He who has come only in part to a freedom of reason cannot feel on
earth otherwise than as a wanderer, though not as a traveler towards a
final goal, for this does not exist. But he does want to observe, and
keep his eyes open for everything that actually occurs in the world;
therefore he must not attach his heart too firmly to any individual
thing; there must be something wandering within him, which takes its joy
in change and transitoriness.
- Human, All Too Human, by Friedrich Nietzsche
Of all the role-playing archetypes I've covered in this series, one has
loomed large like the pink elephant in the corner, begging to be
noticed.
The human.
While I'm sure someone will be happy to cite an instance of a
role-playing game or fantasy novel in which humans play no role
whatsoever, the fact of the matter is that no archetype is as ubiquitous
as the human. Most role-playing characters are human, and most fantasy
heroes are human, and in both cases the worlds they live in are
dominated and ruled by (you guessed it) humans. It's easy to pass this
off with a shrug; realistic stories written by humans will obviously
tend to include lots of humans.
But within the realm of fantasy, there's
no such restriction--realism can be tossed out the window. Anything
goes. But if that's the case, then why is it that within the realm of
fantasy role-playing, a world built on the imaginations of thousands of
writers and game designers, the most predominant character archetype is
the one that's most like us?
Perhaps because that last supposition is entirely untrue.
Month after month, I've set the human aside as being too obvious, too
simple, too easy, too normal. But now as this year-long series wraps up,
it's become clear to me that humans in role-playing games are anything
but obvious, simple, easy or normal. They are nothing like humans in the
"real world," instead being partly "All Too Human," distilled
caricatures of the humans that you and I know (and, indeed, are), and
partly "More Human Than Human," attaining greater heights and enjoying
greater power, freedom and adventure than any of us "mundane" humans
could ever hope to achieve.
More than any of my other columns, this one necessarily contains a great
deal of opinion, conjecture and supposition. When dealing with a topic
as broad as "humans," it's ultimately necessary to apply opinion to the
facts, and I do so here liberally. Disagreement is not only expected,
but demanded; it's part of what makes us human, after all. That said, we
begin.
The Role-Playing Human
No arts; no letters; no society; and which is worst of all,
continual fear and danger of violent death; and the life of man,
solitary, poor, nasty, brutish, and short.
- Leviathan, by Thomas Hobbes
Today, the word human is generally used to define a member of the human
race, that is, "a bipedal primate mammal (Homo sapiens sapiens) that is
anatomically related to the great apes but distinguished especially by
notable development of the brain with a resultant capacity for
articulate speech and abstract reasoning." But that scientific
mumbo-jumbo isn't really helpful for our purposes; it's the early
origins of the word which go a great deal further towards helping us
understand humans, and their place in role-playing games.
Despite the fact that humans have been around for quite a long time
(about six thousand years if you're a creationist, hundreds of thousands
of years if you're an evolutionist), the word "human" has only been
around in its current form for a couple of few centuries.
The word
appears in the 14th century or thereabouts, coming from the Middle
English humain, from the Latin humanus or homo, which in turn is related
to the Latin humilis, meaning "low" or "humble," and humus, which means
"earth." Human, humble, humility, homage--all originally suggested
someone low to the earth in one way or another. Ashes to ashes, dust to
dust, in more ways than one; the Biblical Adam, the "first human," was
literally made from clay and dirt. Somewhat related to all this is the
concept of humanity, of being humane, which suggests softer and more
compassionate (and frail?) human tendencies.
Such compassion and charisma is a relatively idealized view of the human
role-playing archetype, although the concept is not without merit, or
acknowledgement. On the Wizards of the Coast website, D&D 3rd Edition
designer Monte Cook happily offers up a spoonful of suggested race-class
pairings to help min-max your new character, the result coming off as
some bizarre version of the "Choose Life" monologue from Trainspotting.
Want to be a cleric? Choose human. Want to be a monk? Choose human. Want
to be a paladin? Choose human. The presiding reason for these
suggestions is that humans don't have any Charisma penalty, and these
classes require higher Charisma scores to function well. But then,
Elves, Half-elves, Gnomes and Halflings don't take a penalty to Charisma
either, which suggests that there's more going on here than just
creating nice, happy characters.
The obvious connection is probably
correct--clerics, monks and paladins are all religious class archetypes.
The implication, if you buy that, is that humans are the racial
archetype best suited to, well, acting religious and stuff, which holds
true for a variety of reasons (more on that later).
