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Man Who Talk To God Have Difficult Life - Playing Clerics In D&D
(St. Nokta Kinslayer, whom you'll meet further down in the article. Art by the esteemed @druid-for-hire who quite frankly cannot be thanked enough!)
Guess who's back motherfuckers. When they ask how I died, tell them, still angry. After the paladin article I asked around about classes to cover "next" and got a lot of requests; rogue, warlock, sorcerer, so of course I have elected to be a good friend by losing my will to live for months on end and then doing none of those. Let's talk Clerics, shall we? I'll not lie to you, this is going to be an angrier article than the paladin one, in no small part because it's inevitably going to go into contentious ideas like alignment, fantasy religion, and others that the player base has been knife fighting about since mammoths still walked the Earth. There are going to be moments when I look y'all in the eyes and say with my metaphorical human mouth that the problem is you Doing It Wrong, and I can only ask that you hear me out. Not to assign you homework about my fuckin' cleric article or anything, but the one I previously did about The Many may be helpful here as well. There's going to be a bit of a focus on D&D 5e here, and I'll be frank about that: most people are playing 5e these days, and as I'll be arguing further down, Pathfinder's take on Clerics and more broadly on faith are a worthless poison that actively worsens the world.
This article's title is drawn from Small Gods by the esteemed Sir Professor Terry Pratchett. As always, credit goes to Afroakuma for teaching me a great deal of the examples I'm going to give, though citing specific sources are going to be difficult as many of the books in question have been out of print for decades and I am neither an academic nor a machine.
Now for the obligatory Content Warnings. We're looking at discussion of fantasy religion & comparisons to real-world religion, violence, discussions of atrocities such as torture, desecration of the dead, and destruction of culture, as well as traumatic deaths/backstories for the sample clerics at the end. As mentioned above, there is also going to be some alignment discourse. You have been warned; do as thou wilt.
Without further ado, let us begin with...
O Mighty Smiter - Clerics Through D&D's History
We begin the obligatory text wall.
Clerics have been here since the beginning. They were around back when "Elf" was a class, and while their history is complex it has, eternally, been colored by the bit where Cleric has an inherent identity problem. In many ways it is, as a class, too broad, so wide-open that getting something coherent out of it is an exercise in frustration or even futility. It'll be easier to talk about what Clerics aren't than what they are, and oh boy, will I. A brief note here: while Druid is going to come up in the context of 1e and 2e, and again a bit later when I start talking about priests (yeah, that's a separate conversation, we're gonna get there), this article is not otherwise dedicated to Druid. I'm gonna need a significant amount of whiskey for both me and my priestess before we god damn go there.
AD&D 1e and 2e: Deus Vult - Do the world a favor if you ever pass near Gary Gygax's grave: piss on it. Ol' Gary G rooted Cleric in his classic blend of obsession with medieval ideas and piss-poor research, invoking many myths about priests of the Crusades and applying them as a one-size-fits-all vision of war-clergy of Every God. He would personally run into problems with this in his own writing before he got out of the game, and rather quickly at that, as he tried to write faiths whose imagery and ideals did not fit the Crusader Priest ideal, but since he was, and I cannot stress this enough, a hack with all the morals and emotional intelligence of mustard gas, he never quite solved those problems for himself. I'll hop off my screed now, I just want this said up front, especially since it's the fundamental evil that chases Cleric to this day.
