Explainer
Comment
Holidays/vacations
Paganism
6 min read

A brief history of Halloween

Our obsession with pumpkins and ghosts reveals a lot about us

Theodore is author of the historical fiction series The Wanderer Chronicles.

pumpkin between lighted candles

As summer withers into autumn, these days you can’t escape the impression that Halloween is taking over.

Like Christmas or Mother’s Day, the run-in to Halloween seems to project further backwards from the actual date of its celebration - 31st October - with each passing year.

I am especially conscious of this as a parent. Weeks before the actual “event”, the kids start coming home from school with all manner of Halloween arts and craft detritus, poems, storybooks and spelling tests (no pun intended). Costumes are dug out for special Halloween dress-up days. The kitchen is covered in pumpkin pulp and paint – which is fine. (I’m less keen on the vampire blood dripping off my eight-year-old’s chin.)

In the supermarkets and department stores, the black and orange decking appears. Cobwebs materialise in the shop windows with a speed and intensity which any arachnid would envy. Movie billboards on passing buses take a turn for the infernal; Netflix algorithms become decidedly witchy. Everywhere you look, your eye is met with devil horns and the baleful glare of demons.

No doubt commercially it’s a great money-spinner. But what does it say about the prevailing currents of our culture?

Our obsession with this holiday - or at least someone’s obsession with this holiday - apparently knows no end. But why?

No doubt commercially it’s a great money-spinner. But can we read anything more into this growing obsession with Halloween? What does it say about the prevailing currents of our culture?

In the British Isles, at least, the tradition of a celebration marking the end of the harvest season finds its origin in the ancient Celtic festival of Samhain (pronounced ‘Sow-in’). The Celts, who populated what is now Ireland, Great Britain, and parts of Northern France, celebrated their new year from sunset on October 31st to sunset on November 1st. (Would that ours were so neatly packaged.)

Samhain marked the end of harvest and the start of winter, a time when the days grew shorter and colder. It was viewed as the transition from the light, fertile half of the year to the dark, barren half. But more than this, Samhain was believed to be a time when the boundary between the physical world and the spirit world was thinnest, allowing spirits (both good and bad) to pass through. Thus, it was a time for honouring ancestors and the dead, who were thought to return to their homes seeking hospitality. This ‘thinning of the veil’ also meant the increased presence of otherworldly beings like faeries (or worse), which could cause harm if not appeased. Offerings of food and drink were left out to ensure peace with them, too.

Some of the ways in which the festival of Samhain were held will be familiar to us today: large communal bonfires were lit (long before Guy Fawkes appeared on the scene); feasts were held in honour of ancestors; fortune-telling and divination were considered especially effective at this time; some traditions involved donning disguises and costumes in order to ward off and confuse harmful spirits; small food offerings were left out to placate wandering spirits. Livestock were often slaughtered ahead of the coming winter.

With the slow but inexorable conversion and Christianisation of the peoples of Britain from the late Roman period of the third and fourth centuries on into the early medieval period, this pagan festival marking the transition in the year from light to darkness evolved. Like many aspects of a pre-existing pagan culture, the festival of Samhain, under the influence of the Christian faith, was not expunged but rather, in the church’s eyes anyway, redeemed. In other words, the paganism of the British Isles was not so much swept away as swallowed up, and then re-constituted into something more overtly Christian, but with pre-existing cultural undertones still there.

So, Samhain became All Hallows’ Day or All Saints’ Day, celebrated on November 1st, which honours all the saints, both known and unknown, who have attained heaven. The first recorded evidence of its celebration in the West was in Rome in the early seventh century. By the mid-eighth century, it had spread to most of the Western Christian tradition. It provided a kind of catch-all celebration for the sainted dead, marked by special readings and prayers, and often the lighting of candles at gravesites or in churches, honouring deceased loved ones and saints. In terms of teaching, All Hallows’ Day emphasises the Christian belief in the communion of saints – the spiritual union of the living and the dead in Christ. You can see, perhaps, the same “thinness” of the veil between their otherwise separate worlds marked there.

G.K. Chesterton used to argue that, paradoxically, the most pagan thing still in the world is the Christian church. He understood that in the West at least, all of paganism - the awe and mystery which pagans once held towards the natural world - has been rolled up and retained in the traditions and rituals of the church. The festival of Halloween, for a long time anyway, seemed a particularly obvious case in point.

However, there is no doubt that in more recent decades, with the general waning of Christian faith and advance of secularism - at least in our outward expressions of culture, if not necessarily the inner convictions of our hearts – the surface veneer of Christian faith has rather sloughed off this festival of Halloween. And what we are left with is something more overtly pagan, and certainly more sinister.

Could it be the apparently ceaseless proliferation of this ancient festival has something altogether more chilling to say about our culture?

In his book Heretics, Chesterton had already envisaged what we are now seeing in our culture a hundred years after he wrote it. He wasn’t too worried. “If we revive and pursue the pagan ideal of a simple and rational self-completion, we shall end where Paganism ended. I do not mean that we shall end in destruction. I mean that we shall end in Christianity." In other words, if society returns to pagan ideals, he was sure it will eventually lead back to Christianity because of the deep moral discoveries and spiritual truths that Christianity offers.