By far, however, the one word that's been used time and again to define
the human's place in role-playing games is "average." The human always
plays the role of Little Bear (from the Goldilocks fable): neither too
hot nor too cold, neither too strong nor too weak, neither too fast nor
too slow, always just right down the middle, the guide from which all
other deviations are measured.
Humans typically get no special treatment
during character creation, and in the early days weren't even
acknowledged as a race of their own. The early versions of Dungeons &
Dragons simply assumed that all cleric, wizard, fighter and thief
characters were human; the "demi-humans" (a term which has faded into
disuse over the years, the "demi" prefix implying inferiority and a
less-than-subtle racism) were simply classes unto themselves, and
exceptions to the human rule.
However, along with this noticeable lack of adjustment comes a far
greater degree of flexibility and overall potential. In 1st Edition
AD&D, for example, humans were the only races who had no class or level
limit restrictions; an elf could only ever get to level 7 as a fighter
(bad news for Legolas), but a human could achieve ungodly heights of
power. Thanks to the wide variety of RPG systems that erupted onto the
market through the '80s and '90s, such archaic game balance restrictions
have for the most part drifted into disuse.
Just about the only remnant
of the human's original advancement benefits nowadays is the fact that
3rd Edition D&D humans get an extra "feat," some extra skill points and
a little more flexibility when it comes to multi-classing (which it
seems everyone does nowadays). In particular, the angry little
warmongering dwarves of Warhammer (as well as the 3rd Edition AD&D
dwarves, who have fighter as a preferred class) will be happy to raise a
glass of ale in a toast to the fact that just about any race can be any
class nowadays; in the early days, a dwarf like Gimli could only get to
level 9 as a fighter.
Since they have mostly served as molds from which other races could be
manufactured, it's little wonder that humans in role-playing games tend
to be shoved quickly to the side when it comes to the nitty-gritty about
defining the race as a whole. Early role-playing games either said
nothing at all about humans, or gave them a single paragraph which
basically said they were "just like you and me."
But they weren't, and
such attitudes have helped conceal that fact beneath a veneer of plate
mail armor for several decades. Elves have lengthy backstories involving
tall, forested cities and magical prowess, and dwarves have their mines
and tunnels and beards and axes, and even the halflings, perhaps the
most human of all the non-human races, have their hillside homes and
their slingshots (if you follow the Tolkien model) or their wandering
kleptomaniac tendencies (if you follow the Kender model).
But what is said of humans? Not much. As a culture, they're flexible and
innovative and ambitious. They can be anything and do anything, and thus
tend not to have any special skills or professions (truly the mark of a
fantasy world). They have no alignment preferences, no religious
preferences and relatively short natural life spans. They are also quite
welcoming of all other races, human cities being filled with dwarves,
elves, half-orcs and more, while the other races are viewed as being
xenophobic (dwarves hate elves and orcs hate elves and little lambs eat
ivy).
Much of this is, to put it mildly and politely, an idealized view of
human nature, in particular the notion that humans are welcoming of
other races, fair and equitable to all. Mr. Cranky puts it best in his
review of the Dungeons & Dragons movie when he
describes how the human Empress Savina (played by Thora Birch) "runs
around cooing about making everybody in her kingdom equal and then, when
she wins the fight in the end (big surprise), she pronounces everybody
equal. 'You're all equal,' she says."
Riiiiight. If it were that easy, we wouldn't have made fun of Rodney
King when he wailed "Can't we all just get along?" not so many years
ago. The simple answer is "No, we can't." And why not?
Because we're human.
A Rose By Any Other Name...
It is an unfortunate tendency of the human mind to insist upon the
value of its own understanding and the reality of the theories which it
propounds. Hence arise dogmatism, impatience with the views of others
and, if the time should be ripe and the mind should be uninformed, the
arising of persecution of those who differ from us. The lesson,
therefore, that we should draw from it all is that we must ourselves
find the key of nature within ourselves, and of our own initiatives
accept nothing that is taught to us as authoritative, except that which
we inwardly find to be true.
- Man in Evolution, by G. de Purucker
In the real world, humans are quite obviously not the wonderful heroic
all-loving, all-welcoming ambassadors to the world that they are made
out to be in fantasy role-playing games and novels (and Star Trek). The
reality, as we are well aware from simply watching the news, is that
humans are anything but nice.
