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The Disciple |
Alternate Titles:
Apprentice, Son, Idealist
The
Disciple is usually
a young man, sometimes a child, who must learn to become a man. From
this point, there are two major lines of departure that the disciple
can take: he may be on a classic, Joseph Campbellesque father-quest,
which is ultimately a quest for self-knowledge and self-discovery.
Alternately, he may be in training, usually under a Magus, to become
the best at some pursuit or another (Pokemon is an exceedingly fallen
example of this sort of quest; its producers clearly understand that a
great deal of junk can be sold by appealing to a small boy's archetypal
yearning to develop a particular skill or talent to the utmost.)
Knowledge essential to the disciple, as is identity. Freedom is often a
theme that appears in Disciple tales, though when it is analyzed more
thoroughly, one finds that he is much more concerned with the freedom
to know and define himself than with the more worldly forms of freedom
that concern the Rogue. For this reason, his quest is often concerned
with discipline, which forms the foundation for the interior freedom
that he craves. A good Magus or Mother will set the Disciples tasks and
challenges which allow him to develop this interior freedom, and they
will give him just enough rope to "hang himself" when he tries to
persue self-serving or destructive forms of freedom.
Left without a teacher to guide him, the disciple is at risk of
becoming aimless, wandering around dreaming vague dreams and thinking
lofty thoughts. He is often a philosophical or abstracted character; if
he is called on to write a love letter (a common enough pursuit of the
archetype) it is much more likely to be a long and flightly
dissertation on the nature of love than a specific set of descriptive
phrases applied to the particular object of his devotions.
Woods or wilderness, including urban wilderness, often serve as a
symbol of the Disciple's interior quest (the "Forest of Fear" that
Campbell speaks about is not proper to all heroes, but certainly is to
this type). He is often to be found wandering through these wild
places, looking for a mountain-vantage point from which to understand
the world and himself, or for a home where he will be able to become a
Father.
The Disciple is the sort of hero who truly believes that the world can
be saved by a really good leaflet campaign. Oddly enough, this
sometimes proves true.
| -- |
| Marius -- Les Miserables Narrator -- À la recherche du temps perdu (Remembrance of Things Past) |
| Will Parker
-- Tripods |
| Philip Carey -- Of Human Bondage William Canfield Jr. -- Steamboat Bill, Jr. |
| Kunta Kinte
--
Roots David -- A.I. |
| -- |
| Telemachus -- The Odyssey |
| Son --
The Peach Thief |
| -- |
| Gen -- Barefoot Gen Giovanni -- Night on the Galactic Railroad |
| Mole -- The Wind in
the Willows Little Prince -- The Little Prince (Animated Series, not Book) |
| Elisha
--
Holy Bible Cloud -- Final Fantasy VII |
Archetypal
Events: Practice, Seek, Ask Stupid Question
Common
Plots:
The Father Quest: The
Disciple has been left orphan and must go out into the world, or deep
into the library, in order to find the secrets of his past and reclaim
his lost patrimony. He may be searching for his literal father, like
Telemachus seeking Odysseus, he may be searching for his family
history, or for a father figure, or for documents that will allow him
to procure an inheritance that has been wrongfully seized by villainous
relatives.
The Disciple in Training:
In this story the Disciple usually begins as a more or less worthless
specimen, an ill-disciplined kid who dreams of being a karate champion
or Jedi Knight. A wise Magus comes along and takes the Disciple under
his wing, training him to become much more than he could have been on
his own.
The Disciple in Love: He
falls, of course, for an Orphan. Ideally she is a spunky creature who
tells him off when he's being an idiot (Cosette, in the couple of
scenes where she actually possesses a personality, shows glimmers of
this -- unfortunately Hugo seems to have spent more time researching
the Paris sewer system than developing his heroine). His love is deep,
but he is usually something of a klutz about actually bringing it to
fruition and is likely to spend much of his time mooning, writing long
letters, trying to die for noble causes, or wandering about blind in
the woods eating nothing but roots and berries.
In the Claws of the
Parasite: The Disciple becomes bound, in way or another, to a
woman who
offers him whatever he wants -- with all possible strings attached. If
he tries to leave her, she attempts to destroy his career, leads him
into a meaningless act of self-sacrifice, or simply shoots him and
leaves him floating in the pool.
Bad Wisdom: The Disciple
places himself in training under a Wise Man, who promises fame and
glory, but whose regimen is founded on false, self-aggrandizing
principles. The false teacher either destroys the Disciple by driving
him harder than he is capable of being driven, or spoils him and causes
him to turn into a Disgrace. Another heroic character (Magus, Mother or
Orphan) may be able to snap the Disciple back into reality before it is
too late.
| Resonances:
Warrior, Fool |
Shadows:
Trickster, Coward |
Temporary Lodging: Although almost never
actually living on the street, the Disciple does not have a home of
their own, but is taken in as a guest.
Provisions for the Road: Food and money must often
be taken along in a Disciple quest, and when they run out he may well
be forced to spend years wandering in the wilderness (or the Paris
streets) living on roots, berries and dreams until he stumbles upon
another character who can lead him out.
The Palantir: The Disciple's weapon is
light, which he shines upon the darkness surrounding him. This may be a
magic lantern, a lighthouse, a signal fire, a flashlight or a
lightsabre.
The Novice's Uniform:
| Disciple |
Sidekick - Magus |
Lover - Orphan |
| Lieutenant - Wiseman |
* |
Hapless Love - Mother |
Enemy - Disgrace |
Ball & Chain - Medea |
Nemesis - Parasite |
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