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Review Essay: Charmageddon! Or
the day Aleister Crowley Wrote Wonder Woman
Craig Fischer
Alan Moore, J.H. Williams III and Mick Gray, Promethea
#1-32. Wildstorm
/ D.C. Comics, 1999-2005.
Even though graphic novels are currently popular with readers, the 32-page
pamphlet comic book is nearly extinct. The cause for this extinction
goes back to the 1970s, when the big comics publishers D.C. and Marvel,
faced with declining sales, shifted their distribution from mainstream
retail outlets to comic book stores. As Gerald Jones explains:
In place of the decades-old consignment system, in which retailers carried
no financial risk and nearly half of every print run was expected to
be returned for credit, the specialty [comic book] shops began buying
comics outright from the publishers on a nonreturnable basis. That shifted
the risk from the publishers and distributors to the retailers, but in
exchange the retailers got their comics a month before the newsstands
and in better physical condition (not an insignificant matter when collectors
were becoming a significant part of the market). (327)
The straight-to-the-shops system, called the direct market, is both a
good and bad thing. Its central disadvantage: kids can’t find comic
books in drugstores and supermarkets any more, and publishers have lost
casual readers. In 1939, Superman #1 sold 900,000 copies (Jones 155).
In February 2005, the best-selling Superman title was Superman / Batman
#17 at 116,637 copies, and The Adventures of Superman #637 sold 33,265
(“Top 300”). The print runs of direct market comics are unlikely
to improve, given their demographic of aging male fans à la Comic
Book Guy on The Simpsons.
One hidden advantage to the direct market is that lower print runs and “narrowcasting” allows
publishers to take risks with more sophisticated material. This is where Alan
Moore comes in. Born in Northampton, England in 1953, Moore began his career
in 1979 by drawing cartoons for Sounds, a weekly music magazine. The popularity
of Marvelman and V for Vendetta, two serials Moore wrote for the UK anthology
Warrior, brought him to the attention of D.C. Comics, who hired Moore to revive
The Saga of the Swamp Thing, a languishing comic book about a heroic muck monster.
Moore’s 44-issue run on Swamp Thing was successful enough to convince
D.C. to launch an entire line, Vertigo, devoted to mature-themed genre comics.
Moore worked on other D.C. projects throughout the 1980s, including the perennially
popular graphic novel Watchmen (drawn by Dave Gibbons), but left the company
in 1989 because of disputes over merchandise royalties and D.C.’s plan
to label some of their comics “For Mature Readers.”
After a short-lived attempt at self-publishing, Moore returned to corporate
comics by writing superhero titles for Image Comics and affiliated presses.
In 1998, Wildstorm offered Moore the opportunity to create his own auteur-driven
line, called America’s Best Comics. (Wildstorm was then sold to D.C.,
which, awkwardly, left Moore back with his old employers.) In creating the
ABC characters, Moore borrowed heavily from previous comics and popular fiction.
Tom Strong, co-created by cartoonist Chris Sprouse, is a multi-cultural iteration
of Doc Savage, while The League of Extraordinary Gentlemen unites various Victorian-era
icons (Mr. Hyde, the Invisible Man) into a super-team that battles menaces
like H.G. Wells’ Martians. (Moore’s popularity is such that three
movies have been adapted from his comics: League (2003); From Hell (2001),
based on his monumental study of Jack the Ripper with artist Eddie Campbell;
and Constantine (2005), featuring a supporting character from Swamp Thing.)
My favorite ABC comic, though—the one which shows how far-out both Moore
and direct market comics can be—is Promethea, a mystical take on Wonder
Woman penciled by J.H. Williams and inked by Mick Gray.
The 32 issues of Promethea conveniently break into three story arcs, with the
first exposition arc introducing us to the central characters and their world(s).