Human history is scarred by countless wars
and struggles. Humans change the world around them rather than work with
it, cutting down trees and digging up stones and blasting hillsides to
create their own homes and cities (thereby putting elves, dwarves and
halflings out of house and home). Humans kill whales and skin polar bear
cubs and sell diseased blankets to one another. Humans are ambitious and
greedy and violent and selfish, some veering off the deep end and adding
racist, xenophobic and murderous to the list.
And those are the nice ones.
Of course, it's patently unfair to label all humans (be they fantasy
humans or real-life humans) as being all bad all the time. Particularly
since it's so difficult to define "good" and "bad," much less "evil."
Regardless of what religion you choose to follow (if any at all), it's
generally accepted that humans have free will to choose their actions,
for good or ill. Everyone has their own cause, their own reasons for
doing the things they do. Your crusade to spread democracy is, to me, a
heretical act that violates the tenets of my belief. My righteous act of
vengeance is, to you, an act of terrorism. "Good, bad... I'm the guy
with the gun," as Ash says in Army of Darkness. It's all relative.
But we generally don't find guys like Ash in role-playing games; at
least, not on the surface. The human of the fantasy role-playing game is
the human paladin in shining armor, riding his shining steed into battle
against the evil, foul fill-in-the-blanks that threaten humanity. The
threat is still there, but it's from without.
In the World of Greyhawk,
it's a half-demon named Iuz who kicks off a world war, not two
squabbling nation-states bickering over gold and natural resources. In
the World of Krynn (from the Dragonlance series), it's not two human
nations who nearly destroy the world, it's a bunch of dragons, their
evil dragon-queen and their half-dragon offspring. In the World of
Warcraft, everyone knows that it's the orcs who attacked the helpless
humans first. Who can blame the humans for fighting back? Who could
blame them for exterminating every last orc? Who could blame them for
racism and genocide?
Fantasy warfare between humans and other enemies is merely a reflection
of the real world, of course. We recognize, on some level, that it's
wrong to kill other humans, and so the enemy is turned into a faceless
creature from beyond, something less than human. Native Americans become
savage Redskins, Germans and Japanese become evil Krauts and Gooks,
those upstart Americans become Yankee Doodles, the titles all
meaningless terms designed not to offend, but to dehumanize.
If I am
shooting at someone I recognize as human, I'm doing something I know is
wrong. If I'm shooting at someone from an Axis of Evil, I'm doing
something just and moral. Such dehumanization of the enemy has been used
time and again throughout the history of war, most notably throughout
the Crusades when Christian and Muslim thought of one another as demons
and devils. It's easy to kill a devil. It's not so easy to kill a fellow
human being.
In the world of role-playing, the dehumanization of enemies, physical
and spiritual, becomes much more literal, because it can. Dragons,
devils and demons are an obvious enemy because they represent evil
personified, Satanic forces from beneath the earth who threaten all good
humans. Orcs, goblins and other bogey-men are barbarians who apparently
exist for nothing more than open warfare and brute savagery; of course,
they deserve to be turned into a fine red mist at the end of a long
sword. The undead represent death itself, come back to threaten the
living with the one thing that none of us can escape. Except in the
world of role-playing, we can escape it, if only momentarily and
symbolically, by eviscerating zombies, skeletons and the occasional odd
vampire whenever we come across them. Death can die.
With the popularity of vampire-themed role-playing games, the table has
been turned somewhat, and this notion of conquering mortality takes on
new meaning. Now we become the vampires, and the humans become the food.
Except for the most part, we're playing good-hearted vampires who don't
really want to kill the humans. We're the victims here, forced to feed
on humans to survive, and really, we only want to help them. Sure, the
vampires are all at war with one another, but we're the good guys.
Honest. The bad guys... yeah, they're those other vampires, over there.
We're the good vampires. The "humane" vampires. Final letter "e"
optional.
But let's step back from warfare for a moment. Role-playing games, with
a few notable exceptions (Warcraft, Warhammer, etc.) are usually not
about open warfare between one race and another. Much more common is a
small group of adventuring souls heading off from Point X to Point Y in
order to vanquish an evil foe, rescue a fair maiden, save the world and
capture some loot along the way. There's not usually an opportunity for
our heroes to participate in open warfare. And thus, in most cases, the
racism is much more subtle and several steps removed from the action at
hand.
