Cerebus #1
☆ Be the first to review + Add to your collection — Join freeThis first volume of Dave Sim's landmark independent series collects the earliest adventures of Cerebus the Aardvark, a barbarian mercenary in a fantasy world. Originally serialized in the 1970s, these issues establish the satirical tone and black-and-white artwork that would define the groundbreaking 300-issue run from Aardvark-Vanaheim.
In "The Flame Jewel," Cerebus teams up with a pair of thieves to steal a legendary gem from a wizard’s fortress, using his past brushes with magic to navigate deadly illusions. But when the heist succeeds, the jewel’s true nature is revealed in a twist that leaves Cerebus—and his partners—stunned.
In "Captive in Boreala," Cerebus finds himself stranded in a temple dedicated to the Dark Demon Khem after a deadly clash with northern barbarians. Drawn by the promise of the legendary Eye of Terim, he ventures into the ruin, where ancient traps and lingering spirits test his resolve. With cunning and luck, he secures the gem and frees the trapped souls of past explorers—though the cost may be more than he bargained for. When he returns to the battlefield, he discovers the grim truth: no one remains. Shaking off the weight of the moment, he turns his back on the cold and sets off toward warmer lands.
In "Song of Red Sophia," Cerebus is hired by the eccentric wizard Henrot to punish Feras for disgracing his daughter, the dazzling but unbearable Red Sophia. Forced to escort her on a grueling journey, Cerebus finds himself increasingly at odds with her relentless charm—though she, surprisingly, develops a deep devotion to him. When they finally corner Feras, Cerebus hatches a devious plan: marriage. The real question isn’t whether Feras will suffer—but whether Cerebus can survive the aftermath.
In "Death's Dark Tread," a drunken Cerebus stumbles upon a gem he thinks will change his luck—only to find it's the Chaos Gem, coveted by Death itself. As monstrous forces are sent to drive him toward his end, Cerebus’s stubborn defiance leads Death to target Elrod of Melvinbone, a pompous prince whose misadventures land him and Cerebus in a dungeon. With Elrod left behind, Cerebus finally casts the gem into a well, hoping to end the chaos—but whether that truly stops Death’s pursuit remains uncertain.
In "The Idol," Cerebus finds himself at the center of a bizarre cult after being discovered by near-naked savages who mistake him for their long-lost deity. Brought to their subterranean kingdom, he’s revered as the living embodiment of an ancient statue that bears his unmistakable aardvark features—until the absurdity of the worship ignites his fury. Alone with the idol, Cerebus erupts in defiance, shattering the statue and fleeing into the open world, rejecting the role thrust upon him.
In "The Secret," Cerebus is drugged by thieves who think he knows the location of the legendary Black Sun Temple. They enlist Jaka, the dancer, to seduce him and extract the secret—only for her conscience to intervene and confess the scheme. Moved by her honesty, a smitten Cerebus offers to run off with her and keep the treasure for themselves. But when the drugs wear off, his memory of the events—and of Jaka—fades, leaving him cold when she tries to join him on the adventure.
In "Black Sun Rising," Cerebus ventures into the treacherous temple of the Black Sun, where he crosses paths with the dim-witted Elrod, both seeking the same fabled treasure. As they navigate the temple’s eerie corridors, a priest devises a scheme to impersonate the Nameless God—only his disguise bears an uncanny resemblance to Cerebus himself, sparking a series of chaotic mix-ups. When Cerebus tumbles into a chasm guarded by a monstrous spider, escape seems impossible—until the volcano erupts, flinging him across the desert in a moment of wild, absurd salvation.
In "Day of the Earth-Pig," a wounded and delirious Cerebus is taken prisoner by a motley crew of Conniptins led by a bumbling nobleman. With a plan to replace their inept leader, they see Cerebus as the perfect puppet—until he realizes that playing the part of a conqueror might be more appealing than being a mere pawn. But when the threat of disembowelment looms, his ambitions must wait.
In "Swords Against Imesh," Cerebus leads his Conniptin army to the walled city of Imesh, where he launches an impulsive assault—sneaking over the wall alone to face the deranged King K'cor. What he finds inside is a city of drug-addled citizens, kept docile by their ruler’s twisted rule. K'cor sets a deadly trial, promising kingship to any who survive his gauntlet, but when Cerebus triumphs, the king reneges on the deal and reveals a devastating truth: he’s poisoned all the nearby wells, leaving Cerebus’ army without water—and possibly already dead.
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Reprints
↩ Reprints Cerebus #1 (1977), Cerebus #2 (1978), Cerebus #3 (1978), Cerebus #4 (1978), Cerebus #5 (1978), Cerebus #6 (1978), Cerebus #7 (1978), Cerebus #8 (1979), Cerebus #9 (1979), Cerebus #10 (1979), Cerebus #11 (1979), Cerebus #12 (1979), Cerebus #13 (1979), Cerebus #14 (1980), Cerebus #15 (1980), Cerebus #16 (1980), Cerebus #17 (1980), Cerebus #18 (1980), Cerebus #19 (1980), Cerebus #20 (1980), Cerebus #21 (1980), Cerebus #22 (1980), Cerebus #23 (1980), Cerebus #24 (1981), Cerebus #25 (1981)
Reprinted in Superhelden #14 (2015)
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