The main protagonist is Sophie Bangs, a college student writing a term paper
on Promethea, a name and character that, in Sophie’s words, “turns
up in 18th century poems, early newspaper strips, pulp magazines and comic
books.” Sophie interviews Barbara Shelley, the widow of the last scripter
of the Promethea comic book, and discovers that Barbara herself is a middle-aged,
overweight version of Promethea. Barbara explains that the superheroine is
a “living story” that possesses mortals with imagination enough
to invoke her, and that all the historical Prometheas were real-life incarnations
of this living story. Issue #1 ends as Sophie taps into her imagination by
writing a poem that transforms her into a new, caduceus-wielding Promethea.
In the issues that follow, Moore and Williams pile on more stuff. Sophie’s
science-fiction New York City is run by a mayor with 42 personalities, and
protected by the Five Swell Guys, a superhero team whose strongest member is
Roger, a woman who was a significantly different gender before “that
Suffragette City episode.” Williams’ artwork packs the mise-en-scene
with flying cars, hi-tech hospital machines, and bizarre advertising icons
like “Weeping Gorilla,” a cartoon ape who cries while thinking
mournful phrases like “Can we hear that Radiohead track just once more?” Layered
on top of this NYC simulacrum is the Immateria, the world of imagination and
the home of all the previous versions of Promethea, whose stories are told
in issues #4-7. Promethea #7, for instance, focuses on Bill Wollcott, a male
cartoonist who drew the Promethea comic book with “so much passion” that
he became the superheroine and fell in love with a man. (Gender transgression
is a major theme in Promethea.) In these early issues, New York City and the
Immateria become playgrounds for various adventures, as Sophie battles mystical
cults and sci-fi villains.
The first eleven issues also function as Sophie’s apprenticeship, as
she gains the information she needs to be an effective Promethea. The most
controversial phase of her education is in issue #10, “Sex, Stars and
Serpents,” where she has tantric sex with Jack Faust, an aged warlock,
in exchange for his knowledge about magic. The story is full of Moore’s
offbeat ideas—“It’s only symbolism puts magic and meaning
into anything…we can make love amongst the gods, or we can screw on a
dirty mattress. It’s our choice”—but being less metaphorically-minded
than Moore, I did find it difficult to get past the fact that one level of
the story is about an old guy screwing a female co-ed on a dirty mattress.
So did reader Linda Santiman, who in a letter published in a later issue accused
Moore and Williams of trafficking in Hollywood clichés (“old man
and very young woman”) and unsafe sex (26). At the end of “Sex,
Stars and Serpents,” Jack Faust gives Sophie some books by Aleister Crowley
and Eliphas Levi to encourage her studies, but couldn’t she have gone
to the library instead?
Beginning with Promethea #12, Moore almost completely replaces superhero adventure
with explorations in spirituality and magic. Issue #12 is narrated by Mike
and Mack, the twin snakes on Promethea’s caduceus, who lecture Sophie/Promethea
in verse about “the magic of reality,” from the Big Bang to the
near future. Each page uses one Tarot card (from a deck designed by Williams)
to symbolize an era in human development. The industrial revolution, for instance,
is represented by “The Devil,” a card picturing a naked man and
woman held in chains by a horned demon, and this illustration is juxtaposed
with Mike and Mack’s commentary on the effects of industrial materialism
on the human spirit:
Materialism’s steady creep
Which William Blake called “Newton’s Sleep,”
Brings worldly blessings fair and fine,
Yet blinds mankind to the divine.
Each stage of human history is also given a title,
spelled out in Scrabble tiles, that is an anagram of “Promethea.” “Materialism’s
steady creep,” for instance, is called “The Mop Era.” The
bottom third of each page also includes a painting of Aleister Crowley,
progressing from his birth (page one) to his death (page 24), as Crowley
tells a joke about the imagination. The coup de grace is that the issue
is designed as one giant panel, so when the pages are placed side-by-side,
design motifs extend beyond individual page borders, changing Promethea
#12 into an ever-unfolding scroll. Moore has said that Promethea #12
is his “single cleverest piece of work,” and reading it is
a dense, disorienting experience (Campbell 24).