The humans are being attacked from all sides. Where are the elves? Oh,
they're in their forest. They don't want to help. They have their own
national concerns and would rather stay neutral in this matter. The
elves are being attacked by orcs. Where are the dwarves? Oh, they don't
like the elves, so they aren't going to lift a finger to help. The
dwarves are being attacked by demons. Where are the halflings? Oh,
they're scampering off around the world, blissfully ignoring all sense
of duty in lieu of random escapades and adventures.
And if that wasn't
bad enough, all those selfish races also have evil versions of
themselves that are even worse (if you can believe that). Dark elves, or
drow. Dark dwarves, or Duergar. Dark halflings, or... well, OK, there
aren't any dark halflings (unless you count the cannibalistic Athasian
halflings from the Dark Sun setting). But you get the point. Which is
this: there are no Dark humans in fantasy role-playing games.
And that's because they exist in the real world.
Tell 'Em That It's Human Nature
Join the army! Travel the world... meet strange, interesting
people... and kill them.
- Anonymous
I'm willing to bet that from almost the first time a light-skinned human
set eyes on a dark-skinned human, they knew they weren't going to get
along. Exactly why, they probably couldn't say. But they knew that
somewhere along the line, they were going to be enemies because one of
them had more melanin in his skin than the other guy. This has nothing
to do with slavery. Long before Dutch traders started trafficking slaves
from Africa to America, black humans were selling other black humans
into slavery, and brown humans were selling other brown humans into
slavery, and white humans were selling other white humans into slavery
(or indentured servitude, depending on how PC you want to be). The
Greeks and Romans and Egyptians all had slaves, and whether or not you
were a slave had absolutely nothing to do with the color of your skin.
Racism, however, is another issue.
It's been human nature for quite a long time to try and divide up the
world into recognizable chunks. Separating living things from non-living
things, the concept of self from the concept of other individuals,
separating mankind from animals. It should come as no surprise, then,
that humans would eventually attempt to separate themselves up into
distinguishable groups. Choosing skin color as a means of doing so seems
pretty darn obvious, even if you acknowledge that it also tends to be
pretty mean-spirited.
It's a noble (and fairly novel) idea that all humans, of all colors, are
members of a single human race. Even today there are plenty of people
who disagree with that concept, believing that their melanin-deficiency
makes them superior. The Church of the Creator, founded in 1973,
believes they are involved in a RAHOWA (RAcial HOly WAr) between the
pure white "Aryan" race and what they disparagingly call the "mud
races."
Others, following the Christian Identity belief system, claim
that white humans are the only true descendents of the ancient Tribes of
Israel (a ludicrous claim, considering the skin tone of the people who
live in that area of the world), and that Jews and Blacks are either
descendents of Satan or mere animals, created along with the other
beasts before "man" came along in all his white-skinned glory.
For most people, it's pretty clear that such attempts to divide people
up according to color are pretty shortsighted and misguided; if nothing
else, modern science has shown us via ample genetic evidence that aside
from melanin levels, there's very little difference between a person of
one color and another. But as recently as a century ago (mostly between
1870 and 1910, or roughly between the end of the Civil War and the start
of World War I), a number of anthropologists were busy trying to divide
humanity up into "races" and "sub-races" based on what they looked like,
using groundwork laid by people like Buffon and Kant in the latter half
of the 18th Century.
"Primitive races" were in some cases characterized by a short torso and
long limbs (characteristic of many Africans), whereas "civilized races"
were those who had shorter limbs in proportion to their torso (quite
European). Other anthropologists turned to facial features in order to
differentiate between the races: for example, Europeans tended to have
longer, narrower noses, whereas primitive Australian aborigines had
poorly developed, broad noses. Likewise, the shape of the head, the
length of the spine, the dimensions of the forehead, the position of the
eyes in relation to one another, hair type, eye color and countless
other criteria were used to divide humans into one bucket or another.
Skin color was only the most obvious, and combined with some of the
other criteria, helped give the world three main racial categories:
Caucasoid, or Caucasian. Basically, "white people," although this
in itself is an incorrect oversimplification since the Caucasoid race
includes not only Europeans, but the inhabitants of Western Asia, most
of India and North Africa, none of whom can be called "white" by any
stretch of the imagination. Even within Europe there is great variation,
the inhabitants of Northern and Central Europe (called Xanthoeroi)
tending to have lighter skin, lighter hair and blue or grey eyes, while
those residing around the Mediterranean (the Melanochroi) tend to have
brownish skin, darker and wavier hair and darker eyes.