The O.G. Cleric was described as a melee combatant that took a close second-place to Fighter in that arena, with proficiency in heavy armor and a variety of useful weapons, though they were forbidden from using "edged weapons that spill blood" (there's those Crusader myths). Random fun fact, the very first incarnation of Cleric only had spells up to 7th level, but the level tables for their class went up to level 29 or so, and man, ain't that just wild. As your Cleric gained levels they also became more highly placed in the church of their god, eventually hitting High Priest and just kinda sitting there as they leveled up. Interesting note here: Clerics couldn't be Neutral (that is, not Lawful, Chaotic, Good, or Evil) back in the day, and instead anyone wanting to run a Neutral Cleric had to take a subclass you might have heard of by the name of Druid, which in turn eventually had to face other Druids in SINGLE COMBAT in order to level up past a certain point. Why? I don't know. Summon Gygax's ghost and ask him between rounds of spiritual torture. This original version of Cleric had Turn Undead, a feature that's been attached to almost all Clerics by some name or another in all of their incarnations, and boy, Turn Undead used to be fucking wild. Roll a dice, consult a table based on your result and your level, and end up Turning or Destroying a number of very specific kinds of undead. AD&D 2e would put "undead gods" on this list starting at 13th level or so, and let me tell you: this came up in published material more often than you might think. Last but not least, like most characters back in 1e and 2e, Clerics eventually got to run a building full of people. At first the Cleric attracted about 20-200 "fanatics" who would work for free and help them build a shrine (no word on how TF you feed and water these fanatics) but eventually was given the right to build a proper castle-temple and produce 1 silver per month per resident via "trade, taxes, tariffs". Ladies and gentlemen, D&D.
Aside from the aforementioned alterations to Turn Undead, AD&D 2e introduced a concept known as Spheres to Cleric casting. Now, stop me if you've heard this before: each god gave access to 1 or more Spheres, which were specific lists of spells that their Clerics had access to (fun fact, Paladin casting was "as Cleric of 9 levels lower", but only with access to specific Spheres). So if you worshiped, say, Lathander, you had access to Healing, Sun, Divination, and IIRC a couple of others, and that's it, that's the whole ticket. Now, you may remember Kits from the Paladin article, and Clerics did have some of that action, but more than that they had "specialty priests", a sort of even-more-hardcore version of this whole proto-Domain deal; a Specialty Priest had different class features in comparison to normal Cleric, and access to different or more Spheres, both of which were determined by their god. Each Specialty Priest was, in its way, its own separate subclass of Cleric and if you published a god back in the day you had to get one of these installed. Were they all good? No. Fuck no. God no. Are you kidding me? But they were often very distinctive.
This doesn't get talked about a lot, at least not until we hit Pathfinder, but Clerics have had codes of conduct like Paladins for as long as they've existed, sort of atomized across their various gods. The rules around these have always been vague, and rarely culturally enforced in the player communities, but they did and do exist. A cleric of Kelemvor raising a zombie has done a bit of a blasphemy; raising a ghoul or vampire probably entails divine retribution, a reduction in character level, or even the loss of their powers. Oh, and other gods are probably trying to court you since clearly you're looking for new management and a trained cleric is a resourced that's hard to pass up.
No version of Cleric has ever particularly had a strong identity, but this original version may have been the closest to having one...because it's bad. To the credit of 1e and 2e, the eventual installation of Nonweapon Proficiencies, later to become the Skills system, did let them be competent as actual like, priests? Cleric got access to the stuff needed to actually minister as a spiritual leader with some extra socked away to practice sacred arts related to their god (ex. bookbinding for a cleric of Denier) and maybe even some god damn hobbies too. But outside of the ever-more-niche & esoteric arena of specialty priests, themselves presented as particular fanatics, agents, or chosen ones, every cleric was a Crusader, and every god's clergy were war-priests. And that's weird, right? And so now we must move on to the demon that never dies.
D&D 3.5: The Word Of My God Is 'Begone' - Quick question, have you ever wanted to roleplay someone perceptive but otherwise deeply stupid and utterly incompetent to move unsupervised through human society, who is, nonetheless, OMNIPOTENT? Welcome to the 3.5 Cleric, one of THE casters of all time in the absolute Caster Supremacy Edition. I hope you came ready to hear casual mentions of mechanics that would make a Victorian occultist cry. If you go looking at the class page for Cleric you might notice there's both jack and shit there, and for my readers who got into D&D at 5e the following might be a bit of a shock: Cleric was one of the strongest classes in 3.5.
