A VAMPIRE STALKS THE NIGHT ! |
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SPOTLIGHT ON THE TOMB OF DRACULA #26 |
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As Marvel's most popular and successful ongoing horror title of the 1970s, Tomb of Dracula weaved an ongoing saga plotting the lord of vampires against a group of vampire hunters which was vividly brought to life by Marv Wolfman's gripping storytelling, Gene Colan's dramatic pencils, and Tom Palmer's intense inks. The overall result was a gothic atmosphere which harked back at the classic vampire stories while at the same time adding new momentum to the theme, making Tomb of Dracula Marvel's outstanding contribution to the genre and a classic in its own right. Amongst the 70 issues published from April 1972 through to August 1979, some stand out as exceptionally well produced examples of the comic book medium - such as Tomb of Dracula #26. | ||||
SYNOPSIS - TOMB OF DRACULA #26 IN CONTEXT - REVIEW AND ANALYSIS - WHERE TO READ IT |
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SYNOPSIS | ||||
Tomb of Dracula #26
features the first part of a
three issue story arc centering around a
mythical artefact called the Chimera. "A gift works like a talisman for him who gives it: he prospers whichever way he turns." (Proverbs 17:8) |
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At the same time, but in far off India, Taj Nitall - a former companion of vampire huntress Rachel van Helsing - is visited in his hotel room by an old friend who implores Taj to finally make the last few miles of his long journey home and join his wife in their family tragedy of having lost their son after an attack on their local village by vampires years ago - an incident which left Taj's wife bound to a wheelchair and himself mute after his vocal cords were damaged in the struggle with none other than the lord of vampires, Count Dracula. |
Back in London,
that very same Dracula is attacked in a dark alley by a
group of men who seek revenge for the killing of a woman,
but their plan backfires dramatically as the lord of
vampires uses his hypnotic powers to make them turn
against each other until none of them is left alive. Dracula then proceeds on his way to the Eshcol pawn shop because he has learned from one of his informants that the old pawnbroker may have acquired the complete chimera. However, he arrives too late and only to find the place in ruins and the police already at the scene, but he is at least able to glimpse the tail piece of the chimera in the hand of David Eshcol. The pawnbroker's son then leaves the scene and wanders about aimlessly before he bumps into a young woman, Sheila Whittier. Unaware of the fact that she has ties to Dracula and that right now the lord of vampires is manipulating her in order to keep a close watch on David and the part of the chimera he holds, David has no reason to doubt her statement that his father supposedly met with her to discuss the chimera. Eshcol tells her what he knows about the powers of the artefact, the events which led to the stealing of two of its three parts, and most importantly, that he himself holds the remaining third piece. |
Elsewhere, another former member of the group of Rachel van Helsing and Quincey Harker's vampire hunters, Frank Drake, gets reacquainted with an old friend, Chastity Jones. Searching for a new life, Drake jumps at the occasion and joins her on her trip to South America, unaware that this will turn out to be the first step of an adventure that will lead him to unknown horrors along the way. |
Wanting to learn
more about the background and origin of the chimera,
David Eshcol takes Sheila to consult with Lydia, an old
and somewhat eerie woman who, as his father told him,
supposedly knows all about the chimera. She tells
her two visitors that the statue was crafted more than
thiry thousand years ago in the ancient city of Atlantis
and quickly resulted in madness, destruction and
death. The old woman relates the many twisted ways
and events in which the chimera then appeared throughout
history, again spreading death wherever it was found,
before the artefact finally disappeared in the Middle
Ages - although it seems to have reappeared recently.