The next Promethea arc is an eleven-issue journey that fans call the “Kaballah
Quest.” As the result of wounds sustained in battle, Barbara Shelley
dies in issue #8, and in the Kaballah Quest (issues #13-23) Sophie/Promethea
journeys beyond death to say goodbye to Barbara and to learn more about
the magical structure of the Universe, which Moore maps out as the ten
seifrot of the Kaballah. My own knowledge of Jewish mysticism is limited
to reading Gershom Scholem’s On the Kaballah and its Symbolism
and Myla Goldberg’s novel Bee Season, but as I understand it, the
seifrot are ten spheres that represent the different aspects of God’s
power, and these aspects link together into a network responsible for
the creation of the physical universe. Sophie quickly catches up with
Barbara at the first seifrot (Yesod, the foundation of the Kaballastic “tree
of life”) and together they explore the Afterworld, where artists
J.H. Williams and Mick Gray cut loose. Each sphere of the seifrot—and,
consequently, each issue of the Kaballah Quest—has its own color
scheme and visual style. Williams and Gray draw Netzach (“victory,” issue
#16) as a “sea of green” with fat lines in a Peter Max style,
while Chesed (“kindness,” issue #19) is a combination of
line drawings with Impressionist backgrounds of painted blue. Their layouts
are equally inventive, with the möbius path that Sophie and Barbara
walk in Hod (“splendor,” issue #15) just one of the series’ mind-bending
visuals. The Quest ends in Promethea #23, in Kether (“crown”),
the heights of Heaven, as Barbara and Sophie fuse with God and become
everything, everywhere, before they return to earth. (The Kether scenes
are printed exclusively in gold and white ink.) The philosophizing of
the Kaballah Quest proved too unconventional even for many direct market
comics fans—“we have lost several thousand readers over the
course of this saga,” Moore noted—but those who stuck around
were rewarded with astonishing visuals and an image of God radically
different from the vengeful patriarch of the fundamentalist Christian
Right (Campbell 23). I found myself re-reading Promethea #23 a lot last
November, hungry for visions of mercy and love in the wake of the Bush
re-election.
Where do you go after you’ve taken your heroine to Heaven? Inevitably
into anticlimax. The third arc (issues #24-31), where Promethea has been
instructed by the God(s) to trigger Armageddon, lacks the joy and profligate
intellectualism of the Kaballah Quest. Moore seems worn down by contemporary
catastrophes. Issue #24 stages the McWorld-Jihad conflict as a struggle
between competing Prometheas, and one of the Five Swell Guys died “at
the WTC.” Sadder still is Moore’s decision to use the title
to wrap up the entire ABC line. In June 2003, Moore announced his retirement
from comics, and Promethea became the site for his big farewell to all
the ABC characters. Comics fans love crossovers—stories where Daredevil
makes an appearance in The Amazing Spider-Man—but I’d much
rather hear Moore’s ruminations on the Kaballah than read an adventure
story featuring less-than-interesting characters like Greyshirt and the
Cobweb. (More effective is how Moore and Williams dole out happy endings
to Jack Faust, Sophie’s best friend Stacia Vanderveer, and most
of Promethea’s regular supporting characters.) In answering complaints
about the Kaballah Quest issues, Moore noted that “there are 1000
comic books on the shelves that don’t contain a philosophy lecture
and one that does. Isn’t there room for that one? (“Promethea”).
Yes. So why, in the final arc of Promethea, did Moore abandon his lecture
notes and try to rejoin the 1000?
Moore and Williams make up for the disappointing third art of Promethea
with their final issue, #32’s “Wrap Party,” one of
the most formally innovative comics ever published. Each page of “Wrap
Party” is a full page drawing—without panel borders or other
subdivisions—of a naked, translucent Sophie/Promethea in various
poses: floating, flying, dancing. Behind her are brushmarks of color,
with some pages predominately yellow and others blue-purple. Layered
on top of this dense visual mix are Sophie’s word balloons, along
with sphere-shaped captions, and, on each page, a capsule of text that
identifies one of the 32 paths that connect the 10 spheres of the sefriot.