In terms of the actual mechanics related to Cleric in 3.5, Turn or Rebuke Undead and spontaneous casting were some of the big ones. Well, "big" ones; Turn Undead qua Turn Undead was actually kind of shit and would often just not actually like...turn...the undead, but the charges of Turn Undead a Cleric kept around could be used for many other options that permitted alternate spending, notably here to include Divine Metamagic. These alternate spends were better than using Turn Undead for its actual intended purpose more or less always, and Divine Metamagic (DMM) in particular was an unholy monstrosity that underlied a lot of Cleric's power later in 3.5's run, letting them customize their prepared spells on the fly without having to use up higher-level spell slots. Now, I really cannot stress this enough: Cleric was one of the most powerful classes in core alone, without adding any supplements. DMM and similar options made Cleric even stronger but they were very much gilding the lily, to be frank. "Hey Vox why are you saying this," you would not believe the number of ignorant pricks who made a literal moral crusade out of going to "core only" in 3.5 claiming it made for a better balanced game. The good version of 3.5 has never existed, destroy anyone who claims otherwise.
Where was I - spontaneous casting, yes. Now, Clerics were still prepared casters, they had X spell slots every day at very specific levels and had to pick specific spells to fill them. That is, if you want to cast create water more than once in a given day, you need to memorize create water more than once that day. However, Clerics could convert a spell of any level to either cure wounds or inflict wounds of the same level, depending on the alignment of the Cleric (Good Clerics Turn Undead and cure wounds, Evil Clerics Rebuke Undead and inflict wounds, and Neutral Clerics not otherwise restricted by their god get to pick one for their entire career). This gave 3.5 Cleric a lot of flexibility, very valuable flexibility in a game environment where casting a heal mid-combat was basically always the wrong move, but out-of-combat healing was still an invaluable resource. RIP to Evil Clerics though, inflict sucked ass.
Lastly, we have domains. Now, if you check through the domain list on the SRD you may notice that they are rather less defining than the 5e Domains, granting a single power apiece and a list of spells you get access to. Most gods in 3.5 granted access to 3+ Domains, and their Clerics got to pick 2; together, these are the "kind" of Cleric you are, the aspects of your god that you kinda embody which then shape your power. Clerics got special extra spell slots solely for Domain spells in addition to their usual progression, and could memorize these Domain spells in normal slots as well. 3.5's list of Domains was deep and wide to the point of self-parody, and the power that gave a player to customize their Cleric's aesthetic and mechanics could be immense. Sure, many Domains were much weaker than others (Magic Domain is bonkers and that asshole is in core) but ultimately every Domain is stapled to Cleric, and since Clerics don't learn spells, only memorize them, there's a floor as to how weak you can possibly be.
So, what are your restrictions on Cleric? Not many. Non-War Domain Clerics had a sort of mid list of weapon options, sure, but if you're not casting you're playing wrong already so who gives a shit. Heavy armor and full access to shields meant a lot of build flexibility as far as that goes, so no problems here. The biggest thing is that a Cleric needed to be, and remain, within one alignment "step" of their god, plus or minus any other specific restrictions. That is, a Cleric of Liira, who is Chaotic Good, must be Neutral Good, Chaotic Good, or Chaotic Neutral; becoming Lawful Good, True Neutral, Chaotic Evil, etc would result in losing all Cleric powers and being unable to take Cleric levels until they fixed their shit or found a new god. Strictly speaking, these Clerics could/would still Fall a la paladins if they sufficiently blasphemed against or angered their god, but in practice this sort of thing was just...not common.
This is the section where I would talk about other divine classes in 3.X but honestly they were all so god damn weird and specific that no comparison really could be made. Shugenja, for instance, just isn't cognate to Cleric. The closest thing is the Healer class, no points for guessing what their deal is, but the thing with Healer is they have more in common with paladin, so like. Cleric or bust baby, welcome to fucktown.
Which brings us back to what Cleric was like narratively, the answer to which is: confused. The thing is...Clerics have always, likely will always, want high Wisdom, which makes them perceptive, good at detecting lies, weirdly talented at handling animals, competent to navigate the wilderness, and also I just described a Disney Princess. The trouble is, nearly everything else is strictly secondary. Every caster wants and needs Constitution in 3.X so they can make those Concentration checks and also, you know, not die, so okay, you're perceptive and you can hold your liquor, but after that nothing else matters. On the one hand, this makes for a great deal of versatility in terms of your ability scores, but on the other hand Cleric had 2+Int skill points per level on the most dog shit skill list in the game so being a very smart Cleric rarely bought you anything. Higher Charisma could be cool, but hey, see that skill list? It's still shit, and if you aren't also buying Intelligence you quite literally can't afford to keep up the social skill tax. A true war-priest wants Dexterity so they can act before their enemies and command the battlefield but that's more or less all you buy out of Dexterity on Cleric so congratulations, you're an almighty quickdraw and also illiterate. "What about Strength," what about it.
