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.


Examples:

  -- 
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: Whether it is one of the lower Karate belts, or a high-school uniform, the Disciple is generally put into uniform when he is placed under a Master’s tutelage. This represents the discipline that he accepts, and also his rank. Often, the possibility of progression or graduation is inherent in the costume.
The Master's Mantle:
At the point when the Disciple has fully mastered his art, the Magus gives him his mantle. This symbolizes the mastery being passed on: the weight that was on the Magus’ shoulders now rests on the student’s. It may be symbolic, as in the case of an inheritance, or it may be replaced with a symbol of the art that is mastered.
The Parting Gift: The parting gift is usually given by the Mother or Magus. It may be something that will sustain the Disciple on his journey, or it may be symbolic of a virtue or or skill that he will need. This may be replaced by a poisonous gift given by one of the villians on the square.
Minor Symbols:


Disciple

Sidekick - Magus
Lover - Orphan
Lieutenant - Wiseman
*
Hapless Love - Mother

Enemy - Disgrace

Ball & Chain -
Medea

Nemesis -
Parasite


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