The end result is an overload of stimuli designed to overwhelm the audience
in ways similar to such radical art/theater events as Warhol’s
Exploding Plastic Inevitable and the Living Theater’s Dionysius
in ’69, and Promethea #32’s debt to the ‘60s counter-culture
is made explicit by Sophie’s running commentary on psychedelia: “Adding ‘delos’ (to
reveal), Humphrey Osmond, a colleague of Aldous Huxley’s, coined ‘psychedelic’ or ‘soul
revealing’…Magic, therefore, is always psychedelic.”
The inside front cover of Promethea #32 is a set of instructions on how
to make the comic more psychedelic by turning it into a double-sided
poster: “Carefully pull it apart and, using the numbers on each
page as a guide (it will be four tiers of four pages), tape it all together
to form the poster. Additionally, once the poster is completed, you will
see two lovely images of Promethea only visible in this form.” Armed
with an X-Acto knife, I cut apart the pages and reassembled them, and
I discovered two new ways to read and experience “Wrap Party.”
First, the brushstrokes on the page backgrounds come together to create
a decorative close-up of Promethea on each side of the poster. Second,
the spherical captions on each page are linked with others through trails
of stars or ankhs, and when Promethea #32 is reconfigured into a poster,
these captions are linked across pages and tiers; they become a network
of hypertextual rhizomes that bounce around the picture plane unfettered
by either page-by-page reading order or the visual rhetoric of the Promethea
portraits. And one of those rhizomes reads:
Alchemy is that of “Solvé et Coagula,” to dissolve
and recombine. “Solvé” is reductionism, taking things
apart for study (or “analysis”). “Coagula” is
holism, reconnecting everything into a better and more accurate picture
(or “synthesis”). We perform “Solvé et Coagula” as
we tear the comic apart to see the “more accurate picture.” In
Promethea #32, Moore and Williams make us into alchemists.
There’s no way to do justice to the density of Promethea in this
review. I neglected to mention, for instance, the moments of self-reflexivity
in the series: how the god Mercury breaks the fourth wall and directly
addresses the reader (“Some fictions might be alive…that’s
what I’m saying”) in issue #15; how Sophie and Barbara enter
Kether as stick figures at the beginning of #23; how Moore and Williams
themselves make cameos in the book as Promethea begins “Charmageddon” in
#30. (The “charmageddon” pun is taken from Moore’ little-known
Outbreaks of Violets, but it perfectly describes how Sophie brings the
world to an end.) I also forgot to discuss what Moore considers the central
miracle of existence: that the Big Bang filled the void in the first
place, that something came from nothing. As Sophie and Barbara enter
Kether, their figures wheel around a mandala as they chant:
Something / from nothing
One / from none
This / From bliss
White / from what.
With Promethea, Moore, Williams and Gray have created
a very magical something, and found an audience for their magic in
direct market comic
shops. As Moore retires, and the comic industry shifts its distribution
into chain bookstores, some of the magic is going away, and I pray to
Glycon—a snake-god Moore has adopted as his own personal deity—that
material as trippy and subversive as Promethea will find a home in the
Graphic Novel section of your local bookstore.
Works Cited
Campbell, Eddie. “Alan Moore Interviewed by Eddie Campbell.” Egomania
#2, December 2002: 1-32.
Jones, Gerald. Men of Tomorrow: Geeks, Gangsters and the Birth of the
Comic Book. New York: Basic Books, 2004.
“
Promethea.” 4 March 2005. Wikipedia: The Free Encyclopedia. 14
April 2005. http://en.wikipedia.org/wiki/Promethea
Santiman, Linda. “Letter to ‘Imaginary Lines’.” Promethea
#12, February 2001: 26.
“
Top 300 Comics Actual—February 2005: Sales Estimates for February
Based on Diamond Indexes and Publisher Title Data.” 24 March 2005.
ICv2. 13 April 2005.<http://www.icv2.com/articles/home/6620.html>
Craig Fischer is an associate professor in the English Department at
Appalachian State University. He is a member of the Executive Committee
of the International Comic Arts Festival, and his articles have appeared
in The International Journal of Comic Art and The Comics Journal.
Iowa Journal of Cultural Studies 6 (Spring 2005)
Copyright © 2005 by The University of Iowa
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