I really cannot overstate the paralyzing nature of that skill list, because priests - which 3.5 wanted Clerics to be, which it thinks they are - need more of them than most people think. A proper spiritual leader needs to buy up Insight, Knowledge (Religion), Knowledge (Local), Knowledge (Nobility), and Persuasion at a minimum, and they sure do also want Intimidate and Perception. You get two of those. Two. Just two. If you buy up Intelligence after you eat your vegetables like a good player, you maybe get to buy four of those. And that's it, that's all you fucking get. Clerics are not competent to be priests, which is going to be true of them going forward from this edition on. Now, I'm painting with a relatively broad brush here, and there's definitely religions on Earth these days which did, or still do, separate out roles that might reasonably be called a priest & Cleric vs. those roles that are community leaders and interpreters of doctrine and law, but there's a shocking amount of "here's my vision of what priests are and do" that Cleric wants to be, and isn't, because of this whole fucking deal.
But while 3.5 was extremely blind to the bit where Clerics just were not what it thinks priests are any more, it was very much not blind to the terror and power of their spellcasting. A high-level cleric, in the narrative of any given setting, is a terrifying force - an army unto themselves, a one-woman political bloc whose existence is an implicit threat of violence on a civilizational scale. I didn't spill all that ink about the power and mechanics of Cleric up there for nothing; 3.5 was very interested in how those mechanics could manifest within the narrative, how they are inextricably bound to said narrative. Hell, in Expedition to Undermountain alone the backstory of the dungeon includes one non-relevant sect of Clerics who was, in-universe, trying to game the spell slot system, alongside another unrelated sect that the PCs trip over by accident and fight inside their half-constructed fortress of partially undead bone which they control via Rebuke Undead.
Lemme say that again just for emphasis: there's an adventure where an accidental encounter is a long siege through a half-animated evil fortress that can be controlled through pure divinity, which was invented because its builders, in-universe, were trying to optimize their power and create an advantage they could control but their enemies couldn't. And this is just my favorite example, it's hardly the only one. Even the fucking novels got in on this sort of thing. We all joke about how wizards have no rights, because they don't, but watch a Cleric hit level 7 or so and you'll realize quickly that they are becoming something to which mortal laws are more like polite suggestions. Nor is this necessarily solely the sign of greater favor and thus potentially restriction from their god; indeed, a Cleric has to bring things to the table themself, narratively speaking! Divine spellcasting is a real skillset that you get better at with practice and experience, and part of the reason higher level Clerics get so much attention from other gods - aside from the obvious "this person can solo an army and still go home in a mood to have sex with their wife" angle - is that a skilled Cleric is a rare resource worth stealing.
Overall, 3.5's vision of Cleric is perhaps the one that suffers most from Cleric's identity-draining lack of specificity. Its Clerics were powerful, but they were also largely all the same; they could change their spells every day, but that only really meant that your list of spells doesn't really matter beyond personal preference. Domains offered some customization, but they didn't go far enough, and indeed if they were to go far enough the all-consuming might of Cleric would only be even more flagrant. So let's return to the most honest edition of D&D, shall we?
D&D 4e: Healer Calls The Shots - There are a lot of reasons that D&D 4e was born dead, and a big one is that classes with healing abilities were labeled 'leaders'. This seems absurd these days, especially if you're into esports at all; the support player being the team leader has become accepted strategy in a variety of games, in no small part because one simply cannot win without them, and yet at the time the D&D fanbase - still in an awkward transitional period of nerd masculinity that I don't have the time or the PhD to write about - rebelled against this concept with fountaining violence. The "girlfriend classes", leaders? Absurd. Preposterous. Clearly Sir Dipshit the Fighter with no mental stats or applicable skills is the leader.
