Judge Dredd: The Complete Case Files Volume 03, progs 116-154 (Rebellion/ 2000AD, 1979-1980, 2008). Written by John Wagner and Pat Mills. Art by Brian Bolland, Dave Gibbons, Mike McMahon, Brendan McCarthy, Ian Gibson, Garry Leach, Ron Smith, John Cooper, Barry Mitchell
My Sláine series remains relatively popular, so clearly a lot of people share my fascination with 2000AD comics. Years ago the whole Judge Dredd back catalogue was re-released in these huge ‘Case File’ tomes. The best I’ve seen to date has been Volume 02 (which I’ve praised here before). That included two great epic storylines, the Cursed Earth saga and Judge Cal. There’s nothing as brilliant or as large-scale here; Volume 03 collects a few one-off stories and short series. Some of these I’d come across before in other volumes years ago, such as the first appearance of Judge Death. Others were new.
Of the series, my favourite was one where a plague of poisonous spiders threatens a small town in the Cursed Earth, and Dredd has to help a community of mutants to resist. Then the spiders infest part of Mega-City One, so without a moment’s hesitation Dredd has the whole neighbourhood bombed flat. The spiders didn’t get under my skin, but a mutant talking horse named Henry Ford did. When the mutinous, grumbling mount got bitten and I thought he was going to die, I felt pretty sad. He survived, only to witness in horror Dredd’s incineration of a whole sector of the city.
Of the one-offs, far and away the best was the one about Uncle Umpty’s candy. This is so funny and so sad at the same time. It’s very short but it feels like there’s a lot in it. A kind, whimsical and talented old man invents a range of sweets that taste unspeakably wonderful and aren’t addictive or harmful in any way. On principle Dredd does not approve. But on tasting it, Dredd declares ‘It’s delicious!’ and actually smiles. But this little story sums up how absolutely pathological the society and culture of Mega-City One are: people go mad for Uncle Ump’s candy, leading to a breakdown in law and order. The judges take extreme measures against this wonderful old man just to ensure that his candy is gone forever.
The people of Mega-City One are very, very stupid. They are an unkind caricature of the people of capitalist societies: prone to fads and mindlessly acquisitive. But the ultimate consequence of their frenzied consumption is that they can’t be allowed to have nice things at all. They almost (almost, but not quite) deserve this ultra-punitive law enforcement system. Outside of contrived ticking time-bomb situations, the more conventional (but not necessarily bad) storylines where it’s a choice between the status quo and the annihilation of billions of people, the Judges plainly do more harm than good. Judge Death (‘The crime is life! The sentence is death!’) is only Judge Dredd taken to the logical conclusion of his misanthropy. Sometimes he plays it atraight as a Dirty Harry type. Sometimes he gives a hint of remorse or compassion; sometimes it’s not that, but only his sheer integrity leading to the same outcome. And sometimes, as with Umpty Candy, he is a brilliant and merciless caricature of himself.
Is Sláine a primeval soul who poses challenging questions to us from the depths of Celtic myth or a knock-off Conan the Barbarian? This is the question I posed and struggled with in my three-part series looking at 40 years of Sláine.
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This is Part Two of a three-part series on 2000AD’s Sláine. You’ll find Part 1 here.
This part is going to be a live commentary as I re-read Demon Killer. I’ll be typing my responses to things as I see them. The point of this is to show how the writer Pat Mills integrated a huge amount of myth and history into these stories without sacrificing fun, pacing or clarity. Sláine is pure fantasy, even – perhaps especially – when it purports to be dealing with real people like Boudicca or William Wallace. But even as we know it’s fantasy, we know it’s not just pulled out of someone’s arse either; it feels authentic and possesses a certain integrity.
Demon Killer was written by Pat Mills and drawn by Dermot Power, Greg Staples, Glenn Fabry and David Lloyd. All images are from that.
So here goes.
Right from the start we see ‘the triple death’ – Celts carried out ‘triple killings’ on their kings.
