Bad Medicine is essentially fairly good medicine—a graphic novel celebrating oral storytelling, Cree folklore, friendship, with five creative teens around a campfire by the river, telling horrific tales. The stories are cautionary tales that become more and more spooky as the teens try to excel each other’s stories and telling skills evoking monsters such as impish little folk, ghosts, shapeshifters, and demons from local folklore.
The first tale is told about the vivid experiences of a man fishing in the river in close proximity to the campfire where they are sitting. Although one of the teens protests from the onset that the story is not true, the others are a willing audience to the tale of the man and his fatal adventures with the small trickster beings in the river. The teens are spooked but ready for the next story which “is true, at least.” This tale is also eerie, but the malevolent creature in it is much too human and the story much too familiar for many young Indigenous women on their own. The third story begins in the daylight but, once again, the tale takes a very dark turn with the audience left feeling uncomfortable and uneasy at its conclusion. The supernatural in this story is perhaps not as frightening as the other evil creatures in the previous tales, but perhaps that depends on your perspective. Before the next storyteller takes a turn, one of the teens leaves the campfire to go home, not because he wants to leave but, as the others explain, because he needs to protect his sisters. His story is told next, but not as something that happened in the past. The horror is, unfortunately, much too authentic, happening to him over and over again each evening when he finally is at home. After he leaves, the four remaining teens safely extinguish the fire and make their way home in the dark. They are feeling satisfied with the evening and plan to tell more stories around the fire at a later date.
Brief and natural conversations around the campfire between each of the tellings and among the teens put the stories in context and make the reader feel that perhaps they too are sitting around the fire with the storytellers. The illustrations have simple unadorned backdrops that, at the same time, establish the distinct setting for each tale. The illustrations accentuate the natural world surrounding the teens as well as real-life concerns that also envelop them as they make their way in the modern world. The rectangular panels are coloured with a mostly subdued palette with the exception of the first tale, which offers bright yellows that fade away to the darker hues of browns and black for the remaining episodes. I did have a little trouble telling characters apart at times.
Writer and illustrator Christopher Twin is from the Swan River First Nations reservation in northern Alberta, Canada. He is a freelance illustrator and comic book artist currently living in Edmonton. He focuses on telling stories, both in text and illustration, of social and cultural divides and life as a mixed-race individual.
This graphic novel is suitable for a teen audience who like horror, scary stories, and realistic fiction featuring Indigenous people. Highly recommended for First Nation collections, those interested in the art of storytelling, and local Alberta lore.
Bad Medicine Vol.
By Christopher Twin
Publisher Age Rating: 14-18
NFNT Age Recommendation: Older Teen (16-18), Teen (13-16)
Creator Representation: Canadian, Cree
Character Representation: Canadian, Cree