

“And still the fragrant thorn is beautiful.” --Ebenezer Elliott, “Spirits and Men”
Read Part 1 of this series. For another, briefer discussion of some mythic motifs in Bone, check out Stephen Weiner’s “Using Graphic Novels in the Classroom, including Bone by Jeff Smith” p. 7, which briefly outlines some comparisons for which I don’t have space. Page numbers are once again from the Bone: One Volume Edition
.
And here’s the requisite spoiler warning. Now let’s get started.
“A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man” (Campbell 1968:30).
Thus Joseph Campbell describes what he calls the “nuclear unit of the monomyth” (1968:30), that is, what he sees as the core of every myth. I’m uncomfortable with Campbell’s reduction of all myths to one, partly because Campbell’s monomyth, as he elaborates it, has notably different elements from the Hero Cycle in Stith Thompson’s motif index (Underberg 2005), but I certainly acknowledge parallels between the myths of the world.
Whether there is only one myth or several, Campbell’s nuclear unit is certainly common, which should be unsurprising, considering how basic it is. In particular, change in the mythic hero and his way of relating to the world is of the essence of the myth.
But if anything is not mythic, if anything defies the monomyth, it is the comic strip. In the Calvin And Hobbes 10th Anniversary
, Bill Watterson explains in his introduction that some people enjoy comic strips because of their stability, because the characters do not change. This is evident in “Calvin and Hobbes.” Every event that happens to Calvin may as well have never happened; even when moral lessons are presented--and they are, sometimes in more intense forms than are typical of the funny pages--Calvin learns nothing. The events of his life slide off his psyche as if they never occurred; once Hobbes is returned, the stolen TV replaced, or the Snow Goons frozen, the crisis is over, Calvin forgets, and nothing changes. This is visible particularly in Calvin’s agelessness. He goes to school, goes on summer break, has numerous Christmases, and yet he never has a birthday. He is eternally six.
It is perhaps no surprise that, not long after the publication of the 10th Anniversary, Watterson retired, announcing he could do nothing more with the strip. Arguably, he could have done a lot more; he could have let Calvin turn seven, which would have opened up a new world of possibilities, but it would also have denied the inalterability that some see as intrinsic to the comic strip art form.
Bone is intriguing for many reasons, but perhaps its central conceit is its bringing together of seemingly irreconcilable opposites: high fantasy with slapstick humor, realistically drawn characters with cartoonish ones. Perhaps most startling of its collided opposites is the confrontation of three comic strip characters with Campbell’s monomyth. Bone is a depiction of the unstoppable force encountering the immovable object: the all-changing myth meets the unchangeable character. Which one has to give?
This conceit has precedents. Others my age will remember Duck Tales, which demonstrated that talented writers could get a good deal of mythological mileage out of Disney’s iconic characters. The three Bone cousins, in their personalities and even to a degree in their appearances, are similar to some of the best-known Disney characters: brave, kind Fone Bone is much like Mickey Mouse; tall, silly, easygoing Smiley Bone is much like Goofy; greedy, squabbling Phoney Bone is something like a hybrid cross between Donald Duck and Scrooge.
In Bone, the monomyth is encased in what has come to be called the high fantasy epic. The high fantasy, by the narrow definition I’ll use for this essay, involves a fantasy world, usually described as “sprawling,” beset by a curiously camera-shy representative of evil, in this case the Lord of Locusts. Locusts, of course, symbolize chaos and destruction.
This evil overlord commands a vast army of hideous monsters, here rat creatures, who tend to be surprisingly inept fighters, at least when battling the heroes. Aligned against the villain and his army are a comparatively weak force of do-gooders, perhaps attached to the remnant of an ancient utopian or otherwise good society, such as the city of Atheia. There’s plenty of room for political intrigue and the exploration of the decadence of certain members on the side of good. Typically, the people representing good are divided, argumentative, and lazy, whereas the evil are unified and energetic, though they may have minor intrigues of their own, particularly when the army of inhuman monsters has to work in alliance with groups of misguided humans.
The politicized conflict between good and evil erupts into war, climaxing with a major siege battle in which evil's massive horde outnumbers good's small army.
Mixed into the political situation is a quest, frequently involving a magical artifact, either the evil overlord’s one weakness or the source of his power, which he has foolishly left lying somewhere in the countryside. The final siege battle forms the backdrop of the completion of the quest. Since fantasists back themselves against a wall with these paired conceits, an explanation is sometimes necessary that the evil army was bound to the will of the overlord and disperses peacefully or becomes otherwise incapacitated at his death.
High fantasies, particularly the quest portions, make good vehicles for unlikely or reluctant heroes. Sometimes, these heroes are what I call interpreter characters. Interpreters are mediators between the high fantasy universe and the reader. The interpreters may have a mindset or background closer to the reader’s than to the world of politics and magic occupying the book. Explanations to the interpreters keep the reader from getting lost, and their personalities keep the reader from getting bored. In the case of The Lord of the Rings
, the hobbits serve as interpreters. In the case of Guy Gavriel Kay’s The Fionavar Tapestry
, five students from the University of Toronto serve in that role. In Bone, the Bone cousins, who come from a society more-or-less like modern America, act as interpreters, filtering the story about dreams and demigods through easily digestible dialogue and worldviews.