As king Sláine is forbidden from fighting – in contrast to other cultures, early Irish kingship institutions placed far less emphasis on violence and more on generosity, kinship and wealth
Geasa – taboos – yes, Irish kings had these taboos placed on them. Great mythical examples to be found in ‘The Burning of Derga’s Hostel’
Reading animals’ entrails to see the future – a Roman practise, as far as I know
Dead bodies getting up and speaking – a recurring motif in ancient Irish myths, though usually it’s a severed head
Sláine is to be killed at the end of his reign – plenty of evidence that this was done in Ireland – eg the bog bodies
The flashback to the battle of Clontarf – needless to say there was no warp-spasming warrior and no demon at that battle
Sláine has four wives – yes, polygamy was legally recognised is the old Irish laws, and was widely practised right up to the 17th Century
The magical cauldron comes from the tales of the Tuatha Dé Danann – see Gods and Fighting Men by Lady Gregory
Gold thrown into sacred rivers and lakes – yes, this was done in ancient Ireland, Britain and Gaul – but it seems to have stopped by 800-600 BCE whereas Boudicca’s rebellion was in 60 or 61 CE (Alice Roberts, The Celts, p 92).
This comic way overstates the ‘sacred gold’ angle – they dumped all kinds of artefacts of all substances in the rivers and lakes
When Sláine rises from the pool and Ukko introduces him – Ukko’s eloquence is very typical of Irish mythology: ‘A bone-splitter, a reddener of swords, a pruner of limbs who delights in red-frothed, glorious carnage… Your lives would be prolonged for getting out of his way.’
Sláine is in nothing but a loincloth, slaughtering guys in armour – this image of the wild reckless Celtic warrior is complicated by the fact that real Celtic warriors hid behind massive shields and specialised in hit-and-run attacks
Explanation for how the rebellion began: for the Romans, gold is tax; for the Celts, it’s sacred – no basis in history, of course, but it’s creative and fun
Boudicca says the Romans aren’t real men because they ‘bathe in warm water… anoint themselves in myrhh… and sleep on soft couches with boys… like their emperor who behaves like a woman… as is proved by the beautification of his person’ – OOF – this is the kind of ‘noble savage’/ ‘Fremen mirage’ stuff Sláine usually avoids. Based on what we know, the Celts were very proud of their appearance, adorning themselves with jewellery and dressing in bright colours. We know that the Gauls of Caesar’s time had make-up and fragrant soaps. Irish mythology is full of men describing each other as beautiful. ‘Personal adornments of bronze were abundant’ even among the prehistoric proto-Celts. (Nora Chadwick, The Celts, p 30.)And the casual 1990s homophobia is wide of the mark too – I’ve never come across evidence that the Celts looked down on gay sex or thought the Romans were somehow weird for doing it. Hmmm – and didn’t we see a gay couple in The Horned God?
It is true that Roman soldiers flogged Boudicca and raped her daughters.
Mona (Anglesey) was the druid stronghold but not ‘island of the witches.’ Women as well as men were druids so that detail is fair enough. The idea of them being naked in the cold of north Wales, the idea of them fighting naked, the idea of them playing with human organs, that’s what we call artistic license. But in the very same year as Boudicca’s rebellion, it is true, Suetonius Paulinus led a legion to Anglesey where he fought an arduous battle against the druids, massacred them and then for superstitious reasons set about uprooting their oak groves. Before battle the Romans were ‘paralysed with fear’ by ‘women dressed like Furies in funereal attire, their hair dishevelled, rushing about amongst the warriors…’ So there – they were dressed. In attire, no less. (The Ancient Paths by Graham Robb, p 250-257)
Elfric is clearly supposed to represent the luxury and licentiousness of the Romans – the old ‘noble savage’ theme again. Enjoying yourself in any way makes you weak, you see. But this goes against the theology explained in The Horned God.
Yes, Colchester was where the retired legionaries lived
‘Do not heed warriors who need to protect themselves with helmets and breastplates – such men are full of fear!’ – The Celts were brilliant metalworkers and never had any aversion to armour, though there are accounts of people who went into battle naked.
