extinct these days, it’s lucky we have such timeless classics to draw upon and draw kids in with, and compilations like this one belong on the shelves of every funnybook-loving parent and even those lonely couples with only a confirmed twinkle in their eyes…
© 1985 and 2009 Marvel Characters, Inc. All rights reserved.

Usagi Yojimbo: Yokai


By Stan Sakai (Dark Horse)
ISBN: 978-1-59582-362-5

One of the very best and most adaptable survivors of the 1980s black and white comicbook explosion/implosion is a truly bizarre and wonderful synthesis of historical Japanese samurai fiction and anthropomorphic animal adventure, as well as a perfect example of the versatility and strengths of a creator-owned character.

Usagi Yojimbo (which translates as “rabbit bodyguard”) first appeared as a background character in multi-talented creator Stan Sakai’s anthropomorphic peripatetic comedy feature The Adventures of Nilson Groundthumper and Hermy, which launched in furry ‘n’ fuzzy folk anthology Albedo Anthropomorphics #1 (1984) subsequently appearing there on his own terms as well as in Critters, Amazing Heroes, Furrlough and the Munden’s Bar back-up in Grimjack.

Sakai was born in 1953 in Kyoto, Japan before the family emigrated to Hawaii in 1955. He attended University of Hawaii, graduating with a BA in Fine Arts, and pursued further studies at Pasadena’s Art Center College of Design after moving to California.

His first comics work was as a letterer, most famously for the incredible Groo the Wanderer, before his nimble pens and brushes, coupled with a love of Japanese history and legend and hearty interest in the filmic works of Akira Kurosawa and his peers, combined to turn a proposed story about a historical human hero into one of the most enticing and impressive – and astoundingly authentic – fantasy sagas of all time.

The deliciously rambling and expansive period fantasy series is nominally set in a world of sentient animals and specifically references the Edo Period of Feudal Japan (how did we cloth-eared Westerners ever get “Japan” from Nihon” anyway?) as well as classic cultural icons as varied as Lone Wolf and Cub, Zatoichi and even Godzilla whilst detailing the exploits of Miyamoto Usagi, a Ronin (masterless, wandering freelance Samurai) whose fate is to be drawn constantly into a plethora of incredible situations.

And yes, he’s a rabbit – a brave, sentimental, gentle, long-suffering, honourable, conscientious and heroic bunny who cannot turn down any request for help…

The Lepine Legend appeared in Albedo #2-4, The Doomsday Squad #3 and seven issues of Critters (1, 3, 6-7, 10-11 and 14) before leaping into his own series which, as usual, I haven’t got around to yet, but really, really will…

The Sublime Swordsbun has changed publishers a few times but has been in continuous publication since 1987 – with over 25 graphic novel collections to date – and has guest-starred in numerous other series, such as Teenage Mutant Ninja Turtles and its TV incarnation – he even almost made it into his own small-screen show but there’s still time yet and fashions can revive as quickly as they die out…

There are high-end collectibles, art prints, computer games and RPGs, a spin-off sci fi comics serial and lots of toys.

Sakai and his creation have won numerous awards both within the Comics community and amongst the greater reading public and in 2009 current publisher Dark Horse Comics commissioned an all-new, fully painted anniversary tale which allowed the creator to hone his considerable skills with watercolours.

Yokai is a generic term that translates (as required) as ghosts, phantoms, spirits or even strange, otherworldly apparitions, all of whom hold a peculiarly eclectic place in Japanese folklore, being simultaneously mischievous and helpful, malevolent and miraculously beneficial. Generally they have animal heads or are amalgams of diverse objects or body parts…

This scintillating scary story occurs over one night – an Oborozuki-Yo (“Night of the Hazy Moon”) – when the assorted Yokai are particularly restless, and this is a tale that grippingly explores the Japanese equivalent of our Halloween as the noble, gloom-shrouded Ronin wanders lonely roads in search of a bite to eat and a place to sleep.

