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Down into that Unnatural Dark: The Archetype of the Cleric in D&D

3/4/2021

1 Comment

 
      Earlier this week, the topic of classes in Dungeons & Dragons popped up in my Twitter feed again. More specifically, the question of whether or not the classes successfully represented fantasy archetypes. 
    Now, maybe in current editions—particularly the overstuffed and bland 5th edition—you could argue those classes don't represent much of anything. But in classic editions like OD&D? They absolutely do represent archetypes.
      Powerful ones.
    The Fighting-Man, the Magic-user and the Thief all have direct literary antecedents in the fiction that inspired the game. The Fighting-Man is none other than Edgar Rice Burroughs' Virginia fighting-man, John Carter. He's also Conan. He's also Eric John Stark. The Magic-User? Take your pick. He could be any of the magic-users from Jack Vance's Dying Earth. Or Harold Shea from The Compleat Enchanter. He could be Elric. Or Corwin. Thieves? Gary Gygax's Appendix N is lousy them, most notably the two best thieves in Lankhmar, Fritz Leiber's legendary Fafhrd and Gray Mouser. 
    The classes—the core classes at least—most certainly do represent archetypes. They're the archetypes of classic pulp fantasy. 
    What's more, those three archetypes—broadly speaking, the Strong Guy, the Mystic Guy, and the Sneaky Guy—represent just about every possible solution to a problem you could run into. 
     The only one missing is the Cleric. 
   Surely, the Cleric's design is just a function of pure game mechanics—a need to have a "healer" class to go delving with. It's not really archetypal at all, right?
      Hold your horses. 
    The basic problem with assigning the Cleric a fantasy archetype like the other three is in looking to the same sources for its inspiration. But the Cleric doesn't have pulp fantasy roots. I'd argue his archetype is actually something much older and more primal than that.  
   In his wonderful video on dungeon theory-crafting, Dungeon Design and You, Mr. Wargaming outlined and explained some of the metaphysical and spiritual ideas surrounding the concept of "the Underworld," and how they apply to gaming.
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​     Mr. Wargaming was, by his own admission, drawing on the work of other great gamers and thinkers on the subject, notably Jason Cone and his famous segment on "The Dungeon as Mythic Underworld" from Philotomy's Musings. But Mr. Wargaming's video is a much more succinct, accessible, and thorough discussion on the topic than anyone else has given to date, and if you haven't watched it yet, I'd highly encourage you to do so. 
    In brief, what Mr. Wargaming describes as "the Dungeon" or "the Underworld" isn't just a cave filled with kobold bandits. It's a place where the rules of reality itself are suspended the deeper you go, because you're getting farther from the light (sun) and the source of goodness, closer to the sources of Evil and Chaos.
      The parallels with Hell and pandemonium are in no way coincidental.  
      So what does all this have to do with the Cleric? 
      Simply that if you think of the game in terms of the Mythic Underworld, Hell, and Chaos, the Cleric archetype is—quite literally—the opposite of all that. If Chaos, Hell, and a march toward Entropy are what define the Underworld, then Humanity, building greater creations, and adherence to the gods' Laws are what define the surface world. If that's so, then the Cleric as an archetype isn't just Humanity, it's a Humanity perfectly in touch with the Divine.
    What's more, it's Humanity taking its faith in the Divine down into the dark places for a reckoning. It is the good, the holy, and the natural going down into the earth to cleanse the evil, the unholy, and unnatural. Parallels with Dante obviously spring to mind here. So does Jesus' harrowing of Hell. Not to mention much older things like the myth of Ishtar, descending from the world of natural laws, into the foreboding Underworld realm of her sister goddess Ereshkigal.
    For those unfamiliar with the Ishtar myth, Ishtar passes through seven gates, each time removing an item of her regalia, in the end becoming naked and powerless, and having to trust the power of her own name as a goddess to guard her against her sister. It ends up being a mistake, but the point stands. 
     What can I say? Sometimes, you TPK or get captured...
    The point is, this is a far older and far stronger archetype than anything in Sword & Sorcery fiction. We're talking the stuff of myth, legend, and religion here. We're talking about archetypes as old as the recorded word itself, if not as old as humanity. 
    The Cleric's Archetype is the Divine—and our faith in it—against the deep, dark Underworld, when all the other weapons we have are useless.
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     Though I don't entirely agree with everything the man wrote, there's a damn good reason that almost half of Joseph Campbell's The Hero With a Thousand faces describes a pattern in which the hero descends into an underworld. It's because these symbols are powerful, and hold powerful meanings around the world and across cultures. They're as close to hardwired into the human mind as anything can be. 
    Admittedly, all this is heavy stuff for a game of make-believe about Elves and Goblins. You may wonder why it's worth even adding this stuff in. But what guys like Jason Cone, Mr. Wargaming, and I are pointing out is that you're not really adding it in. This stuff has been there all along, just beneath the surface. You just need to know where to look.
     My advice?
     Start by playing a Cleric.
     It will all unfold naturally from there. 
1 Comment
Artur
3/29/2021 05:44:08 am

Heaven Yeah!

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    I'm an award-winning science fiction and fantasy writer based out of North Carolina. This is where I scream into the digital void. I like cookies.

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