The druids’ magical herbs that cause hallucinations – a recent Blindboy podcast with Manchán Magan went into this, among other things. Very interesting.
Burning people alive in wicker cages – not the first time we’ve seen this in Sláine – which is apparently based on accounts by Caesar (Gallic Wars) and Strabo (Roberts, the Celts, p 182).
Women as well as men appear among the Celtic troops on the battlefield. I think this is a reasonable interpretation of the evidence of grave goods, history and mythology, which suggests women as prestigious leaders on the Continent, in Britain and in Ireland. I’ve read (I can’t remember where) that in early medieval Ireland women took part in fighting, perhaps a survival of the older custom. But earlier at Colchester Boudicca made a speech that seemed entirely addressed to the men in her army, so that’s odd.
‘You heard the boss!’ – the shield-boss, that is. Brilliant little touch. Classic Sláine.
So this comic, towards the latter half, goes into a bit of a warp-spasm with the killing and the slaughter. This is getting as mad as the ‘Volgan’ occupation of Britain in another Mills classic, Invasion. The craziest part is when Sláine and Boudicca build ‘the bone prison of oeth,’ a prison made of the bones of Roman soldiers. This is based on a story made up by the 18th century Welsh antiquarian Iolo Morganwg. According to Sam Lansman: ‘One of the most evocative of Iolo Morganwg’s forgeries was his description of Caer Oeth ac Anoeth as a dungeon built from the bones of slaughtered Roman legionnaires. This gruesome if impractical prison, the antiquarian claimed, was destroyed and rebuilt several times during the wars between the Romans and the Britons.’ But the 18th-century bluffer didn’t entirely make it up; it’s an interpretation of source material that is all catalogued here on Jones’ Celtic Encyclopedia.
‘The point is the Caesarian Empire provided a role model for future empires to rob and enslave native peoples… No empire ever gets away with it. … Countries built on blood cost the descendants… the injustice leaves a psychic scar… A sickness in their souls…’ You tell em, Nest. Excellent.
A detail I forgot. The gruesome prison of bones is so morbid it opens a portal for Elfric to return – suggesting that all this fury and slaughter is the ultimate cause of the rebellion’s undoing
All this slaughter is not just a trope of comic books. It’s also, to be fair, a trope of old Celtic legends. Read ‘The Battle of the White Strand’ – incredible numbers die left, right and centre.
‘The Omphallos – the Navel of Britain!’ – this is another motif that’s explored in Robb’s The Ancient Paths
‘Your majesty’ – hmmm… I don’t think Britons would have referred to their rather down-to-earth kings and queens by such exalted titles.
The battle is amazing – a mad mixture of the sort-of plausible with pure unabashed fantasy. Tremendous fun. Nothing really to say except that there were plenty of women as well as men among the Britons, who also had loads of trumpets like we see here, which terrified the Romans. I don’t think there’s any evidence the Britons were goaded into battle in the way we see here, but Graham Robb has a theory about how Boudica chose the battle site for scientific-religious-geographical reasons (Robb, The Ancient Paths, p 263)
Yes, the Britons’ retreat was impeded by their wagons; yes, even according to the Roman Tacitus the civilians were not spared. The cruel reprisals afterwards are accurate. ‘Hostile’ tribes had their lands laid waste.
The lament ‘Ochone’ is real, it’s Irish
The interior of the burial mound resembles real-life continental burials like that of the ‘Hochdorf prince’ – right down to the ‘bronze couch’
I don’t know if this claim about a planned conquest of Ireland is based on anything, but that could be my own ignorance. I will say that Suetonius Paulinus’ maps look way too accurate – the Romans didn’t have such technique in cartography. Their maps were terrible.
There is a little epilogue where Sláine returns to Ireland to find that his whole world has vanished with the passing of the years. This is brilliant, based on the myth ‘Oisín and St Patrick’ (In Gods and Fighting Men but also online here). In this story a legendary Celtic warrior argues with a Christian saint. It’s absolutely brilliant. The debate between Sláine and the priest is a faithful and creative interpretation of such ancient stories. There’s real authenticity in this little epilogue.