Seeing a light in the nearby woods, Miyamoto leaves the path hoping to find a welcoming peasant hearth for the evening but is harassed by a taunting Kitsune (trickster-fox spirit) and becomes lost. Soon however he hears sobbing and is drawn to a weeping noblewoman…

The lovely distressed lady is Fujimoto Harumi whose pilgrimage to a temple was disrupted when a Kitsune stole her young daughter Hanako away. Pleading with the wisely reluctant Ronin, the lady convinces the wayfarer to plunge deeper into the wild woods to rescue the lost girl, leading to an epic series of contests against a horde of fantastic hostile creatures. The valiant warrior almost succumbs until he is unexpectedly saved by an old comrade, the mystic demon-queller Sasuke…

It seems that this very evening is the dreaded Hyakki Yako, “Night Parade of a Hundred Demons”, when the haunts and horrors of the netherworld form a procession into the world of people, seeking to subjugate all mortals. They simply need a living soul to lead them, a final sacrifice to light their way here…

Terrified for the stolen waif, the Ronin and the devil-slayer engage with an army of horrific, shape-shifting, fire-spitting, tentacle-wielding monstrosities to save an innocent and the entire world, but there are forces in play the rapidly-tiring Miyamoto is painfully unaware of and, without the luck of the gods and the tragedy of an old friend, all will be inescapably lost…

Fast-paced yet lyrical, funny, thrilling and stuffed with spooky, all-ages action and excitement, Yokai is a magical tribute to and celebration of the long-lived Lepus’ nigh-universal irresistible appeal that will delight devotees and make converts of the most hardened hater of “funny animal” stories. This petite but power-packed chronicle also contains a fascinating behind-the-scenes look at how the artist created the stunning visuals in ‘The Real Magic Behind Yokai: an interview with Stan Sakai’ that will further beguile any prospective creators and cartooning hopefuls in the audience.

Sheer comicbook poetry: the good kind, not mere doggerel…
Text and illustrations © 2009 Stan Sakai. All rights reserved.

Sundiata, the Lion of Mali – A Legend of Africa


Retold by Will Eisner (NBM)
ISBN: 978-1-56163-332-6 (hb), 978-1-56163-340-2 (pb)

It is pretty much accepted today that Will Eisner was one of the pivotal creators who shaped the American comicbook industry, with most of his works more or less permanently in print – as they should be. Active and compellingly creative until his death in 2005, Eisner was the consummate storysmith and although his true legacy is making comics acceptable fare for adult Americans, his mastery and appeal spanned the range of human age and he was always as adept at beguiling the young as he was enchanting their elders…

William Erwin Eisner was born on March 6th 1906 in Brooklyn and grew up in the ghettos. They never left him. After time served inventing much of the visual semantics, semiotics and syllabary of the medium he dubbed “Sequential Art” in strips, comicbooks, newspaper premiums and instructional comics, he then invented the mainstream graphic novel, bringing maturity, acceptability and public recognition to English language comics.

From 1936 to 1938 he worked as a jobbing cartoonist in the comics production hothouse known as the Eisner-Eiger Shop, creating strips for both domestic US and foreign markets. Using the pen-name Willis B. Rensie he created and drew opening instalments for a huge variety of characters ranging from funny animal to historical sagas,

Westerns, Detectives, aviation action thrillers… and superheroes – lots of superheroes …

In 1940 Everett “Busy” Arnold, head honcho of the superbly impressive Quality Comics outfit, invited Eisner to take on a new challenge. The Register-Tribune newspaper syndicate wanted a 16-page weekly comicbook insert for the Sunday editions and Eisner jumped at the opportunity, creating three series which would initially be handled by him before two of them were delegated to supremely talented assistants. Bob Powell inherited Mr. Mystic and distaff detective Lady Luck fell into the capable hands of Nick Cardy (then still Nicholas Viscardi) and later the inimitable Klaus Nordling.

Eisner kept the lead feature for his own, and over the next twelve years The Spirit became the most impressive, innovative, imitated and talked-about strip in the business. However, by 1952 he had more or less abandoned it for more challenging and certainly more profitable commercial, instructional and educational strips, working extensively for the US military in manuals and magazines like Army Motors and  P*S, the Preventative Maintenance Monthly, generally leaving comicbooks behind.

After too long away from his natural story-telling arena Eisner creatively returned to the ghettos of Brooklyn where he was born and he capped a glittering career by inventing the mainstream graphic novel for America, bringing maturity, acceptability and public recognition to English language comics.

In 1978 a collection of four original short stories in strip form were released as a single book: A Contract With God and Other Tenement Stories. All the tales centred around 55 Dropsie Avenue, a 1930’s Bronx tenement, housing poor Jewish and immigrant families. It changed the American perception of cartoon strips forever. Eisner wrote and drew a further 20 further masterpieces, opening the door for all other comics creators to escape the funnybook and anodyne strip ghettos of superheroes, funny animals, juvenilia and “family-friendly” entertainment. At one stroke comics grew up.