Again, the message is that the chimera can guide or
destroy the world, and that only a stable individual can
actually use it. At the same time, Dracula succeeds in tracking down the two stolen pieces of the chimera to a large mansion, again based on news from one of his informants. |
He enters the building but soon finds himself trapped behind steel doors, whilst a mysterious voice talks to Dracula over a loudspeaker system, giving him instructions where to go. |
Thus directed into
a room, the voice tells Dracula that he must die for
seeking the power of the chimera, and only seconds later
more sliding steel doors trap Dracula. As the enraged lord of vampires considers his next steps, a panel in the ceiling suddenly slides open to release a stream of water onto the floor, and Dracula quickly realizes in terror that the liquid is actually holy water... The issue ends with this cliffhanger situation, as Dracula is seemingly trapped with no way of escaping this deadly threat. |
TOMB OF DRACULA #26 IN CONTEXT |
If things had gone the way
writer Roy Thomas and artist Gil Kane had wanted them to
go for Marvel's October 1971 print run, Spider-Man would
have fought Count Dracula in the pages of Amazing
Spider-Man #101 (Cooke, 2001) in order to make the
most of the newly gained freedom of a recent Comics Code
revision. However, Stan Lee had different plans for this iconic genre character and instructed Thomas to use a "super villain vampire" (Cooke, 2001). |
Thomas
and Kane obliged, and Amazing Spider-Man #101
thus saw the first appearance of Morbius, the living
vampire, instead of Dracula. Lee was heavily pushing for an own title for the count from Transylvania (Cooke, 2001) and plans for such a publication were first revealed in mid-1971 editorial announcements where, amongst different working labels, the title Tomb of Dracula was first mentioned. Originally planned as a black & white magazine for "mature readers" rather than a standard colour comic book, this concept was changed as late as after completion of Gene Colan's artwork for the first issue (Cooke, 2001). Officially, the launch of the Dracula title was delayed because of restrictions on printing capabilities, but with a cover date of April 1972 Marvel finally published the much heralded first issue of Tomb of Dracula. Unforseeable at the time, the title would turn out to be a huge success and break new grounds with its ongoing saga of a group of vampire hunters who sought to put an end to Dracula's existence. Artist Gene Colan and writer Marv Wolfman achieved a quality of storytelling which was not only in the best vein of the classic gothic vampire stories but also added its very own stamp of originality and thematic momentum. Today, The Tomb of Dracula is a comic book classic beyond its genre, and the jewel in the crown of Marvel's bronze age horror world. |
The pencilling and
inking on Tomb of Dracula #1 was entrusted to Gene "the Dean" Colan, who would stay on the book right
throughout its entire run, after having literally fought
for this assignment from Stan Lee
Tomb of Dracula quickly became the flagship of Marvel's line of horror titles - above all thanks to Colan's artwork (often superbly inked by Tom Palmer) which was, in a word, definitive. After a long period of work on Daredevil and Iron Man, Colan created an intensely atmospheric visual rendition of the horror saga that was to unfold and established a distinctive look for Marvel's vampire count which went far beyond the classic horror comic qualities. ssue after issue, his style provided a truly captivating visual journey into the dark shadows, based on a pronounced assumption that comic books and movies share common traits. |
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On the story level,
the link between Bram Stoker's original novel Dracula
and the first issue of Marvel's new comic book title
was forged by introducing the last living descendant of
Dracula, an American named Frank Drake. At the same time,
Stoker's book itself becomes a link, as the existence of
this literary work is portrayed as a grand misconception:
the book is not, as everybody thinks, a work of fiction,
but rather an account of actual events. This approach was in fact hinged on the standard logic of the Marvel Universe: if a well known fictional character appears in a Marvel comic book, then this character is no longer considered to be fictional, but rather a real entity - in which case any fictional work on said character must be a form of factual eye witness report. Whilst the kick-off script was cleverly penned and opened with the reanimation of the vampire in modern times, Marvel seemed unable to supply the title with a stable authorship as three different writers (Gerry Conway, Archie Goodwin and Gardner Fox) came and went after two issues each. Whilst they did manage to set up the basic parameters of Tomb of Dracula, there was - not surprisingly - a pronounced lack in storytelling consistency paired with a sometimes hasty narrative. |
Eleven
months, six issues and three writers after the launch of Tomb of Dracula Marv Wolfman took
command of the script for the March 1973 publication
schedule, and with him, Marvel's tale of Dracula would
become a cleverly conceived and extremely balanced piece
of fiction - indeed, one of the best ever seen in a comic
book.
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Fighting the newly risen lord
of vampires in Tomb of Dracula was a team effort,
just as it had been in Stoker's novel. Having a group of
"vampire hunters" as antipodes to Dracula's
actions and scheme of world domination was presented and
worked on so well that it became an important element of
the ongoing saga and contributed in a very essential way
to the success of Tomb of Dracula. Also quintessential was another direct connection to the literary source which was established by Wolfman through the introduction of the persona of Quincy Harker in his first script for Tomb of Dracula. Harker - introduced on the final page of Stoker's original novel as a new born baby - is now an elderly man bound to a wheelchair who has used scientific means and sophisticated machinery to hunt down vampires for the past sixty years after having been trained by Abraham van Helsing himself. |
Within this framework, the
pairing of Marv Wolfman's conceptual ideas for breaking
out of established comic book routines together with Gene
Colan's enthusiasm for the genre and his dynamic and
atmospheric artwork proved to be simply perfect, and very
soon they found themselves outside of the commonly
defined and charted corners of the Marvel Universe. This,
however, was not just terra incognita for
Marvel, but for the entire comic publishing business and
the medium itself.