I expected to find like ten bullet points, not thirty-six!
Good thing I chose Demon Killer rather than The Horned God, or I’d have been here all day. The sum of all these little details is a major part of what makes Sláine work. I think the series has lost this over the years – never entirely, but to a considerable extent. Anyway, we’ll get on to that next week with Sláine: Part 3.
Books:
The Celts, Nora Chadwick, Penguin, 1972
The Celts: Search for a Civilisation, Alice Roberts, Heron Books, 2015
Gods and Fighting Men, Lady Gregory, 1904 (1970, Colin Smythe Ltd)
Over the first year of Covid I went through the back catalogue of 2000AD’s Sláine, for the most part reading the digital graphic novels on my tablet. At first I dipped in out of curiosity, but found myself enjoying it so much that I read fifteen titles cover to cover.
And I did not think it too many.
This is the first part of a three-part commentary tracing the high points and low points of the comic over the forty years of its existence. I will comment on each title in the series. The high points are magnificent and the lows are pretty shocking. My opinions will not be popular.
Sláine. I’d imagine most British people pronounce it as ‘Slain’ and, you know what, that’s fine. But it’s Slaw-nyah. However you say his name, he’s a character in the British comic 2000AD. He is a warrior with an axe who roams around Celtic Europe, leaping, shouting and chopping up bad guys. Roughly once per graphic novel, when chopping and shouting does not suffice, the raw power of the Earth goddess surges through him in a raging ‘warp-spasm,’ and he transforms into a grotesque and unstoppable beast.
From Demon Killer, written by Pat Mills, art by Glenn Fabry, Greg Staples, Dermot Power
But (at its best) there’s a lot more to it than that. Sláine is not a Viking or a Spartan or a medieval knight; he is a Celtic warrior, and that means he doesn’t fit neatly into the macho mould you might expect. He’s difficult to pin down and he’s got a lot going on. The two sides of Sláine are captured in The Horned God, when in a flash-forward Sláine’s chroniclers debate his legacy:
Ukko: Nah… Readers aren’t interested in all that fancy stuff. What they want is plenty of hacking and slaying.
Mor Runne the Dung Collector: Yurrr… I like hacking and slaying.
Nest: But there’s always been more to Sláine than just some muscle-bound barbarian. It’s an attempt to redefine the hero. To convey the matriarchal origin of myth.
Ukko: Take a tip from an old hack, dear, and stick to Sláine chopping off brainballs!
Mor Runne the Dung Collector: Yurr! I don’t like the comp… comp… complicated bits. I only like it when he’s killing people.
There are plenty of violent battles in Sláine – with Fomorians, Skull-Swords, Trojans and all kinds of demons and monsters. But the battle between a basic barbarian action hero and a deep, obscure Celtic soul is the most interesting of all. Over the next three posts I will examine this struggle. Part 1 will look at the first twenty years or so, Part 2 will take a deep look at one particular graphic novel, and Part 3 will deal with the latter half of Sláine’s career (including the really controversial bits).
The early stories from the 80s are collected in the graphic novel Warrior’s Dawn.
Sláine is a wandering exile in a mythical Celtic Europe called the Land of the Young – so named because few live to grow old. It’s a place as chaotic and fun as 2000AD’s Mega-City One. Flying ships powered by standing-stones ply the skyways. Dark magic corrupts the fields and forests into sourland, where prehistoric and inter-dimensional monsters roam. A stinking corpse named Slough Feg is the leader of a death-cult which burns captives in tribute to the maggot god. Sláine seeks to return to his own people, the Tribes of the Earth Goddess, a strange but relatively wholesome crowd whom Slough Feg seeks to conquer.
Writer Pat Mills does his homework when it comes to the Celts; many elements of this setting are derived from real history or myth. Not just Cuchulain’s riastradh, or warp-spasm. Whenever Sláine kills some great number of people and boasts that he ‘did not think it too many,’ he is quoting from the stories of the Fianna cycle. Part 2 will give further examples.
