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Hermetic Tradition

Darklands (video game)

Concept Hermetic

The "Darklands" in the context of the 1992 video game refers to the historically grounded yet magically infused Holy Roman Empire of the 15th century. It represents a world where medieval superstition, alchemy, and religious fervor intertwine with the tangible realities of the era, creating a rich, albeit often perilous, setting for exploration and adventure.

Where the word comes from

The term "Darklands" itself is a modern coinage, originating from the video game's title. It evokes a sense of a historical period perceived as less illuminated by scientific reason, where folklore, magic, and the divine held sway. The name suggests a realm shrouded in mystery and ancient beliefs, distinct from a more rationalized, modern worldview.

In depth

Darklands is a historical fantasy role-playing video game developed and published by MicroProse in 1992 for MS-DOS. The game is set in the Holy Roman Empire during the 15th century. While the geographic setting is historically accurate, the game features many supernatural elements. Darklands received mixed reviews upon release, with praise for its historical detail and open-ended gameplay, but criticism directed at its numerous bugs and repetitive nature. In recent years the game's reception has...

How different paths see it

Hermetic
The Hermetic tradition, with its focus on hidden knowledge and the interplay of the material and spiritual realms, resonates with the game's concept of "Darklands." The alchemical pursuits and mystical undercurrents present in the game mirror Hermetic principles of seeking wisdom through symbolic understanding and the transformation of matter and spirit.

What it means today

The very notion of "Darklands" as a setting for a video game, particularly one rooted in the historical fabric of the 15th-century Holy Roman Empire, invites contemplation on how we categorize and understand past epochs. Mircea Eliade, in his seminal works on the history of religions, explored the concept of the sacred and the profane, and how the archaic mind perceived a world imbued with divine or magical forces. The "Darklands" of the game, much like the world described by Eliade, is not merely a backdrop but an active participant, a realm where the veil between the mundane and the miraculous is thin.

This historical period, often romanticized or simplified, was in reality a complex confluence of burgeoning intellectual inquiry and deeply entrenched spiritual beliefs. Alchemy, a practice central to the game's magical system, was not merely a proto-scientific endeavor but a profound philosophical and spiritual path, as explored by scholars like Carl Jung, who saw it as a symbolic representation of psychological transformation. The game's inclusion of saints, demons, and miracles reflects a worldview where the divine and the infernal were not abstract concepts but tangible presences influencing daily life.

The "Darklands" thus serves as a compelling stage for exploring the enduring human fascination with the numinous, the forces that lie beyond empirical grasp. It suggests that even in our ostensibly enlightened age, the echoes of these "darker" understandings persist, informing our narratives, our anxieties, and our deepest aspirations. The game's success in weaving these elements together highlights a modern hunger for worlds where the ancient mysteries are not entirely extinguished, but rather lie just beneath the surface, waiting to be rediscovered. The allure of such settings speaks to a fundamental human need to acknowledge the profound mystery that underpins existence, a mystery that science, in its relentless pursuit of explanation, can sometimes obscure.

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