Mongoloid, named for the Mongols. This group includes the
inhabitants of most Asian countries, Malaysians and Polynesians, as well
as the inhabitants of Northeastern Europe and all of the Americas
(before the Europeans decided it would be a good idea to move in). The
physical features associated with the Mongoloid race include a flat
nose, prominent chin, yellowish-brown skin, and dark eyes and hair.
Negroid, or Negro. This includes the inhabitants of most of
Africa, from Ethiopians to Bushmen, excepting much of Northern Africa.
Physical features, apart from darker skin tending from brown to black,
include brown or black eyes, black wooly hair, a broad nose and thick
lips.
Ultimately, what you get here is three races broadly characterized as
straight-haired and white, coarse-haired and yellow, and frizzy-haired
and black. In a modern society in which bi-racial marriages and
offspring are quite common, and in a country like America where "whites"
are no longer the racial majority, it seems almost laughable to attempt
to carve up the human race into such neat little chunks. To the
experienced role-player, however, it all has to seem a little familiar
and unsettling. Exactly why are all dwarves short, bearded and stocky?
And just why are all elves lanky, thin and fair-haired? Aren't there any
fat elves or tall dwarves?
Why not?
The point of mentioning all of this becomes clear when you consider that
these researchers tended to use the Caucasoid as the "average model" to
which all deviations were compared. The Caucasian skull was the "normal"
one, the Caucasian features the "normal" features, and hair or skin
color or height was wavier or darker or shorter than the Caucasian, and
not the other way around. For some people, Caucasian came to mean
"human," and other races became somehow less than human. Little wonder
why the official scientific community has for the most part dismissed
this antiquated notion of dividing up the human race by color, shape and
size like so many building blocks.
And yet, role-playing games continue to do just that, placing humans in
the middle as the "average" against which all of the demi-human,
sub-human, non-human races are measured. This is not to say that
role-playing games, in part or as a whole, are patently racist, either
intentionally or accidentally. The division of race that we find there,
with humans at the center, has a lot to do with a desire to carve and
understand the universe, but there's something else going on there too,
and it's something that only the most recent RPGs have managed to
wrangle out into the open.
The Devil Inside
Every mammal on this planet instinctively develops a natural
equilibrium with the surrounding environment. But you humans do not. You
move to an area and you multiply and multiply until every natural
resource is consumed and the only way you can survive is to spread to
another area. There is another organism on this planet that follows the
same pattern. Do you know what it is? A virus. Human beings are a
disease, a cancer of this planet. You are a plague.
- Agent Smith, from The Matrix
In an 1864 essay, Alfred Russel Wallace discussed the nature of the
human race, and its capacity to change without evolving in order to
survive. When the ice age comes, he says, animals must grow more fur or
store more fat to live through it, but humans simply kill those animals
to make themselves warmer clothing--underneath, their skin remains the
same as it did before. If animals become scarce from this overhunting,
man doesn't starve to death, nor does he evolve a means to survive on
air and water alone; he merely learns to grow his own food by planting
seeds, and thus changes his environment to suit his own needs.
"Man does
this by means of his intellect alone," says Wallace, "which enables him
with an unchanged body still to keep in harmony with the changing
universe." More importantly, in addition to a superior intellect man
also possesses a superior social consciousness, capable and willing to
help the weak and helpless, save the sick and wounded, and otherwise
totally destroy the concept of natural selection as it applies to
humans. Humans, in short, have escaped the natural cycle of the
universe. They control the world, and their own destinies.
Of course, that's the polite way to word it. The other way to look at it
is to say that humans are, as Agent Smith so eloquently put it, a virus,
mercilessly destroying everything that gets in their way to pervert it
for their own needs. The other races would seem to agree. Elves build
their homes in the trees. Dwarves build their homes in the rock.
Halflings build their homes in the sides of hills. Humans don't bother
with any of that. They don't live within nature. They bend nature to
their will. They effect change upon things, but are not affected by
change. They cut down trees and skip and jump and like to press wild
flowers. No, wait... that's Lumberjacks. Never mind.
The point is that other races avoid change. They're predictable. If
you're looking for elves, you find a forest. If you're looking for
dwarves, you find a mountain. And just try getting a halfling (at least
an old school one) to leave the breakfast table. I dare you. But
role-playing humans are everywhere, doing everything, moving around,
involving themselves in everything. Why? Let's go back to Wallace for a
moment, and his assertion that humans, because they have "unchanged
bod(ies)," effect change on nature. Like real humans, humans in
role-playing games are capable of causing change in others, and in their
environment, both because of and in spite of the fact that they,
themselves, are incapable of change.