Sláine is not a boy scout. He is governed by obscure drives, sometimes dark or shallow, sometimes profound and selfless. His enemies – the Guledig, Slough Feg – are those who despise human pleasure, and the natural and material world which Sláine champions. He succeeds not through domination and destruction, but through submitting to the sublime chaos of the pagan world.
Sláine’s anti-authoritarian tendencies are not founded on ‘noble savage’ tropes or ‘don’t tread on me’ hypocrisy, but in an egalitarian, feminist and ecological spirit. Later in The Horned God we see that among the tribes of the Earth Goddess, marriages last for one year. The land is shared out equally and some set aside for the old and the sick. Kings (Sláine included) are sacrificed after a seven-year term so that they don’t get too big for their boots. Empires are seen as barbaric. Sláine makes no pretense that it is historical, but this depiction of Celtic society has plenty of foundation in the sources.
It is a myth of its own time. The Celts dress like punks (in later numbers more like metalheads). Ukko the dwarfish thief hates the egalitarian ways of the Celts, which he criticises in distinctly Thatcherite terms. Keep in mind that it’s the late ’80s, early ’90s, and the main bad guys, the Fomorians, are ruthless, callous tax collectors; we are duly informed that they live in a place called Tory Island (a real island off the coast of Donegal where, yes, the Fomorians of myth had their base). The hunger strike is portrayed as a venerable and ancient custom – just a few years after the 1981 hunger strikes in Ireland.
A lot of the above comes later, especially in The Horned God. But even in early Sláine, not a single episode goes by without some cool element of Irish, Welsh or Gallic myth figuring into the story somehow or other.
I like Sláine because (again with the qualifier, ‘at its best’) it chimes with what Michael Moorcock wrote about the great novels of Henry Treece. It is able
to capture the sense of raw passion of adult men and women who are not always mystically inclined yet dwell in a world of mysticism… [magic] is as much a part of life as the wild landscapes… as the stones and hills, the forests and the seas, the fortified townships and isolated villages dwarfed by the great grey skies.
Sláine is at its strongest when character and setting have room to breathe. It is at its weakest when it becomes simply a story of a man chopping up a succession of ugly monsters.
His time as king of his people is up, so he must be killed. From Demon Killer, written by Pat Mills, art by Glenn Fabry, Greg Staples, Dermot Power
2 and 3: Time Killer and The King
The stories collected in the second and third graphic novels (Time Killer and The King) see Sláine journey home and become the leader of his people, but for a while the reader is taken away on a bizarre detour. Sláine encounters the Cyth, inter-dimensional aliens who secretly control the destiny of humanity… and there’s a temple, a temple of terror or something… *yawns* … where was I? To cut a very long and jarringly episodic story short, Sláine travels through alternate dimensions, encounters strange aliens and trades his axe for a leyser gun. Yes, leyser. Like ley-lines. Get it?
It probably responded to some editorial and/or commercial need at the time, but I found the detour tiresome, a grind with no connection to the character or the setting I had become invested in.
No doubt some are reading this post to find out what are the best Sláine comics, which to start with, which ones not to bother with, etc. They might ask, ‘Should I just skip Two and Three?’
Ah, I must warn against it. The people on the business end of 2000AD have gerrymandered the graphic novels in a fiendish way. The sci-fi stuff is split fifty-fifty between the second half of Two and the first half of Three. If you pass on Two, you miss, among other great episodes, Sláine’s time-travelling intervention at the Battle of Clontarf. If you pass on Three, you miss out on Sláine’s return to the Tribes of the Earth Goddess, the story of how he becomes king of his tribe and of the first battles with the Fomorian sea demons. So the publishers have us in a bind.
Edit: see here for a very different (perhaps fairer) take on Tomb of Terror:
Classic 1980s black–and-white Sláine. From Time Killer, Written by Pat Mills, art by Massimo Belardinelli, Glenn Fabry, David Pugh, Bryan Talbot
4: The Horned God
This brings us to the pinnacle of the whole saga. The Horned God is the story of how Sláine unites the Tribes of the Earth Goddess to resist Slough Feg. More than that, it is a spiritual journey for Sláine as he submits to the Earth Goddess and becomes her faithful champion. Simon Bisley’s full-colour art is really beautiful.