Eisner was constantly pushing the boundaries of his craft, honing his skills not just on the Spirit but with years of educational and promotional material. In A Contract With God he moved into unexplored territory with truly sophisticated, mature themes worthy of Steinbeck and F. Scott Fitzgerald, using pictorial fiction as documentary exploration of social experience.

If Jack Kirby was the American comicbook’s most influential artist, Will Eisner remains undoubtedly its most venerated and exceptional storyteller. Contemporaries originating from strikingly similar Jewish backgrounds, each used comic arts to escape from their own tenements, achieving varying degrees of acclaim and success, and eventually settling upon a theme to colour all their later works. For Kirby it was the Cosmos, what Man would find there, and how humanity would transcend its origins in The Ultimate Outward Escape. Will Eisner went Home, went Inward and went Back, concentrating on Man as he was and still is…

Naturally that would make him a brilliant choice to illustrate primal folktales and creation myths from our collective past and this stunning, slim yet over-sized tome (288 x 224mm) again proves his uncanny skill in exhibiting the basic drives and passions of humanity as he lyrically recounts a key myth of West Africa.

The historical Sundiata Keita brought the Mandinka People out of bondage and founded the Mali Empire in the 13th century AD and is still celebrated as a staple of the oral tradition handed down by the tribal historians, bards and praise-singers known as “Griots”.

Rendered in a moody, brooding wash of sullen reds, misty greys and dried out earth-tones, the tale begins; narrated by the Great Gray Rock, foundation stone of the world.

Once only the beasts were masters of Africa, but when people came they sought to rule the land instead. The consulted the ghosts of Good and soon became the masters of the beasts and the land.

However Evil ghosts also lurked and once ambitious and greedy Sumanguru, King of Sasso had conquered all he could see yet still seethed with dissatisfaction, the Gray Rock of Evil accosted him…

Sasso was a poor, arid country and when the wicked stone offered the king dark magical powers to conquer all the surrounding lands, Sumanguru eagerly accepted. Soon all the neighbouring nations were smouldering ruins as the Sasso warriors and their mad lord’s control of the elements demolished all resistance.

Still Sumanguru was not content and, when a trader brought news of a rich, fertile land settled by peaceful gentle people, the king wanted to rule them too. The unctuous merchant also related how Nare Famakan, wise king of Mali, had recently passed away, leaving eight youthful healthy sons and a ninth who was weak and lame…

Ignoring the rock of Evil’s advice to beware the “frog Prince”, Sumanguru led his mighty armies against Mali, unaware that the double-dealing trader, denied a reward due to the mad king’s parsimony, had warned the nine princes that the warriors of Sasso were coming.

Lame little Sundiata also wished to defend his land, but his brothers laughed and told him to stay home, trusting to their superior tactics to repel the invasion. Indeed, their plans were effective and the battle seemed to go their way until Sumanguru summoned an eldritch wind to destroy the army of Mali and added the defeated land to his possessions.

Gloating, he mocked Sundiata but ignoring the advice of the Gray Rock of Evil allowed the frog prince to live…

As the unstoppable, insatiable Sumanguru ravaged every tribe and nation, an aged shaman showed Sundiata how to overcome his physical shortcomings. Years passed and the boy learned the ways of the forests and grew tall and mighty. Now a man, he prepared for vengeance and when Sumanguru heard and tried to have him killed he fled and rallied an army of liberation.

On the eve of battle an uncle revealed Sumanguru’s one mystic weakness to Sundiata and the stage was set for a spectacular and climactic final confrontation before, as will always happen, Evil inevitably betrayed itself…

Epic and intensely moving, this is a superb all-ages fable re-crafted by a master storyteller, well-versed in exploring the classic themes of literature and human endeavour, whilst always adding a sparkle and sheen of his own to the most ancient and familiar of tales.

A joy not just for Eisner aficionados but all lovers of mythic heroism.
© 2002 Will Eisner.All rights reserved.

Arzach


By Moebius (Les Humanoides Associes)
No ISBN:

I’m breaking my own self-imposed rules today to present something just a little bit different and celebrate the talents of France’s most famous master of the comic arts.

Jean Henri Gaston Giraud was born in the suburbs of Paris on May 8th 1938 and raised by his grandparents after his mother and father divorced in 1941.

In 1955 he attended the Institut des Arts Appliqués where he became friends with Jean-Claude Mézières who, at 17 was already selling strips and illustrations to magazines such as Coeurs Valliants, Fripounet et Marisette and Spirou. Giraud apparently spent most of his time drawing cowboy comics and left after a year.

