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73 pages 2 hours read

Jeff Smith

Bone

Fiction | Graphic Novel/Book | YA | Published in 1991

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Themes

Religion and Spirituality as Driving Forces

Spirituality is the underlying force that drives Bone. Beliefs that are initially presented as remote superstitions are slowly revealed to be basic laws of nature. They are also the basis for a significant portion of the Valley’s culture and practices and the catalyst for several main characters’ core arcs.

Fone is introduced as a nonbeliever and ends up as a spiritual figure. He is an outsider to Valley culture and is therefore unfamiliar with its religion. For the majority of the story, he remains polite and incredulous when regarding “the local belief system” (690). Even after foiling Briar’s ritual, he tends to rationalize his experiences with the Dreaming with scientific explanations: “Everybody just stay calm. This is just a hallucination! We’re probably breathing some underground gas or something” (865). By Part 9, however, not only is he convinced of the Dreaming’s existence and importance, but he also aids Thorn on what is essentially a spiritual mission and is rewarded with something akin to canonization: Taneal represents him in a carved prayer stone.

Briar and Phoney both employ pathos and quasi-religious language to motivate their audiences. While Phoney encourages the townsfolk to return to “the path of righteousness” by following him (567, 582, 591), Briar engages her army in a worshipful call-and-response—“So sayeth the Lord of the Locusts!” (538-39)—extoling her master’s will. This point offsets Bone’s core theme of spirituality. Though faith is taken as a driving force for good in the narrative, it can easily be tainted by deceitful, self-serving authority figures like Briar, Tarsil the Usurper, and, to a lesser extent, Phoney.

Decentralized spirituality is positioned in contrast to organized worship. Antagonistic figures like the Hooded One and Tarsil the Usurper are both presented as fanatical leaders crusading against dragons and dragon worshippers. Tarsil spearheads a restrictive, state-sponsored religion wherein heretics are “burnt at the stake until dead” (1076). Likewise, Briar worships a malicious entity and rallies others to violence on his behalf. Both are motivated by vengeance in some form or fashion, and both impose their beliefs on others. Conversely, Thorn develops and explores her personal relationship to the dragons and the Dreaming, which dictates the course of her faith. Her willingness to interact with these forces allows her to restore cosmic balance and take the throne.

While the spiritualities in Bone are developed to include their own unique imagery and practices, their traditions and symbols also bear a resemblance to real-world religions. Bone is littered with pagan, Judeo-Christian, and pre-Christian symbology. The recurring image of Mim encircling the world by holding her mouth in her tail is overtly similar to the ouroboros, a symbol of eternal cyclicality recorded in ancient Chinese, Egyptian, and Greek art. Mim bears a particular similarity to the Norse Jӧrmungandr and the Leviathan as described in the Zohar, both of which are serpents encircling the world with their tails grasped in their mouths. We can also see an Eden-like paradise in the world prior to the Locust’s invasion (1175), prominently depicting two nude humans, one male and one female. Perhaps the most recognizable real-world tradition represented in Bone is the pre-Christian-turned-Christmastime tradition of bringing a fir tree into one’s home to celebrate the winter solstice.

Moral Ambiguity and the Interplay of Good and Evil

Good and evil are presented as distinct, extant forces in the world of Bone. Particularly, evil is mentioned in passing by Thorn, while characters like Roque Ja and Phoney doubt its existence. However, good and evil are strongly implied to be salient forces of nature that act in concert; in the third, definitive telling of the Valley creation myth, Mim is said to have balanced “life and death, and good and evil” prior to her madness (1174). In spite of this, it is left ambiguous whether individual people can be evil or not.

Characters such as the Lord or the Locusts and the Hooded One are traditionally villainous figures. They are both associated with fear, death, violence, pestilence, and nightmares; all of these are common symbols of evil. However, Briar’s villainy is not unmotivated. In “Darker Truths,” she describes her actions and beliefs to Thorn: “It was not I who killed your parents… but they who killed me… But if I had, could you blame me?” (916). Briar’s grievances are legitimate, and because of this, she believes her actions are justified. Whether she is fully evil or not is left ambiguous, but any attempt to interpret her as such is muddied by our protagonists’ moral grayness.