The Horned God is deliberately slow to start, laying a solid thematic basis. Nothing in this story feels unearned. The story explores the motivations of Slough Feg and his death-cult. There’s a kind-of feminist theme as Sláine triumphs through becoming the Horned God, the champion of the Earth Goddess.
This champion ‘sees the ridiculousness of life. He never takes its pressures too seriously… Whereas the sun god is so serious… is obsessed with authority… with conquering everything… those heroes who follow his path are usually mindless and violent.’
The ingredients are in the right balance: action and spectacle combined with thematic depth and character development. There are stories within the story – such as the return of the Avanc, last survivor of an indigenous people wiped out by one of the Tribes of the Earth Goddess. Some parts are laugh-out-loud funny, but there are moments of real pathos – like when Sláine says goodbye to his son.
The Horned God is amazing.Despite some elements which have not aged well (including the male gaze stuff that I will deal with next week) it rewards reading and re-reading.
5, 6 and 7: Demon Killer, Lord of Misrule and Treasures of Britain
Pat Mills appears to be deft at pleasing his editors while also remaining true to his creations. As noted above, for some reason Sláine became an inter-dimensional battler of aliens for a while in the 80s – but rather than retconning or pretending it never happened, Mills does a graceful job of integrating the silly alien stuff into the story while keeping the focus on the themes and characters we actually care about. This enriches the stories collected in the next few graphic novels. In Demon Killer, Lord of Misrule and Treasures of Britain, Sláine travels through history and myth and time. These stories feature Boudicca, Robin Hood and King Arthur. Along the way he battles with old enemies: the Guledig and the sadistic demon Elfric.
From Demon Killer, written by Pat Mills, art by Glenn Fabry, Greg Staples, Dermot Power
Demon Killer puts the moral ambiguity of Sláine to the fore. Alongside Boudicca, he loots and razes a Roman city, killing masses of innocent people. Mills justifies this in the introduction (justifies it as an artistic choice, I hasten to add) convincingly in my view:
In many comics he would have doubtless made an excuse and left or tried to stop the massacre with some appalling hindsight speech: “No! No! Spare the women and children!” Fortunately, on 2000 AD, we don’t make such unconvincing compromises. The reality is that, as a Celtic warrior, Sláine would have participated because his people were driven to a fury after the Romans ethnically cleansed their land. And I feel this uncomfortable truth is preferable to reassuring but bullshit fiction.
(Pat Mills, from the introduction to Demon Killer)
It is consistent with Sláine’s character and his motivations. I said he wasn’t a boy scout. He is compelling because he attracts and then alienates our sympathies. But we’ll be taking a closer look at Demon Killer next week.
Lord of Misrule contains a moment very characteristic of Mills’ writing:
From Lord of Misrule, written by Pat Mills, art by Clint Langley, Greg Staples, Jim Murray
I don’t know if this is true or just a myth, and I don’t care. I like these little asides, and how they are well-integrated into the story.
In Treasures of Britain I found the story a bit unfocused. But the artwork is the most beautiful of these three comics, and there are many astute comments on Arthurian legend.
These are fun adventures, beautifully drawn, with thematic depth and character. I heartily recommend them.
That’s it for this week. Subscribe by email to get a notification when Part Two goes up. Next week we’ll look in depth at Sláine: Demon Killer. We’re getting into darker material in Part 3: some of the dodgy shit that has made its way onto the pages of Sláine, and why I hated Book of Invasions. But we’re also going to appreciate the finest artwork of the whole saga and take a look at my recommendations for the top five Sláine comics.
Maybe you enjoy reading about Sláine, and you didn’t think that too many. You should check out this great blog where the author Alex compiles a full list and ranking of all Sláine stories: slaineranked.blogspot.com