In 1956 he travelled to Mexico, staying with his mother for eight months, before returning to France and a full-time career drawing comics, mostly westerns such as Frank et Jeremie for Far West and King of the Buffalo, A Giant with the Hurons and others for Coeurs Valliants in a style based on French comics legend Joseph “Jijé” Gillain.

Giraud spent his National Service in Algeria in 1959-1960, where he worked on military service magazine 5/5 Forces Françaises and on returning to civilian life became Jijé’s assistant in 1961, working on the master’s long-running (1954-1977) Western epic Jerry Spring.

A year later, Giraud and Belgian writer Jean-Michel Charlier launched the serial ‘Fort Navajo’ in Pilote #210, and soon its disreputable, anti-hero lead character Lieutenant Blueberry became one of the most popular European strips of modern times. In 1963-1964, Giraud produced a number of strips for satire periodical Hara-Kiri and, keen to distinguish and separate the material from his serious day job, first coined his pen-name “Moebius”.

He didn’t use it again until 1975 when he joined Bernard Farkas, Jean-Pierre Dionnet and Philippe Druillet – all inspired science fiction fans – to become the founders of a revolution in narrative graphic arts as “Les Humanoides Associes”. Their groundbreaking adult fantasy magazine Métal Hurlant utterly enraptured the comics-buying public and Giraud again wanted to utilise a discreet creative persona for the lyrical, experimental, soul-searching material he was increasingly driven to produce: series such as The Airtight Garage, The Incal and the mystical, dreamy flights of sheer fantasy contained in Arzach

To further separate his creative twins, Giraud worked inks with a brush whilst the futurist Moebius rendered with pens…

Generally I review material produced or translated into English and indeed Arzach did make it into the language of Shakespeare, Keats, Byron and Alan Moore in the 1987 Epic Comics/Titan Books Moebius volume 2 – Arzach & Other Fantasy Stories, but to really appreciate the magics and majesty you should try and get hold of the 1976 hardback album or any other early iteration where the tales can be appreciated and enjoyed in splendid isolation and consideration.

Produced utterly without words, the four episodes depict the lonely contemplative flights of a solitary explorer – some say warrior – observing an incredible world and its inhabitants from the lofty perch of a flying lizard.

The first strip ‘Arzach’ finds the silent skyglider passing between the spires of an incredible city, peeking into enticing windows until an angry citizen confronts him. Dealing summarily with his enraged antagonist, the voyeur returns for his seductive reward and gets a big surprise…

In ‘Harzak’ the explorer mysteriously gains and swiftly loses a pack-pterodactyl to carnivorous plants. Woefully short on rations, he then encounters a colossal ape-like monster which reluctantly provides diversion, entertainment and eventually distraction for the cloud-voyager whilst in ‘Arzak’ a fusty old world technician motors across a blistering desert to a fantastic temple. Inside listless creatures mope dejectedly. Enduring physical assault, the sparks enters a bunker and sets about fixing things as, on a screen, the wind-rider paces in frustration, with his ungainly, featherless steed prone and unmoving. With the twist of a wrist a handy screwdriver sets the world to rights…

‘Harzakc’ opens with the lizard rider again spying on a beautiful undraped woman before flying off into a succession of increasingly bewildering and astoundingly spectacular alien scenes of…

Well, that’s for you to decide.

This work more than any other led to an outpouring of fanciful, lavish and enchanting fantasy creations from all over the world, inspiring movie, makers, writers and even comics creators as disparate and far-ranging as Stan Lee and Hayao Miyazaki. These apparently simplistic peregrinations are magnificent visual panoplies open to many interpretations, tapping into oneiric realms of the subconscious and woven with wry humour, but they are not stories in any traditional sense.

Think of them perhaps as staggeringly detailed goads to the imagination of the reader…

Moebius famously created these strips in reaction to his perceived predominance of American superhero comics and consciously stove to reinvigorate the genres and scenarios of the entire comics industry – with terrific results.

A sheer unadulterated dose of primal imaginary power and superlative skill and craft, Arzach is a tome that belongs on the bookshelf of every fan of the art of comics.

Jean Giraud and Moebius passed away on March 10th 2012.
Edition © Les Humanoides Associes 1976. Arzach © 2012 the estate of Jean Giraud. All rights reserved.

The Town That Didn’t Exist


By Enki Bilal & Pierre Christin, translated by Tom Leighton (Titan Books & Humanoids Publishing)
ISBN: 978-1-85286-147-6 (1989)      978-1-93065-237-8 (2003)

Here’s a masterpiece of subtle moody comics storytelling criminally out of print and long overdue for rediscovery in the frankly incomprehensible modern English language comics marketplace.