Phoney is this text’s prime example of a morally ambiguous hero. He is framed as a “good guy”; we are meant to find his misbehavior vexing but ultimately endearing. His crimes are comically convoluted, but they have real repercussions for those around him. His intentions are nonviolent, but (as in the dragon slayer arc) that doesn’t mean they don’t result in violence. He unrepentantly takes advantage of others, but the motivation behind his greed is revealed to be the product of trauma:

When we were kids, Phoney was the oldest and he took care of us. I always figured that was why he got so resourceful and stingy. When Phoney pulls some stupid scam that makes me crazy, I know deep down he doesn't mean to hurt anyone… …In his mind, he's still looking out for us (794).

Like Briar, Phoney is able to justify his immoral behavior to himself, albeit on a smaller scale.

It becomes apparent that every character who commits a destructive or morally dubious act has their reasons for it. Grandma Ben and Lucius lie on a constant basis in the hopes of protecting others from dangerous truths; the rat creatures kill out of hunger; Tarsil imposes authoritarian anti-dragon laws out of fear of the creatures who disfigured him. These acts are all framed as wrong to varying degrees, but they cannot be dismissed as evil.

Labor, Scarcity, and Survival

Survival in Bone is closely linked to food. Both the protagonists and antagonists are confronted with starvation and scarcity as the plot runs its course. Given that Valley society is largely agrarian, the acquisition of food is tied to labor: farming, hunting, and gathering the raw materials needed for cooking. Food is so central that the Valley’s entire economic system is based on bartering with eggs, produce, and livestock.

In calm moments, characters eat luxuries like apple pie (77) and honey (155). In times of scarcity and difficulty, foraging for food and water becomes an important plot point. In Part 7, Smiley collapses from hunger, and an entire chapter, “The Root Cellar,” is dedicated to procuring rations. Likewise, the meting out of water in Atheia is a reoccurring plot point for the final two books. The characters’ consistent need for sustenance is even presented as a joke occasionally, as it is when Phoney is lost in the woods:

Phoney: I can’t believe Fone Bone would just leave me out here wandering around helpless and hungry! I’ll bet he’s back in Boneville right now. Sitting in my house and eating my food!
[Phoney’s stomach growls]
Phoney: Hey! Shut up! I just ate a stick an hour ago! What do you want from me? (72).

Just as the link between survival and food is highlighted in Bone, so, too, is the link between food and labor. Because the majority of the Valley-dwellers are farmers, they must acquire the ingredients for meals by either raising or foraging for them. Meanwhile, Boneville is implied to have more modern sensibilities. Smiley refers to local delicacies such as “Corndog Hut™… Pizza-in-a-Cup™… Big Johnson’s Pistachio-Pecan-Cashew Ice Cream™” (1322), suggesting the presence of fast food and mass production. Furthermore, Fone and Phoney faint at the idea of butchering their own meat (308). Unlike the villagers, the Bone Cousins are unaccustomed to laboring for raw materials. However, we do know that “Phoney always was a good cook” (200), and all three cousins were forced to steal food to survive when they were children (963).

The rat creatures—particularly the Stupid Rat Creatures—must hunt and scavenge on a constant basis. They complain to one another of hunger, attempt to kill and eat “small mammals,” argue about how to prepare what little meat they acquire, and are the progenitors of the long-running quiche gag. Their antagonism of the main cast is more often than not motivated by the need to eat. By Part 5, it becomes clear that monstrous acts like consuming Roderick’s parents are more complicated than simple acts of violence: “I’m so hungry, comrade! It has been days since we ate those two raccoons!” (644). They do not kill as an act of dominance, as Kingdok does—they kill because they need to eat to survive.

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