I'm not fucking bitter, you are.
So what was Cleric's deal, exactly? Cleric qua Cleric was a Leader, as mentioned before, that could primarily be built either as a scrappy melee type or a more hard-support implement caster. "What's an implement caster?" glad you asked; back in 4e you had to hold a casting implement to cast your spells, something like a rod, staff, wand, holy symbol, your mother's haunted skull, whatever, and these had specific mechanical effects that altered your abilities. Some classes, like Cleric, could also or instead use a weapon as their implement, but in practical terms the strict wealth-by-level guidelines meant you got one or the other and would build your stats accordingly. Keep this in your back pocket for later, it's going to come up again. Also for your back pocket for later: these implements were, well, implemented as part of 4e's item progression, and the expectation was that you would spend your available resources (in this case, gold/phantom gold, collectively Wealth By Level) on better implements that would make your abilities work more work-y. Limited wealth meant that while in theory you could have both a magic weapon and a magical implement, in practical terms you get one or the other 'cause there's other shit you gotta buy.
What Clerics did with these implements was sell healing and healing accessories. While 4e introduced the concept of Radiant damage (used there as especially good against fiends, undead, and other forces of evil) and Clerics did indeed have access to some of that as well as buff abilities, their main thing was being the ranged healer par excellence, able to heal or cause healing far in excess of their peers in the role such as Warlord. Here, then, we return to the throughline of the divine healer which stretches all the way back to fucking BECMI, and which modern audiences may recognize more readily as the JRPG archetype of the White Mage - itself rooted in BECMI again! This hobby is an ouroboros, I say, with love.
Joining Cleric here are a selection of other classes with divine powers who take on a similar conceptual space. I talked a bit about Invoker during the Paladin article so I'm not gonna go over them again (this shit is long enough as it is), so we're gonna talk about Warpriest and Runepriest.
Introduced in the Essentials line, Warpriest was - like most Essentials classes - a simplified take on Cleric meant to be more accessible to new players. It shifted just about everything towards Wisdom in terms of writing one's character. Warpriests were these tanky all-around characters who gave up some of Cleric's team support for better attacks, and notably did not select powers on level-up, but rather got a progression based on their Domain. Readers familiar with D&D 5e might see some similarities here.
Runepriest, on the other hand, was a weird freak of a Defender whose thing was projecting offensive or defensive Auras that they could amplify with their support abilities and swap out every time they attacked. Their primary stat was Strength, drawing on a similar idea to the later revised 5e Barbarian or, perhaps more familiar to y'all, Beast incantations in Elden Ring. Very much not simplified, Runepriest offered some initial build diversity but didn't get a lot of support as the gameline continued, ironically ending up as very limited despite seeming intentions of breadth.
Narratively, these classes were somewhere in the range of 'village preacher with a hidden badass streak' to 'war missionary' to 'literal thug for the literal god of literal fascism'. 4e here stands out for being the first edition to acknowledge that a Cleric is not really a priest as such, and is much more like...a chosen one, a conception that very much fit well into 4e's idea that adventurers are inherently freaks who do things no sane person would ever consider. If you're thinking, "gee that sounds odd, why wouldn't there be like Clerics just existing inside cities", I point you at works like Dungeon Meshi who advance this same idea. Fundamentally, the skills one uses to break into ancient tombs full of undead are not skills you develop while working as a spiritual leader or a bureaucrat or even as a military officer. Adventuring is not a career you get into because your life is going well.
Of course, as mentioned, D&D 4e was born dead, so now we need to talk about the demon that ate its corpse and was, for a time, the unquestioned king of the TTRPG space by dint of its treachery and malice.
Pathfinder: Deus Vult Part II: World Holy War - Keep Pathfinder in your back pocket next to casting implements, they're gonna star in the religion section later as I express a fundamental anger that borders on inhuman rage. You have no earthly idea just how much I'm cutting out of this section alone considering that like many, I was there for Pathfinder during the beta and thus got in on the ground floor of a great deal of incompetence, malice, cruelty, outright betrayal, unexamined double-think, and egotistical bullshit.
