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54 pages 1 hour read

Neil Gaiman

The Sandman Omnibus Vol. 1

Fiction | Graphic Novel/Book | YA | Published in 2015

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Part 1, Issues 1-7Chapter Summaries & Analyses

Part 1: “Sandman”

Part 1, Issue 1 Summary: “Sleep of the Just”

On June 6, 1916, Dr. Hathaway, a museum curator, arrives at the manor of Mr. Burgess. Hathaway brings Mr. Burgess a stolen grimoire with the power to trap Death. Days later, Burgess and his son Alex gather their organization, a mythical order, to summon Death with a ritual. A being is brought forth, but Burgess recognizes that it isn’t Death after all. Meanwhile, young people around the world are suffering from abnormal sleep disorders. Dream is trapped as long as the circle drawn during the ritual remains unbroken, though Burgess offers to let Dream out in exchange for power, immortality, and a promise that Dream will not seek revenge on his captors, which Dream refuses. Alex searches the grimoire and identifies the captured being as Dream, and Burgess is pleased that Alex has figured it out even though Burgess already knew Dream was the only one of the Endless that fit the description of the captured being.

In November of 1930, Burgess’s assistant Mr. Sykes runs away with Burgess’s mistress Ethel Cripps and many of the order’s treasures, including three tools belonging to Dream. He summons a demon and trades Dream’s helmet for an amulet that will protect him against Burgess. However, six years later, Ethel leaves Sykes and takes the amulet with her, so Burgess is finally able to take his revenge. After Burgess’s death in 1947, Alex maintains Dream’s prison. As he nears the end of his life in 1988, Alex visits Dream in his wheelchair; the wheel smudges and breaks the binding circle, allowing Dream to access his power. He breaks free from his prison and all the people who were caught in sleep worldwide begin waking up. Unity Kincaid, one of the children with the sleeping illness and now an elderly woman, wakes up looking for the baby she dreamed she had. In revenge for his imprisonment, Dream curses Alex with an eternal nightmare.

Part 1, Issue 2 Summary: “Imperfect Hosts”

Dream arrives at the door of Cain and Abel, asking for help. Taking revenge on Alex took the last of Dream’s strength, so he needs something he created so he can absorb its power and return to the dream realm. Cain and Abel give him two signed documents Dream provided them when they came to the Dreaming. Dream returns to his castle, and Lucien the librarian greets him. Dream sees that in his absence his kingdom has fallen to ruin, and Lucien fills him in on all the events that have occurred since Dream has been gone. Dream summons the three fates, who go by many names, to help him find his three lost tools. He learns that his pouch was last owned by an Englishman named John Constantine; his helmet was traded to a demon and is in Hell; and the amulet was passed down from a mother to her son, who then used it for nefarious activities and caused him to be captured by members of the Justice League (Batman and Green Lantern specifically are pictured). Dream decides to begin by seeking out John Constantine. Meanwhile, Abel adopts a baby gargoyle. 

Part 1, Issue 3 Summary: “Dream a Little Dream of Me”

The issue opens with a scene describing a woman who seems to be afflicted with the gruesome side effects of an addiction to the sand in Dream’s pouch, which sits at her bedside. John Constantine wakes and goes to a diner, where he meets an old woman named Mad Hettie. She tells him the Sandman has returned. Later that night, a thief tries to sneak into the house shown at the beginning of the story with the lady with the addiction to Dream’s sand. The burglar enters the house and is caught up in a series of powerful dreams.

Days later, Dream arrives at Constantine’s home looking for his pouch of sand. Together they go through a storage locker searching for it, and Constantine realizes that it’s likely with an old girlfriend named Rachel. They drive to her house and discover the thief unconscious; Dream tells Constantine the man is “being eaten by dreams” (87). They discover stray dreams controlling the house, and Dream sends them away. Constantine and Dream discover Rachel, who is being kept alive by the dreams. Dream takes his pouch back and puts her in a happy dream world before she dies.

Part 1, Issue 4 Summary: “A Hope in Hell”

In search of his next item, Dream goes into Hell and meets Lucifer, who is now co-ruling Hell as part of a triumvirate. Along the way, Dream meets an old love imprisoned there, and when she asks if he loves her, he tells her he does, but he has still not forgiven her, so he will not free her. Lucifer summons all the demons of Hell, and Dream identifies the one with his helmet. The demon and Dream compete in front of an audience in a contest of transformation, each opponent stating that they are something that will defeat the other. Dream wins by becoming hope after the demon turns into the darkness of anti-life. Dream claims his helmet and thanks Lucifer and his co-rulers for being honorable. Lucifer rebuffs Dream and asks him why the million demons collected there should let him leave, reminding him that Dream has no power in Hell. Dream concedes that perhaps he personally has no power in Hell, but dreams are the foundation of Hell since there would be no Hell if those condemned there were not able to dream of Heaven. The demons then go silent and let him walk out of Hell unbothered. Lucifer vows to get revenge.

A brief epilogue shows John Dee being told his mother has died and she has bequeathed him an amulet that looks like an eyeball. 