Enes Bilalović AKA Enki Bilal was born in Belgrade in 1951 and broke into French comics in 1972 with Le Bal Maudit for Pilote. Throughout the 1970s he grew in skill and fame, and achieved English-language celebrity once his work began appearing in America’s Heavy Metal magazine.

Although best known for his self-scripted Nikopol Trilogy (Gods in Chaos, The Woman Trap and Cold Equator) this bleakly contemplative anti-capitalist fable always felt like a tale the socially-concerned and intellectually aware Serbian would like to be best remembered for; again scripted by old comrade Christin, and arguably Bilal’s most evocative and plaintive work.

In recent years Bilal returned to contemporary political themes with his much-lauded, self-penned Hatzfeld Tetralogy…

As if writing one of the most successful and significant comics series in the world (the groundbreaking and influential Valérian and Laureline series) was not enough, full-time Academician Pierre Christin has still found time over the years to script science-fiction novels, screenplays and a broad selection of comics, beginning in 1966 with Le Rhum du Punch with Valérian co-creator Jean-Claude Mézières.

The truly prolific Christin has produced stellar graphic stories with such artistic luminaries as Jacques Tardi, Raymond Poïvet, Annie Goetzinger, François Boucq, Jijé and many others, but whenever he collaborated with the brilliant Bilal, beginning in 1975 with their exotic and surreal Légendes d’Aujourd’hui or in other classic tales such as The Hunting Party or The Black Order Brigade, the results have never been less than stunning.

In this captivating, slyly polemical parable, aspiration, disdain, idealism and human nature have never been more coldly and clearly depicted…

Beginning and ending with a dream of something better, The Town That Didn’t Exist focuses on the recent past and the country’s depressed industrial North, where a strike at the cement works has prompted the death of the aged oligarch who has ruled the town and district of Jadencourt like a feudal baron for decades.

Generations of Hannard have run the web of businesses that put food on the table of the workers, but now that their first ever industrial action has killed the old man, tensions, passions, opinions and rumours are running wild…

With Hannard’s cronies and yes-men equally unsure of their futures, the Board of Directors gathers to determine who will lead the company in the trying times ahead and are compelled to accept that the old man’s solitary, long-sequestered invalid granddaughter has to take the helm – even if in name only…

With workers terrified of losing even their meagre subsistence livelihood and the comfortably installed fat-cats fearing the surrender of so very much more, the pallid, ethereal Madeleine Hannard is dragged from the bleak, rugged and lonely beach and house which have been her refuge for seven years and moves into the morass of boiling cauldrons, bubbling and brewing amidst the closed and grimy alleys of Jadencourt…

She soon proves to be as powerful a personality as her grandfather and by charm, duplicity and force of will manages to unite the perpetually warring and self-serving sides on management and labour in an incredible, groundbreaking, benignly doctrinaire project.

Ignoring cries to rationalise the companies, lay off workers and reorganise the corporation, Madeleine counters with an insane proposal: expansion, full employment and a retasking of every commercial and design resource into the construction of a fantastic, enclosed and self-perpetuating City under a dome – a utopian paradise where everybody will live in perfect harmony forever free from want and need…

The hardest people to convince are the downtrodden workers who have the most to gain, but once they are aboard the plan proceeds apace. Within a year Jadencourt is gone and an utterly unique paradise under glass is filled with the once hopeless and aspiration-deprived citizenry…

However, some people cannot be satisfied even when they have everything they ever dreamed of…

A telling and effective portrayal of greed, self-interest, disillusionment and the innate snobbery plaguing every class of modern society, this lyrically uncompromising examination of the failure of even the most benign tyranny is a mesmerising, beguiling and chilling parable which methodically skins the hide from an idealistic dream and spills the dark hot guts of guilt, arrogance and the pursuit of power in a sublime example of graphic narrative’s unique facility to tell a story on a number of levels.

In 1989 Titan Books released The Town That Didn’t Exist in a captivating softcover album as part of their push to popularise European comics classics, and in 2003  Humanoids Publishing published a sturdy oversized (315x 238mm) hardback edition for the US market, either of which will delight any fan in search of a more mature and thought-provoking reading experience.
© 1989 Dargaud Editeur, Paris by Christin & Bilal. English language edition © 1990 Titan Books. All Rights Reserved.