But wait a second, you say. So what if humans are incapable of change?
None of the other races can change, either. Humans are just like
everyone else.
Which is precisely the problem.
Take a human. Add some pointy ears and you've got an elf. Lop off a few
inches and add a beard and you've got a dwarf. Shrink him a little
further and you've got a halfling. Give him muscles and a few fangs and
you've got an orc. With very few exceptions, all the intelligent races
in role-playing games are humanoid. They're all shadows of the master
form, variations on one common theme. They are a reflection of
everything that humans are not, and a reminder of what they are.
And
that's a scary thought.
No role-playing human wants to think that they
are the same race as a foul, ugly orc. But then, no white supremacist
wants to think that they are the same race as a "mud person" either.
It's easier to deny, and if denial doesn't work, it's always an easy
matter to just rewrite the categories in your favor.
Some role-playing games actually venture into that sticky territory more
directly, insinuating that humans are, in fact, members of those other
races. 3rd Edition D&D slides this in under the radar, implying that
many humans have traces of elven and dwarven blood, that many human
parents give their children non-human names.
In the Arcanum PC game,
Victorian-era pseudo-science is slapped on top of the whole shebang,
placing humans not off to the side of elves, orcs and other "median
races," but in their midst. "Humans are the root stock of all the Median
races, and one of the oldest peoples of Arcanum," says the Players
Guide. "The very fact that half-elves and half-orcs exist at all must
mean that the parent species are cousins to one another." Humans, elves
and orcs are all members of the same race, in other words, but for the
influence of "Supernatural Selection."
Games like Changeling and Shadowrun handle this somewhat differently. In
Changeling, the player characters are faerie beings who are awakening
from their banal human natures; in short, the characters are all humans
discovering that they are not humans, that there's something else
trapped inside. Hence, "changeling," changing from human to non-human.
They could very well be pooka or trolls or sidhe (pronounced "shee"),
faerie creatures akin to elves and dwarves and halflings. But being
human means that they might never know it, trapped in a mundane
existence. It's a curse--the curse of being average:
Sometimes the pressure of Banality becomes so overwhelming that it
completely smothers changelings. They become so rooted in the world of
humanity that their faerie natures are completely suppressed. Banality
consumes them, and they forget that they were ever anything other than
human.
- from Changeling: The Dreaming
Shadowrun turns the concept about 90 degrees to the left, plunging
humanity through a series of unexplained magical Awakenings as "Elves,
Dwarfs, Orcs and Trolls assumed their true form, throwing off their
human guise." Again, the notion that these magical non-human races are
actually there, hidden beneath a shell of mundane humanity, waiting to
be unlocked through some outside force. But humans are powerless to
control the change.
In a sense, it's the lycanthrope story all over
again, a human turning into a wolf/bear/tiger/gerbil based on the cycles
of the moon, a party to something greater and more magical than the
ordinary, while simultaneously a slave to that power. Control is
achieved by preventing the change, by imposing order and law to the
chaos and disorder. By controlling the uncontrollable. Or, more
correctly, trying to.
You Got Your Apollonian Stuck In My Dionysian
Through this gulf of oblivion, the world of everyday reality and the
Dionysian reality separate from each other. As soon as that daily
reality comes back again into consciousness, one feels it as something
disgusting.... In this sense the Dionysian man has similarities to
Hamlet. Both have had a real glimpse into the essence of things. They
have understood, and it now disgusts them to act, for their actions can
change nothing in the eternal nature of things.
- The Birth of Tragedy, by Friedrich Nietzsche
It's here that we have to take a peek back towards a comment I made
early on, about Monte Cook's suggestions for the best D&D character
classes for humans: cleric, monk and paladin. The obvious connection, as
I mentioned, is that the three classes are involved with religion.
Religion, as a word, appeared in the 13th century, derived from the
Middle English religioun, from the Latin religio. It's typically
understood to mean something like "an institutionalized system of
religious attitudes, beliefs, and practices," but the root, religio,
also indicates the concept of supernatural constraint, being associated
with the Latin religare, which means to restrain.
Religion, then, is not
just a system of beliefs, but a system of laws and limitations on
behavior and belief. It doesn't so much tell you what to believe as it
tells you what you're not allowed to believe.