On the other hand, I am not so sure. Historically, what has once been a pagan culture that is rolled up into a Christian one does not revert to that same naïve, even “innocent” form of paganism when Christianity is discarded later on. Rather, the spiritual mood becomes post-Christian. Even Anti-Christian, re-creating a form of paganism as appropriated and adapted by the spirit of anti-Christ. That seems closer to the mark, especially when you notice the number of inverted crosses appearing on the doors of the more enthusiastic Halloween celebrants on the street.

So could it be the apparently ceaseless proliferation of this ancient festival has something altogether more chilling to say about our culture? In Jesus’ own words: “And this is the judgement of the world: the light has come into the world, and people loved the darkness rather than the light because their works were evil.”

Even if this might be nearer to the truth, the claim of Christ has always been one of hope: where there is death and darkness, so must follow resurrection and light. And at this time of year, it is perhaps to our profit to remember one of the most beautiful passages about light and darkness ever penned: “In him was life, and that life was the light of all mankind. The light shines in the darkness, and the darkness has not overcome it.”

Worth remembering, too, however scary we make our pumpkin, we are still moved to fill it with light.

So, let’s not be too gloomy.

After all, Christmas is coming.

Article
Comment
Fun & play
8 min read

Table-top philosophy: role playing games and the identities they help construct

A once derided fantasy genre now influences creative media - from The Big Bang Theory to Stranger Things.

Harry Gibbins  is a doctoral researcher at the University of Aberdeen. His PhD concerns the intersection between autism and Christian ministry.

Three teenage boys rise up from a table-top game and celebrate a victory.
Playing D&D in Stranger Things.

Picture this: no longer are you sitting at a computer desk or staring at your phone during your commute. Instead, you are an intrepid explorer, a noble warrior, or a cunning thief. You have left behind the mundanity and anxieties of the 'real world'. Now, you are a protagonist in a new story.  

Your choices will shape the world around you; your actions will be written into legend and recounted for centuries. But this is not done in isolation. You are together with friends. You work as a team; you bond, laugh, and celebrate each other’s achievements as a unit. You are not alone; you are an adventuring party.  

Behind the grey skyline through the condensation-heavy glass of the train window is a world of infinite possibilities. Here, in your mind’s eye, you shape reality. Here, you become the person that, right now, you want to be. There are no limitations beyond what you believe is possible. You are the captain steering the ship into uncharted waters where the aim is to share a good yarn with your friends. 

There's a fine line between fantasy as a genre and escapism as a psychology. As we parade myth and legend within our respective cultures and contexts, we find something of ourselves. We read of Frodo Baggins, the underdog who takes on a responsibility of epic proportions, and see qualities we want to inhabit. We hear of Iron Man's sacrifice to save friends and see something of our own relationships. This is not to say we literally aim to overthrow a dark lord or defeat a purple space utilitarian, but we see the humanity reflected within relatable moments through the fiction. The story we read or watch somewhat touches the cadence of the 'real world' no matter how fantastical. 

In an age where this cadence and its story-focused elements are twisted to become more marketable, where is the authenticity? How do we begin to tell our own stories? Is there a way in which our stories can speak of this cadence of the ‘real world’ without the necessity to satisfy business? 

As the game creates a safe environment in which players can enact hypothetical scenarios. In other words, to fantasise about who they are and the world around them. Consequently, there is an opportunity to ask again: "What story do I want to tell". 

Enter stage left: Table-top Role-playing Games (TTRPGs). The picture painted in the opening paragraph is steeped in my experience of commuting. Although not a universal experience, I found commuting sucked all life from my world. If there is a hell, perhaps it is a continuous never-ending loop of the Northern Line. I found myself recounting the previous evening, time spent with friends playing the fantasy TTRPG Dungeons and Dragons, reflecting on what I had learnt from such an experience. As a theologian, I would ask if there was something of myself that I was seeing in the stories told. When I returned next time, where did I want this story to take me next? What story do I want to tell? 

Dungeons and Dragons, or D&D, has been propelled into the cultural zeitgeist in the last decade. Featured in popular television shows such as The Big Bang Theory and Stranger Things, D&D has emerged out of nerd basements and into the mainstream. No longer is D&D seen as something exclusively for 'mega-nerds'. It now stands shoulder-to-shoulder with other culture-shaping fictions, such as The Lord of the Rings and the Marvel Cinematic Universe.  

In 2014, the fifth edition of D&D and aimed to streamline and tighten up the accessibility of the game whilst promoting creative and complex storytelling as a valued method of playing. In its earliest editions, D&D didn't care for character backstory or where the dungeon came from. A player’s aim was simply to kill some baddies and find treasure. However, today’s D&D aims for more nuance. Psychologists Sören Henrich and Rachel Worthington highlight that this has allowed D&D to have a genuine therapeutic application.  As the game creates a safe environment in which players can enact hypothetical scenarios. In other words, to fantasise about who they are and the world around them. Consequently, there is an opportunity to ask again: "What story do I want to tell". 