Fallen Words


By Yoshihiro Tatsumi, translated by Jocelyne Allen (Drawn & Quarterly)
ISBN: 978-1-77046-074-4

After half a century of virtual obscurity, crafting brilliantly incisive and powerfully personal tales of modern humanity on the margins and on the edge, Yoshihiro Tatsumi found “overnight success” with his glorious autobiographical work A Drifting Life in 2009.

To describe his dark, bleak vignettes of raw real life, Tatsumi devised the term Gekiga or “dramatic pictures”, practically if not actually inventing the genre of adult, realistic, socially aware and literary comics stories in Japan. He began his career at a time when sequential narratives or “manga” literally meant “Irresponsible” or “Foolish Pictures”; a flashy and fanciful form of cheap, escapist entertainment targeted specifically at children – and the simple-minded – in the years immediately following the cessation of hostilities.

His tales have continued, in a never-ending progression, to detail the minutiae and moment of Japanese popular culture and, with his star assured in the manga firmament, have turned to a far older aspect of his country’s artistic heritage for this project.

The traditional performance art of Rakugo seems to combine many elements British observers would quickly recognise: reverentially combining familiar tales told many times over such as morality or mystery plays with instructive fables and especially shaggy dog stories and, just like Christmas pantomimes, the art derives from how the story is revamped, retold and expressed – but the ending is sacrosanct and must always be delivered in its purest, untrammelled form…

Developing out of the far older Karukuchi and Kobanashi shows, Rakugo first appeared as a discrete performance style accessible to the lower classes around 1780 during the Edo Period, establishing itself as a popular entertainment which still thrives today, regarded as a type of intimate comedy drama act in Vaudeville theatres.

As with all Japanese art-forms and disciplines Rakuga is highly structured, strictured and codified, with many off-shoots and sub-genres abounding, but basically it’s a one-man show where a storyteller (Rakugoka or Hanashika) relates a broad and widely embellished tale of Old Japan, acting all the parts from a sitting position, with only a paper fan (Sensu) and hand-cloth (Tenegui).

Equal parts humorous monologue, sitcom and stand-up act (or more accurately “kneel-down comedy”, since the Rakugoka never rises from the formal Seiza position) the crucial element is always the delivery of the traditional ochi or punch-line; inviolate, eagerly anticipated and already deeply ingrained in all audience members…

As is only fitting these tales are presented in the traditional back to front, right to left Japanese format with a copious section of notes and commentary, plus an ‘Afterword’ from Mr. Tatsumi, and I’d be doing potential readers an immense disservice by being too detailed in my plot descriptions, so I’ll be both brief and vague from now on…

‘The Innkeeper’s Fortune’ relates the salutary events following the arrival of an immensely rich man at a lowly hostel, and what happens after, against his express desires, he wins a paltry 1000 ryo in a lottery whilst the ‘New Year Festival’ only serves to remind one reluctant father what a noisome burden his rowdy ungrateful son is…

An itinerant young artist can’t pay his inn bill and, as a promissory note, paints a screen with birds so lifelike they fly off the paper every morning. The populace are willing to pay good money to see the daily ‘Escape of the Sparrows’, more than the bill ever came to. And then one day another far more experienced artist wishes to see the screen…

When a dutiful merchant succumbs to the temptations of his trade and engages a mistress she soon consumes all his attention, leading to his neglected wife trying to kill the home-wrecker with sorcery. Soon both women are dead and the merchant is plagued by their ‘Fiery Spirits’, whilst ‘Making the Rounds’ details one night in a brothel where four clients are becoming increasingly impatient and incensed by the non-appearance of the woman they’ve already paid for…

‘The Rooster Crows’ details the fate of a proud and puritanical young man tricked into visiting a brothel by his friends whilst a poor and untrained man becomes an infallible doctor after entering into a bargain with ‘The God of Death’ and this superb book of fables concludes with the sorry story of a lazy fishmonger who loved to drink, but whose life changed when he found a wallet full of money whilst fishing on ‘Shibahama’ beach

– or was it just a dream?

With these “Eight Moral Comedies” Tatsumi has succeeded – at least to my naive Western eyes – in translating an phenomenon where the plot is so familiar as to be an inconvenience but where an individual performance on the night is paramount into a beguiling, charming and yes, funny paean to a uniquely egalitarian entertainment, proving himself to be a true and responsible guardian of Japanese culture, ancient or modern …

Art and stories © 2009, 2012 Yoshihiro Tatsumi. This edition © 2012 Drawn & Quarterly. All rights reserved.