Of course, everyone knows the high fantasy formula. Susannah Clements suggests in her fine lecture, “From Middle Earth to Fionavar: Free Will and Sacrifice in High Fantasy by J.R.R. Tolkien and Guy Gavriel Kay,” that the real question in a high fantasy is not whether good will triumph over evil but how much it will cost good to accomplish that triumph.
In The Lord of the Rings
, the cost is rather low, and for that reason the books are, in my opinion, unsatisfying in their conclusion. The biggest sacrifice is Gollum, a character nobody cares about (notice how they try to repair that deficiency in the films). The smaller sacrifice is more subtle: Middle Earth is a less magical place when the story is complete, but since the reader is about to leave it anyway, he probably doesn’t mind too much.
The Fionavar Tapestry
, on the other hand, is too extreme in the other direction. The sacrifices are frequent and intense. At first, they are quite moving--Paul hangs for three days on the Summer Tree after the manner of Odin and Jennifer is graphically raped by the archvillain. But after that, the sacrifices are less dramatic and even routine: a race of sinless beings has a fall from grace, a sea god gives himself up to torture, and a man who just found the love of his life willingly dies in battle to save another. And it just goes on.
Arguably, Kay’s constant sacrifices aren’t a failure. The torments are varied and unexpected graces appear. The greatest problem is that the biggest and most moving sacrifices are at the beginning of the story rather than the end. The other great problem is the conclusion: The Lord of the Rings ends in decisive fashion with Frodo and the elves departing forever into the uttermost West, but The Fionavar Tapestry ends with the characters just sort of wandering wherever, deciding whether they’ll go back to our world or hang out in Fairyland. The obligatory separation that gives good fantasies their sense of completion is missing. Surely the interpreter characters must go back to their own world or move on to the next one--ultimately, they don’t belong in the world in which the story takes place.
It is a delicate balance to strike, and even great masters have missed the mark by at least a hair. Besides that, the effect for which the high fantasist is reaching is largely a subjective one gauged by the reader’s disposition, preconceived notions, and attitude at the time of reading. Some may be bored by The Lord of the Ring’s overextended post-climax conclusion while others may delight in it (I am in the former category). Some may find the end of The Fionavar Tapestry a relaxed relief after the preceding brutalities while others may find it an aimless extension of Kay’s sometimes ludicrous worldbuilding (I am in the latter category). But speaking from my own subjectivity, Bone strikes the balance precisely, both with a definite sacrifice and an ending in which the characters are separated. Bone matches my expectation of what emotional response a high fantasy will produce. I expect the high fantasy to make me want more, to open a yearning in the heart like a sweet wound. Others may prefer to end high fantasies with a sense of satiation, in which case I would suggest they’re reading the wrong kind of books.
The necessary sacrifice in Bone’s high fantasy myth is accomplished in two ways. The first is by a tease: we have every reason to believe Thorn will die at the Crown of Horns or even before. I say this because Fone Bone and Thorn have a competition for the role of central hero in this myth. The story begins by following Bone, yet when he arrives at the spring where Thorn is bathing, his role switches to that of “herald” to Thorn’s coming adventure and life change (cf. Campbell 1968:49-58). Fone Bone is the strange creature the hero sees as the quest begins, announcing the existence of a world beyond Thorn’s current ability to imagine. Taking the herald, combining him with the helpful companion, and then letting him take center stage in the role of a faux protagonist is certainly a unique idea. Smith’s execution of this isn’t perfect; without Thorn, the entire book of Rock Jaw Master of the Eastern Border
feels like a pointless interlude, but such can be expected, for as far as I know, Smith is here exploring new territory outside the bounds of what we normally consider good writing. He succeeds anyway, combining the changeless comic strip protagonist with the high fantasy epic: as the story gradually morphs from light, episodic adventure to full-scale myth, Smith lets Bone fluctuate between first-place hero and second-rate sidekick. As this happens, Thorn changes via a rite of passage as a fantasy hero should while Fone Bone remains largely the same. In this way, Smith satisfies the needs of the myth and the comic strip simultaneously.
The interesting effect of this competition for first place is the conclusion in the reader’s mind that the story can ultimately do without one or the other of the characters. Briar detects this as well, for she says as she determines that Bone is a true protagonist, “...that means I no longer need you, Princess--” (p. 918). It would have made an interesting (and desolating) twist if Thorn had died after accidentally bequeathing a fragment of the Locust to Bone, forcing him to continue alone on a quest that was never rightfully his to begin with. While reading Bone for the first time, I convinced myself this was going to happen. Interesting though the idea is, it would have mortally wounded the story, for it would have killed the relationship that, as I’ve previously discussed, is Bone’s centerpiece. Nonetheless, the possibility of the story going on without one or the other of its main characters lends Bone