Perhaps the most obvious example of this philosophy in action is the role D&D takes in Netflix's Stranger Things. The show is not explicitly about D&D. Rather, the game is used as an illustrative tool, showing the actions of the characters, as well as providing a metaphor for the mystery they uncover and the journey they go on.  

The show opens with four young boys playing a game of D&D in their parents' basement. The players discover a Demogorgon, a classic D&D monster, and they must work together to defeat it. However, their immaturity gets the better of them and they fail. In D&D, player characters take on different roles; it is only by working together that their various weakness can be supported, and the villain defeated. This is the lesson that the boys learn: teamwork. It is only when they learn to support one another that are they able to defeat the 'real-life' Demogorgon they discover in their small American suburb. 

Nine belonged with his friends, he was not simply 'put up with'. His style of encountering problems and solving puzzles strengthens the whole team. Nine was not a burden. 

In Stranger Things we find D&D acting not just as a thematic motif, but also as illustrative of a journey the young people go on. So, what are the philosophical mechanics behind this? How is D&D as a phenomenon transformative and illustrative in our present reality? Philosophers describe this sort of thinking as 'Phenomenology'. In simplistic terms, it concerns the lived experience of a phenomenon, seeking to uncover its essence. What actually makes that 'thing' you experience a 'thing' at all? Are there attributes that are common across all experiences of that phenomenon? Or, more likely, is there a rich and informative complexity to its innermost workings?  

Whilst I am far from describing what the essence of D&D as a phenomenon is, I can speak of my own lived experience in the hope that it demonstrates how D&D is the transformative tool Stranger Things positions it to be. I hope that this not only illustrates my argument, even if it is as simple as “D&D is good”, but also provides a window in which my own story can be understood. 

I have written elsewhere about the role D&D has played in my theological evaluation of complex theoretical ideas. It has ultimately shaped the way I research and encounter complex questions. However, I want to highlight something different. In my other work, I spoke of a character I played for three years, a Tabaxi Paladin named 'Nine'. Nine was somewhat of an experiment. After I was diagnosed as autistic, I found great difficulty in knowing who I was. Are there parts of me that are not autistic? Am I being autistic subconsciously? Or am I actively choosing to act in a way that a clinical professional has decided is autistic? Who am I? Nine was to be a method of exploring such questions. I wrote Nine as autistic in a way that was a somewhat exaggerated version of myself. Yet, there was a distinct difference. Nine was the 'me' who had come to terms with being autistic; Nine knew who he was and was proud of it; Nine just simply was Nine.  

This was obviously not a perfect solution; the world of D&D does not have the clinical vocabulary to describe autism. In fact, whether autism exists in a fantasy world is kind of a fuzzy question. Was I inventing autism within the world by playing a character in such a way? Or is there ever a way I could not play a character as autistic due to being autistic myself? What emerged through Nine's interactions was something that, on a very personal level, I found deeply satisfying, illuminative, and transformative.  

Nine developed, some might say unsurprisingly, relationships among the other player characters. He lived as I do, as a social creature in a social world. Whilst his interactions were sometimes unusual, perhaps in much the same way as my own, his friend still came to love him. Following the framework of theologian John Swinton, Nine was more than just included; Nine belonged to this group simply because in his absence he would be missed. Once I had realised this I was taken somewhat by surprise. The differences between Nine and the other characters still mattered, but they were not barriers. Nine was valued, not someone who just was difficult to approach, off in his own little world, or obsessed and hyper-fixated. Rather, he was one part of the whole. Nine belonged with his friends, he was not simply 'put up with'. His style of encountering problems and solving puzzles strengthens the whole team. Nine was not a burden.

D&D highlights the strength storytelling, narrative building, and art in all its forms, have for those who are coming to terms with their identity.

This was where the transformation occurred. I realised that I was the Nine who did not have this understanding. Harry erroneously believed that he did not belong when really he always did. Harry was embarrassed about his challenges with social engagement, his obliviousness to the world around him, and his inability to get through a conversation without talking about Doctor Who. Yet, here I was, among friends who cherished and valued me. Here, I truly did belong, and it was Nine who taught me that.  

 I hope that this illustrates just a snippet of the potential this game, and games like it, have to offer. I believe there is much more to be said about the philosophical truth spoken through D&D in much the same way we talk about other forms of art or narrative. This is just a portion of what is possible, and I hope I learn much more about myself as I continue along these adventures with my friends. I would encourage anyone reading to give D&D a go. Although, I am aware I have had a very specific and positive experience that is not universal among players of the game. Perhaps the focus should not be that D&D is the best tool for therapeutic action. Rather, D&D highlights the strength storytelling, narrative building, and art in all its forms, have for those who are coming to terms with their identity. Whilst we may be tempted to describe ourselves simply, as I was when I was diagnosed as autistic, D&D reminds us that the stories our lives tell will always demonstrate more depth. Our lives our simply stories that we are constantly engaged with and that we are always telling.