One key element which Wolfman brought to the series and which made Tomb of Dracula stand out amongst mainstream comic book titles was the depth and complexity of the plot. Right from the outset of his first script assignment on the title, Wolfman started to build up multiple underlying themes and sub-plots in the overall storyline which would only become fully meaningful at a later stage; this way, even stand-alone single issue stories were embedded in an arc of overall continuity and suspense. In addition, Wolfman also increased the complexity of the themes which the storytelling dealt with by introducing undertones of moral philosophy and portraying all characters involved - Dracula as well as the group of vampire hunters - as self-conflicting and sometimes even outright self-contradicting personalities. According to Roy Thomas, Marvel's editor-in-chief at the time, Tomb of Dracula had a good start and eventually became a good, solid seller for most of its run (Cooke, 2001), and the title went from bi-monthly to monthly publication in June 1973 with Tomb of Dracula #9. Wolfman and Colan steadily progressed from being two enthusiastic individuals working together to becoming a team where mutual understanding and a shared perception creates results not otherwise possible. The series just kept getting better and better until it reached its prime for a period running from April 1974 to August 1975 over a sequence of 17 issues (Tomb of Dracula #19 - #35. |
REVIEW AND ANALYSIS |
Tomb of Dracula #26 is
situated virtually midway in that period of five star
excellence of the title, and by this time the narrative
flow and the plot interest had reached such a high
intensity that Marv Wolfman could come up with storylines
which did not feature the team of vampire hunters as
central cast characters for a few issues without any
worries of losing the overall dynamic. In this issue, Wolfman kicks off a story arc running through Tomb of Dracula #26 - 28 which centers around the Chimera. Digging deep into Greek mythology, Wolfman greatly develops the setting and backdrop of the title by lining it up with ancient European mystic lore and culture, as the oldest reference to the "chimaira" is to be found in Homer's 8th century BC epic Illiad, where this monstrous creature is described as
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In Greek mythology,
the Chimera ravaged the countryside of Lykia (Anatolia)
and was described as the offspring of Typhon and Echidna.
This made her a sibling of such monsters as Cerberus, the
Lernaean Hydra, and the Sphynx, and thus established this
composite beast within the core genealogy of the ancient
Greek myths (Smith, 1867). In turning to Greek mythology,
Marv Wolfman brought a personal favourite subject to the
pages of Tomb of Dracula, and one of which he
has a well-founded and broad knowledge (Arrant, 2010). Today, in the age of general public awareness of genetics and the equally publicly perceived actual reality of clones and hybrids, references in popular culture to the concept of the chimera appear frequently, but at the time when Tomb of Dracula #26 was published, Wolfman did not have many role models to go on and provided the readers of the series with yet another innovative plot element. |
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Avoiding the possible pitfalls
of having to stretch the limits of credibility too far by
introducing an actual living beast modelled on the
mythological monster, Wolfman's chimera is in fact a
powerful magical artefact in the form of a statue, made
up of three individual pieces and capable of transforming
into reality the thoughts of whoever possesses all three
pieces. Thus taking his inspiration from Greek mythology and expanding his narrative on this basis, Wolfman adds another element to the plot by bringing Atlantis into play, which allows him to anchor the chimera in a better known and more familiar general context than would be the case for most readers if Wolfman would be referring to ancient Lykia. The reference to mythic Atlantis, of course, also originates in Ancient Greece, as the legendary island described by Plato in two of his dialogues as a mighty naval power which sank into the ocean "in a single day and night of misfortune" (Jowett, 1871) after a failed attempt to invade Athens. |
Plato's description
places these events at around 10,000 BC, but Wolfman goes
back even further into the shadows of time for the Tomb
of Dracula timeline by putting an age of around
30,000 years on the chimera statue. But even to those
readers who are unaware of these aspects of Atlantis,
simply mentioning this fabled realm links the storyline
to a commonly known classic element of fantasy narration
- a clever means employed by Wolfman to both explain and
justify the paranormal powers of the artefact. The tale woven around the mysterious powers of the chimera statue is dotted with even further "authenticity" by using numerous quotes from the Old Testament in the introduction to the storyline. |