That said, let's actually talk about Cleric.
In terms of Cleric qua Cleric, you may be noticing that the table there looks a lot like 3.5's Cleric, and indeed in many ways they're pretty similar. The biggest immediate difference is the addition of Channel Energy, which lets a Cleric become a healing bomb (or harm undead bomb, or vice versa) a certain number of times per day linked to their Charisma modifier. This is in addition to spontaneous casting, so it's a strict addition; further, it being a 30-foot burst means a channeled heal might actually be worth your Standard Action at some point in your career. It won't be, but it might. Additionally, Pathfinder Clerics are proficient in the Favored Weapon of their god by default (more on this later), which - by contrast - was often much harder to access in 3.5.
Like D&D 3.5, Pathfinder has a dizzying array of Domains to go with a default setting packed full of gods (more on this in the religion section later), ranging from things as broad as 'all magic ever' to things as embarrassingly specific as 'ambushes as laid by kobolds specifically'. Seriously, look at this list, it's absurd. And while by sheer numbers and specificity it's roughly equivalent with 3.5, I'm not about to claim 3.5 has the high road here, Clerics in Pathfinder get more abilities from their Domains and thus your choice of Domain and/or Subdomain is far more important to your Cleric than it ever was in PF's parent game.
Indeed, option paralysis is going to be the name of the game here. Clerics in Pathfinder, in addition to Domain and Subdomain and their choice of god, also get to pick out variants on the Channeling ability that I talked about and, like all Pathfinder classes, have access to a dizzying array of Archetypes. These Archetypes in turn range in scope and concept from variations on how one has trained as a Cleric (such as Crusader, keep that name in mind for later) to like, race essentialism as class features such as Fiendish Vessel. Sit on that statement for a bit. Really internalize it.
Now, while the rules for Pathfinder give provisions for older versions of Clerics such as Clerics of ideals, Planar Clerics, etc, in practice Pathfinder is very much married to its one-and-only setting, Golarion, and to its particular vision of Clerics as the dedicated priests of a single god. This is a difficult vision to accomplish, as they still aren't competent to be priests, but it's also one that adds another layer of information a player has to juggle, as Golarion makes a much bigger and yet somehow much smaller deal about Clerics falling and losing their powers; each of its gods has a published code of conduct, Obediences you can perform for mechanical benefits, and sometimes even exclusive spells. I said I was gonna cut my beefs with Paizo out of this section but I really cannot resist just one: this is from the creators who made their first bones by arguing that mechanical bloat was the cardinal sin of 3.5 and advertised a return to the purity of Core. It would be funny if it weren't so fucking infuriating. If you can't hack it as a Cleric of your god, you lose your powers until you either start hacking it, or find a new god that agrees better with your current behavior, and those gods are very much in the market to hire.
In addition to Clerics as the hypothetical main priests (both as PCs and NPCs), Pathfinder introduces Inquisitors, Oracles, and Warpriests and we're gonna have to talk about all of them so I hope you weren't doing anything else with your day. Let's start with Inquisitors. Meant to be to Cleric what Ranger is to druid, Inquisitor is a wildly revealing take on how Paizo thinks about religion and ethics. To wit:
"Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals. Role: Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion."
James Jacobs would like to tell you, with a straight face, that this is a normal and expected way to engage with religion, to think about religion, and that Inquisitors as presented here can be of any alignment and serve any god, all of whom will keep them around on purpose. In a related story, James Jacobs is a sniveling wretch. In another related story, the aesthetics and proficiencies of Inquisitor are very much like, the Hugh Jackman Van Helsing. I do not say this as an insult to either Inquisitor or to Mister Van Helsing, his aesthetics slap, but do keep that in mind for what I'm gonna say later.