Fantasy role-playing games tend to push these ideas to the side, but the
theme of religion pushing aside "old belief" is present in a whole slew
of seminal fantasy novels. In most of the King Arthur myths, including
Malory's Morte D'Arthur, there comes a point when the old, druidic
belief system, (represented by the half-demon Merlin and the femme
fey-tales who hover around him) must move to the side and make room for
the new religion, Christianity. The magical sword Excalibur is thrown in
a lake, Arthur's body is carried off to Avalon, Merlin gets buried
alive, and magic and all things magical leave the world.
The theme
repeats, somewhat differently, in Poul Anderson's Three Hearts and Three
Lions, which makes more vivid the showdown between Law-bringing,
religious humans and the Chaotic faerie kingdom. The two cannot co-exist
peacefully, and ultimately, we know that Holger Danske will drive Morgan
LeFay and the elves back into nothingness, bringing the Christian
religion and order and law along with him.
The most well-known example of this notion is probably that presented in
Tolkien's mythology. As the One Ring (symbolizing, in some ways, old
magic) is destroyed, the third age comes to an end and the fourth age,
of humans, begins. Dwarves retire to their mountains and gradually
disappear from sight, and the elves, no longer having a place in Middle
Earth, sail off into the sunset to be immortal somewhere else. Humans,
bringing order and structure and law to Middle Earth, are at the same
time, necessarily, driving out the old magic. There's no place for orcs
and elves and dwarves and wizards in a world where man reigns supreme.
The two cannot co-exist, and religion will always win out. Order always
defeats chaos.
This conflict between the Apollonian and the Dionysian has been
discussed endlessly since antiquity. Apollonian, of course, comes from
the name of the Greek sun god, Apollo, representing harmony, order, law
and balance. One would not be amiss to draw parallels between he and
other sun gods, or even the Christian Son of God, Christ, who in like
fashion drives away darkness and evil and chaos and brings order and
religion to humans.
Likewise, Dionysian comes from the Greek god
Dionysius, the wild wine-drinking, orgy-throwing satyr god who
represents chaos, pleasure and wild abandon. Being a satyr, he's an
obvious symbol of all things sylvan and faerie-like, including elves,
dwarves, gnomes, halflings, and any other non-human race.
The Dionysian is the old way of doing things, the wild, the magical, the
untamed, represented by the many non-human, demi-human races found in
fantasy literature and role-playing games. And the Apollonian is the new
way of doing things, the lawful and orderly and religious. In most RPGs,
the monotheistic implications are either buried or lost altogether
(though it is worth noting that in 3rd Edition D&D, a point is made that
most humans worship Pelor, the sun god), but as mentioned previously
"religion" here isn't so much about worshipping a single god as it is
about restricting other beliefs and behaviors.
It's human nature to want to control the world by identifying and
categorizing it, bending nature and chaos to one's will and slapping law
and order atop the whole shebang. But when you bring law into the
picture, chaos cannot survive as it once did. The chaotic, Dionysian,
faerie part of human nature is subsumed, buried beneath layers of order.
Magic becomes not a natural thing performed by natural creatures
(Tolkien's elves don't cast spells, but are innately magical), but an
orderly system that's categorized and written down in books.
Likewise
religion: "The Elves never had any distinct 'religion' in the sense that
Men would understand the word," says the Encyclopedia of Arda about
Tolkien's elves. Indeed, none of the old races needed religion. Only
humans need religion, because it gives them control over nature, and
over themselves. Adam and Eve get religion thrust at them, in a sense,
when they are told not to eat of the Tree of Knowledge of Good and Evil;
religion doesn't tell them to worship God, it tells them NOT to seek
knowledge. And when Technology enters the picture, humans embrace it,
and push aside all things magical and fanciful in favor of this new
science/religion. They embrace it because they can control and
understand it.
Of course, this whole process is rife with symbolism, and fantasy is
nothing if not symbolic. The whole idea of attempting to bury chaos
beneath layers of order involves many things, from the struggle to
understand and survive in the universe, to the desire to push man's own
chaotic tendencies into the darkness of the past, where it can be
conveniently forgotten.
The catch is that in doing just that, humans
discover that they can't quite forget where they came from. Humans are
not just similar to elves, dwarves, halflings and orcs, but they are the
same race in many respects (symbolically, in the real world, and
realistically, in some fantasy worlds). This both frightens and attracts
humans. On the one hand, those beastly, chaotic little demi-humans
represent something uncontrollable, that must be buried underneath
order. On the other hand, those same tendencies represent something
unattainable but desirable: freedom from the chains of law and order
that man himself has constructed.