Essentially, they are a means of characterizing the old pawnbroker and portraying him as a pious jew intent on securing the chimera for the good of mankind and preventing it from ever falling into the hands of evil again. |
This setting, just
like the greek mythology background, was again familiar
territory to Wolfman who comes from a Jewish family
background (and won a National Jewish Book Award in 2008,
together with Mario Ruiz and William Rubin, for the
non-fiction graphic novel Homeland: The Illustrated
History of the State of Israel), and its usage
demonstrates Wolfman's approach to constructing and
maintaining a plot complexity which is accessible to
readers who can put the various sidelinks into an
expanded context but which does not leave readers who
can't in a void. In this case, the quotations (mostly from the proverbs of the Old Testament) have underlying ramifications for the general them of the plot. |
According to Yamauchi (1983),
the passages quoted by Wolfman from Proverbs 17:8 and
17:23 actually refer in a very substantial way to magic
and, specifically, a magic stone, and are thus very close
to the core characteristic of the chimera statue which,
although made of metal rather than being carved from
stone, has an affinity to amulets or talismans through
its appearance and a magical potency which can turn it
into both a blessing or a curse. And finally, the venal
man mentioned in Proverbs 17:23 who takes the gift "under
cover of the cloak" is an almost obvious visual
reference to Dracula who, of course, wears just that - a
cloak. These remarks really serve to illustrate und underscore two points. Firstly, they demonstrate Wolfman's meticulous plotting and writing which creates many different threads but at the same time makes certain that none of these are left unconnected or dangling without purpose - ultimately, everything is thought out and carried through to fit the overall picture. Wolfman has a complex concept, and he breaks it down into a storyline which moves everything along, i.e. both plot and characters. This also means that there is a high density in Wolfman's writing and no filling, which, secondly, provides a multi-level storyline which is far above what general expectation would consider a comic book plot from the 1970s to be. Tomb of Dracula #26, together with its preceding issue and the next few issues following it, is one of the best examples to illustrate just what precisely Wolfman had in mind when he was thinking of breaking out of the "comics for kids only" framework - and how well he succeeded in doing so. The chimera is used by Wolfman as the recurring story device and focal point for a three issue arc, but in essence the true meaning of the statue for the plot Wolfman has designed is that it brings up the elementary human condition of doubt (most notably self-doubt) and the connected attempts to bring personal hopes and expectations in line with actual reality. Wolfman goes about this potentially difficult subject, where an all too top-heavy handling could all but kill a comic book within a few panels, by building on his successful approach to characterization: he exemplifies it through the persona of Sheila Whittier, whose desire for love is made futile by her inability to see the truth behind Dracula, and David Eshcol, whose longing for wisdom is hindered by his inability to accept and understand the existence of the supernatural. Dracula, on the other hand, uses these dilemmas and the self-doubts they entail to manipulate both individuals to fit his own purposes. The count himself is thus portrayed throughout the three issues of the chimera arc as a character who has always prided himself of his control and mastery of others but who is now gradually faced with being both defied and humiliated - most notably when Sheila Whittier simply smashes the chimera statue by throwing it against a wall in Tomb of Dracula #28 (actually one of the few questionable points in the plot, as it really is quite unclear how a metal object could behave in such a manner). This is not exactly what one would expect from the lord of vampires, but his (at this point) inexplicable loss of power would actually become a focal point of Wolfman's next major plot developments for the series. |
On a short personal
note to further illustrate this, I immensely enjoyed Tomb
of Dracula #26 when I picked it up from the news
agent as a 12-year old. It was only my second issue of
the series, but it thrilled me so much that even after 35
years I can still recall the exact circumstances of
reading it, and just how much I liked the way the
chimera, black magic and Atlantis intertwined with the
Dracula theme. It was only decades later, upon re-reading
the issue for the first time, that I was struck by just
how many interesting facets of the plot I had missed, yet
without any detriment to its entertainment value at the
time. Tomb of Dracula #26 is one of those examples of a Bronze Age comic book - admittedly not available by the thousands - which provides readers of any age (probably upwards of 10, though) with a very high level of storyline satisfaction: the plot builds up instantly on various levels and is taken forward very swiftly as it builds up a growing amount of suspense until it finally reaches a cliffhanger climax which really makes you wonder how things will go on from here. |