Mechanically, Inquisitor drops a lot of control and damage, gleefully sacrificing most of the support a Cleric offers in favor of singling out particular targets and persecuting them to death. They also get a surprising amount of out-of-combat utility, adding their Wisdom modifier to Knowledge checks to identify "monsters" ("hey what's a monster" good FUCKING question), gaining bonuses to tracking like a Ranger, and adding a FAT bonus to Sense Motive (this becomes Insight in 5e) & Intimidate checks. Their combat style is a mix of hard control spells and self-buffs to damage so they can sandpaper their enemies to death; very functional, but also very much a particular vision of a holy warrior. And lest we leave this unsaid, Inquisitor spells were very much concerned with rooting out "heresy", heterodoxy, and punishing "sinners" within their own faiths, which is a wild-ass statement when you remember, again, that they can follow any god. You wanna tell me the god of revolutions runs secret police whose job it is to murder heretics? You wanna tell me that, James Jacobs? That's what you're telling me? Fucksake. Adding to this is that while Inquisitors can take Domains, they more commonly take bespoke Inquisitions that, well, make them better at being the secret police. You know how the god of the harvest runs the Grain Gestapo and they're the good guys somehow? Like that.
This, however, is where I drop the other shoe. Look at Inquisitor's skill list. Look at their skills per level. Are you seeing what I'm seeing? They're competent to serve as spiritual leaders, indeed, infinitely more competent to do so than either Cleric or Warpriest are or ever will be. The rest of their abilities make that idea just a little bit absurd, but if you don't mind every local village priest being an apprentice serial killer on their off hours Inquisitor is the only divine class that can do the job. The only one. There are no others. The next-closest candidates are fucking Bard and Rogue.
Which brings us to Warpriest, I think. I will not mince words here: Warpriest fucking sucks. Pitched as one of the many so-called "hybrid classes", Warpriest's parent classes are Fighter and Cleric, and it really got the worst end of both. Cleric is cracked enough that even with 6th level casting Warpriest evens out to doing fine, but my fucking god. Warpriests get some minor buffs to their weapons and armor, allowing them to customize those items and granting a phantom buff to the budget they can assign to them, as well as access to Blessings, their particular spin on Domains. These are good ways to extend their spellcasting but are, essentially, equivalent to a secondary pool of spells and buffs; likewise, their Fervor ability is a pool of healing/harming in theory, but in practice you burn Fervor to self-buff as a Swift action (Bonus Action for you 5e folks) or you're doing it wrong. The problem here is that Warpriest is just...worse Cleric. The phantom buffs to their weapons and armor, as well as their pool of bonus Combat feats, do not make up for the bit where they swing less accurately, less often, than an equal level Fighter, Paladin, Ranger, etc. You're casting or you're failing, and if you're already a hard caster, you're a Cleric - and Clerics, y'know, are already war-priests.
Oracle is the weird one out of this list. A spontaneous and Charisma-based divine caster, Oracle stands out for having a more limited list of spells that they get to use more often, and for having flexibility with their use of Metamagic feats the way a Sorcerer does. "What if I don't want to use Metamagic feats," I'm afraid you'll need to go fuck yourself, this is what you're doing. Oracle was an instant smash-hit with the player base of Pathfinder for its strong aesthetics and customization; where most Clerics are essentially the same with minor differences, every Oracle is, in some way, different. In particular, each Oracle has a Curse which makes them like, literally & textually disabled in some way but also grants them power, ranging from "you're just deaf, that's it that's the curse" to "you've been infested by an alien hive-mind from literal space, good luck fucker", and also pursues a Mystery that gives them themed abilities and further customizes their spell list. Unfortunately this is still a Paizo class; in terms of the actual mechanics, most Curses are essentially meaningless, with a rare few either being so bad that they're unpickable or so good that you kinda have to justify why you didn't take them (Deafened is the latter, incidentally) and most just being nothingburgers that matter not at all.
Now, notable here before I talk about Mysteries is that Oracle, like Cleric, is living that 3/4th base attack bonus life and can natively wear up to medium armor. Unlike Cleric they are not natively proficient with their god's Favored Weapon but otherwise they're fronting as a gish (spellblade for you youngbloods, a character that mixes magic and melee). The thing is, while that 3/4 attack bonus is great for spells that make attack rolls - here Oracle is handily beating contenders like Wizard or Sorcerer in terms of accuracy - they are, you know, ninth-level casters. The correct move for your turn is "I cast a spell". There are not exceptions to this. In an extremely related story, most Mysteries are full of not-spell things to do with the actions you would normally use to cast spells, and while some of them - such as the endless parade of ways to boost your Armor Class - replace certain spells, essentially saving you a slot, many of them are just kinda...weak blasts or control abilities that don't meaningfully compete with, again, "I cast a spell". And like, the flip side of your choice of Mystery often not mattering is that you're free to pick something that seems thematic to you, but riddle me this: if you never use the abilities you pick up, does it matter that you have them?