The fantasy role-playing human paints himself into a corner, locking his
own prison cell. He cuts down forests and plunders mines and creates
walls of stone, strips the land bare to grow his crops and drives out
the orcs who might threaten to bring chaos to his orderly world. He
struggles to categorize and understand the world, wandering around
measuring and calculating, eradicating those things that don't fit
within his little schema, and persecuting those who won't fall into
line. And at the end of the day, when all is quiet and orderly and safe,
outside his walls, the elves, dwarves and orcs go about their fun,
chaotic little activities.
And the human wonders if building that wall was such a good idea.
Closing Comments
I've seen things... you people wouldn't believe. Attack ships on
fire off the shoulder of Orion. I watched C-beams glitter in the dark
near the Tannhauser Gate. All those moments will be lost... in time,
like tears in rain... Time to die.
- Roy Batty, from Blade Runner
Setting aside questions of whether Deckard is a replicant or not, it's
pretty clear that the film Blade Runner is still, on some level, about
what it means to be human. The other replicants in the film, most
notably their leader Roy, are all struggling for survival, trying to
discover what they are, where they fit in, and why everyone is trying to
kill them. They represent a challenge to the orderly human society, and
so the humans in the story must hunt them down and eradicate them, lest
everything they've worked so hard to build fall apart in chaos. The
humans, of course, are responsible for the plight of the replicants,
since they created the situation in the first place.
In similar fashion, the Eloi in H.G. Wells' The Time Machine brought
their own plight on themselves. In creating a perfect, orderly little
society, and shoving aside and ignoring the chaos of the Morlocks, they
managed to assure their own gradual doom. As Wells' Time Traveller puts
it:
"It is a law of nature we overlook, that intellectual versatility is
the compensation for change, danger and trouble. An animal perfectly in
harmony with its environment is a perfect mechanism. Nature never
appeals to intelligence until habit and instinct are useless. There is
no intelligence where there is no change and no need for change."
In other words, as the human race gradually pushed aside chaos in
creating the happy little Eloi society, shoving the unknown represented
by the orc-like Morlocks underground, they became incapable of dealing
with the dangers imposed by change. This, then, is the fine line walked
by the human in role-playing games and fantasy novels.
On the one hand,
he desires nothing more than to catalogue and understand the various
"lesser" races around him, driving out and destroying anything that
threatens him, and absorbing and assimilating those things that he
cannot destroy, in order to create a perfect, orderly, happy society. On
the other hand, humans realize that in destroying things represented by
chaos and disorder, they are not only destroying a part of themselves
and their world, but are setting themselves up for a fall later on.
The human character, then, has a good reason to be wandering around the
world aimlessly and joblessly, associating with wizards and elves and
dwarves, battling orcs and hunting down magical treasures. He represents
many things, but two of these bubble to the surface and take precedence.
First of all, within the realm of the fantasy world, the human character
represents that human who does not wish to spend the rest of his short
life trudging from farm to church, wreathed in religion, law and order,
never experiencing the chaotic, wild, magical part of himself that has
an actual physical presence just over the next hill, just a few levels
down in the next dungeon. Second of all, within the realm of the very
real world we live in, the human character in fantasy role-playing games
represents that which we, as humans, wish we could be.
The world we live in, for better or worse, is one dominated by religion
(in the more global sense of the word), by law and order and
restrictions on what we can and cannot believe. Regardless of faith,
religion tells us that elves and dwarves and faeries do not really
exist. It tells us that we cannot believe in these, that we must put
aside the fantasy and the chaos and the Dionysian part of our psyches
and embrace the Apollonian.
But in role-playing games, the humans we
play can openly believe in chaos and magic and fantasy, and can actively
interact with those things on a daily basis. And that's precisely why
role-playing humans are not human at all. To be certain, they are the
average, the middle, the center of their own universes. But within that
universe, they are free to roam and explore all the extremes that
surround them. They can touch the fantastic. And that's something that
we cannot do in our own world of the mundane and the banal.
Next time: the twelfth and final chapter in our epic, year-long
Archetypology odyssey, including an uber-bibliography, reader questions
answered, a summary of the entire year-long column, why the heck I
bothered doing this series, and more.