Simple as this process was if and when it worked, a small piece of trivia suggests a slight hickup in the working process of Tomb of Dracula #26 caused by letterer John Costanza, as a comparison between the printed splash page as published and the original artwork splash page (on offer from a professional comic art dealer in 2010 for $800) reveals a slip in the title where "chimera" is misspelled as "chimeira". This typo - which must have also been overlooked by inker Tom Palmer who worked on the page once the letterer had finished his job - required a reworking which, given that the splash page for sale is described as an original piece of artwork, was seemingly carried out on a 1:1 stat of the page. In addition to correcting the typo, the credits were also moved from the bottom of the page into the large lower panel. |
In conclusion, Tomb of
Dracula #26 is an exceptionally entertaining and
surprisingly multifaceted comic book, and as such it is
also an important part of the overall fabric which made
the series what it is by today's perception: a comic book
title which shaped and influenced comic book history in
many ways. First off, Tomb of Dracula was the
first continuing comic book title which featured a horror
genre character both as its leading role and,
consequently, as part of its title. Secondly, the title
was the prototype mould for Marvel's 1970s run of horror
comics which infused the genre with the underlying
principles of the traditional superhero comic book,
making the "superhero from the crypt" one of Marvel's milestone
contributions not just to the Bronze Age period of the
1970s but to comic book history as a whole. Thirdly, Tomb
of Dracula was the longest running Bronze Age horror
comic book title. And last but all but least, the revival
of Marvel Comics which was triggered by the series of big
budget movie adaptations based on the House of Ideas'
characters was not started by one of the now newly
popular superheroes, but rather by a character from Tomb
of Dracula as Blade broke the Hollywood ice
for Marvel in 1998. And finally, Tomb of Dracula owes its uniqueness and success to an important shift in focus which Marv Wolfman brought to the title:
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WHERE TO READ IT |
Tomb of Dracula #26 is
an excellent jumping on point for (re-)discovering the
series as a whole. It is available, of course, as the
original 1974 comic book from various sources and at
prices which have remained reasonably sensible and top
out at $40 for a near-mint (9.2) copy. Tomb of Dracula #26 has seen a lot of reprints over time, but most of these are now out of print and somewhat hard to source (such as volume 2 of the highly affordable black and white Essentials collection of Tomb of Dracula, or in colour on high quality paper in volume 1 of the Omnibus edition of Tomb of Dracula). The good news for Tomb of Dracula fans is that the series is finally being reprinted in the Marvel Masterworks format. The first collection was published in October 2021, collecting the first 11 issues. Tomb of Dracula #26 should be available once the Dracula Masterworks reach volume 3. And last but not least, Tomb of Dracula #26 is available in digital format. |
BIBLIOGRAPHY ARRANT Chris (2010) Wolfman Becomes the GOD OF WAR For WildStorm, Newsarama website, available online and accessed 2 July 2010 at www.newsarama.com/comics/Wolfman-God-Of-War-Comic-100402.html COMIC GEEK SPEAK (2005) Podcast: Book of the month club - episode 5 - Tomb of Dracula, Interview with Marv Wolfman (31 October 2005) (quoted from personal transcript) COOKE Jon B. (2001) "Son of Stan: Roy's Years of Horror", originally published in Comic Book Artist #13, available online and accessed 10 September 2007 at www.twomorrows.com/comicbookartist/articles/13thomas.html DLUGOS Jenn (2002) Gene Colan Interview, available online and accessed 18 October 2007 at www.classic-horror.com/newsreel/gene_colan_interview JOWETT Benjamin (1871) The dialogues of Plato, Oxford University Press LATTIMORE Richmond (1951) The Illiad, Chicago University Press MATA Shiai (2007) Gene Colan Interview, available online at www.slayerlit.us/interviews/interview8.htm SIUNTRES John (2005) Gene Colan Interview, transcribed from the podcast Word Balloon: The Comic Creator's Interview Show , available online at wordballoon.libsyn.com SIUNTRES John (2006) Marv Wolfman by Night, transcribed from the podcast Word Balloon: The Comic Creator's Interview Show , available online at wordballoon.libsyn.com SMITH William (1867) Dictionary of Greek and Roman Biography and Mythology, Little, Brown and Company THOMAS Roy (2000) "So you want a Job eh? The Gene Colan Interview", originally published in Alter Ego (vol. 3 issue 6), available online and accessed 17 October 2007 at www.twomorrows.com/alterego/articles/06colan.html YAMAUCHI Edwin M. (1983) "Magic in the Biblical World", in Tyndale Bulletins (34), 169-200 |
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