Part 1, Issue 5 Summary: “Passengers”

John Dee, known also as Doctor Destiny, escapes from Arkham Asylum. On his way out, he bumps into The Scarecrow from the Batman comics, who asks John his plan. John tells him that his mother left him her amulet of protection, which allows him to escape the asylum to retrieve the ruby she left him at another location. His plan is to get the ruby and use it to make everyone in the world insane so they will make him their king. If this doesn’t work, then he will destroy the world instead. He forces a young woman to take him to his ruby at gunpoint. Elsewhere, Scott Free of the Justice League of America wakes to see Dream, looking for his ruby necklace. Scott tracks down its last known use to Doctor Destiny. They go see Martian Manhunter, the only remaining member of the old JLA, who sends them to a storage unit. Dream passes through the dreams of others to get to the right town.

John converses with the woman in the car, who treats him kindly and gives him a warm coat. He explains to her how the ruby both controls dreams and brings them into the waking world. He also explains how he altered the ruby—which isn’t actually a ruby but a piece of solidified dream—so no one could use it but him. Meanwhile, Dream has arrived at the storage unit first; however, the ruby has an unexpected effect and drains him of his power. Despite the woman’s kindness John shoots her before going inside the storage building. John senses that the stone is somehow more powerful and sends the ruby’s power into the world. He then goes to a diner where he tells the waitress he’d like some coffee while he waits for the end of the world.

Part 1, Issue 6 Summary: “24 Hours”

In the diner, an assortment of characters cross paths while John drinks coffee alone. The waitress, Bette, reflects on each individual’s story. John uses the ruby’s power to keep them all from leaving the diner. He puts dreams into their minds while the world outside descends into madness. The people in the diner begin to worship John, mutilating themselves and fulfilling whatever twisted wishes John may want to see them act out. By the end of the day, everyone in the diner is dead. Dream arrives to challenge John.

Part 1, Issue 7 Summary: “Sound and Fury”

Dream confronts John, who is using Dream’s ruby to inflict madness and violence on the world. Dream challenges John to battle in the dreamworld, and they compete with dream illusions while people around the world succumb to John’s power. Finally, Dream begs John to stop hurting the world, and John crushes the ruby, believing it to be the source of Dream’s life. However, they’re both surprised to learn that what he’s really done is restored Dream’s power to its full potential. Dream returns John to Arkham, and the world sleeps deeply and will wake to normalcy in the morning.

Part 1, Issues 1-7 Analysis

This section serves as a self-contained storyline that introduces us to Dream, the story’s central character, and the expanse of his world. However, Dream himself doesn’t appear until page 14, and we don’t see his face revealed until page 29. The story instead opens with Burgess’s journey to finding the grimoire he needs and conducting the ritual to entrap Death. During the ritual, the pages are drawn with a decorative border to imitate a spell book. This serves as an unofficial prologue, laying out the information the reader needs to understand Dream’s circumstance and character.

Once Dream arrives, the narrative immediately begins exploring the consequences of his capture. We see how different people become affected in different ways—one of which is the young woman Unity Kincaid, who will become an important part of the story later on. An early allusion is made to Wesley Dodds, DC Comics’ original Sandman. This story retcons that the 1930s character was created to fill the gap Dream left behind.

Dream remains in captivity for several decades, and this first issue shows the rapid passage of time. It closes on a panel depicting the Burgesses’ house, the same panel with which the series opened. This bookends the opening issue and gives it a sense of unity and balance, allowing it to stand alone as a short story.

The following issues have Dream chasing after the consequences of his disappearance. We are introduced to a greater cast of characters who inhabit the dream world, including Cain and Abel of biblical mythology, Dream’s servant Lucien, and the three fates of Greek mythology. This section also alludes to classic DC characters, some of which will appear in Sandman and some of which will be alluded to in passing. This makes it clear to the reader from the beginning that this is a world where anything and everything can exist side by side regardless of cultural boundaries.

This genre-bending expectation is further enhanced in the iconic fourth issue, where Dream battles with the demon Choronzon. While readers of the comic book medium are conditioned to expect epic combat with varying degrees of bloodshed, Sandman presents something very different. Dream and his adversary instead battle by will and the shape of reality, which is both externally performative and internally cognitive. To finally beat Choronzon, Dream offers his final play, which is to become hope. Not only is this the concept that wins him back his helmet, it is the underlying power he carries within him: Dreams give people hope. In this moment the reader fully understands Dream’s relationship with the world around him.

As Dream goes in search of his final missing tool, he crosses paths with one of the series’ most memorable villains: John Dee, or Doctor Destiny (not to be confused with Destiny of the Endless). He represents a complete inversion of Dream’s character, his powers stripped of their humanity. Their dynamic is more traditional of comic book heroes and villains; however, their ending takes the reader by surprise. On a right-hand page, Dee crushes Dream’s ruby pendant. In the following left-hand page, Dee is shown in a single panel against a background of white. This was specifically arranged so that the reader would have to turn the page to see the grand reveal. The villain monologues long enough to cover the next right-hand page, so the reader has to turn the page over again to see the next reveal: Dream has regained his full strength. Because of its visual nature, comic books present this interesting challenge that novels and films do not, and here the artist has displayed how to use page layouts to their greatest impact.

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