The Sandman Graphic Novel

Gaiman, Neil. The Sandman: Preludes and Nocturnes. Illus. Sam Keith, et al. New York: DC Comics, 1991. Print.



This graphic novel is the fantastical account about how Dream (a personified deity-like entity who rules the world of sleep) is captured by a magician in 1916 and held until 1988 when he finally escapes.  The magician originally wanted immortality by capturing Death (Dream’s sister, another one of the “endless” entities), but unwittingly trapped Dream instead.  This throws the whole would into disarray, because there is no force to give people dreams and govern normal sleep.  General insanity ensues.

Dream finally escapes from his container when the guards fail to keep watch.  He attempts to return to his dream-kingdom, but he finds that he is very weak, because he is missing his three magical items: a pouch of sand, a Helm, and a ruby amulet.  He seeks out the Three Witches (who are really one entity with three aspects), who offer him some clues about where to find his lost items.  First, Dream goes to London and gets help from John Constantine to recover the pouch.  Second, Dream goes to hell and has to outsmart a demon that has his helm.  And finally, Dream has to battle an absolutely crazed foe named Dee who has stolen his ruby.  Dream tricks Dee into shattering the amulet, and he thus regains his power.

Following this, Dream restores the natural order of dreams and sleep for humans, and even forgives Dee for attempting to kill him with his own ruby.  In the end, Dream meets with his sister Death, and follows her around for a while observing what she does, which is to carry the dead away.

This graphic novel is extremely disorienting, because it doesn’t give any background information whatsoever.  It feels like you are simply thrown into an extremely intricate world with its own characters, features, laws, etc.  But this reflects the content of the story itself, I think.  When Dream is captured, people stop sleeping and dreaming normally, which causes pervasive confusion and even insanity.  The images on the pages themselves reflect this feeling.  Sometimes it is difficult to decide which part of the page to read first, because the boxes are slanted and positioned in abnormal ways. 

But ultimately, for me, this greatly enhanced my personal experience with the book.  It allowed me to make decisions about what to look at and what to read first.  It really doesn’t matter which order you take the story in as long as you get to it at some point.  I enjoy the non-linear story telling.  The world is also so deep, dark and magical, which really appeals to my own aesthetic preferences.  And there are multiple allusions to other comics I read as a kid, so I think that added meaning that wouldn’t otherwise be picked up on (e.g. John Constantine makes and appearance, and one major section of the book is located in Arkham Asylum).

I would never attempt to use this as a general text to teach from for an entire class, but I would keep it on my shelf at school, so that an interested student could check it out and read it on their own.  I’m convinced that this graphic novel is doing a number of highly interesting things with the mixture between text, content and images.  They are inseparable.  So, perhaps this would be an exemplar text for “reading,” in the full sense of reading, a complex piece of art.  Aside from this, I think that the central themes of dreams, insanity, demons, hell, heroes, magic, death, etc., are naturally interesting to adolescents.  Since this graphic novel is riddled with these ideas, it would make for a wonderfully engaging read for a high school (and maybe middle school) student.

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