There's some obvious winners in Mysteries, as there always is. Lore and Time are cracked as hell, and you can get away with something like Metal that has mostly passive abilities, but here we need to talk a bit about the theme and flavor of Oracle. Paizo sold the class on the idea of mysterious connections to the divine, a sort of divine mirror to their Witch class whose associations with the otherworldly are potentially unknown to them and move them without their consent. They then immediately abandoned this faster than my father abandoned me; every published Oracle is the Oracle of one god in particular, Mysteries are associated with gods the way Domains are, and this means that in all ways Oracle is a Cleric who can get laid. I am, perhaps, disproportionately angry about this, both on a professional level (lying to your readers is a bit of a dick move) and on a personal one (I wanted the Oracle they sold and did not receive it). And that's...a bit of a let-down, right? Paladins are already god-locked in Pathfinder too, so at this point Oracle, while having strong imagery, is not meaningfully different from its peers in a way that you can really latch onto. I dunno. It's a waste, y'know?
Overall, Paizo's vision of its divine classes is not able to be separated from its vision of religion as a zero-sum holy war in which everyone is desperate for converts, no one trusts anyone else, and rooting out one's own flock for heretics and heterodoxy is considered normal and morally acceptable behavior. Paizo deadass thinks the Spanish Inquisition are the good guys, if not literally, then in spirit, and that is, not to put too fine a point on it, disgusting. Mechanical innovations are present here, but to be frank the signal-to-noise ratio is awful, and it's very much not worth the effort to pillage their work for the few good ideas that have managed to survive.
Which brings us, at long last, to:
D&D 5e: The Power of God And Anime On My Side - I apologize for nothing and I will do this again.
So, right here up front, before I talk about anything else, anything else at all, Fifth Edition Clerics are, for the first time, both not priests and not trying to be priests. To quote Pages 56-57 of the 2014 Player's Handbook: "Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, preisthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshippers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.
Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it."
Merciful fucking Illmater, we made it y'all. Not that the player base, by and large, has noticed; many people continue to play clerics as priests, to think of all clerics as priests and spiritual leaders, and to expect them to be such. And they are not priests. As I've argued already they've never been priests, but 5e does have a firm vision of Clerics - they're shonen protagonists. The chosen many, as it were, and that vision is clearer and more thematic than Cleric has been since mammoths still walked the Earth. Y'all are doing this wrong. Please stop.
Anyway, mechanics! The more things change, the more they stay the same; Cleric still has a dog shit skill list, they're still a mid-armored all-rounder with anti-undead features, they're still pretty good at resisting mind control. The Optimal Cleric(tm) is rocking high Wis and Dex so they can act first and get off their powerful control spells, which in turn implies light armor in an unusual first for D&D, but I'll be real with you: Cleric has one of the best spell lists in the game, as long as your Wisdom is high you can do whatever you want and never be punished for it. Notable here in comparison to previous editions are the flexibility of the Cleric's spell slots in 5e - you can cast any spell you have prepared out of your slots rather than locking 1 spell to 1 slot - and Ritual Casting, a feature most people associate with Wizards but which is very, very much available to Cleric and gives them similar out-of-combat utility. Turn Undead and Destroy Undead return, both more functional than they've been in decades, and are now linked to rests of any kind and also used to charge Domain features. "What about Divine Intervention -" what the fuck about it.
Which brings us to Domains. And the thing about Domains is there's still a lot of them in the context of 5e; the Player's Handbook alone published seven of them, and just about every player-oriented book after that had 1-2 more, sometimes as many as three. Cleric is feasting, and while most of the food is decidedly mid it still doesn't matter because it is, again, stapled to Cleric. Like I could wax poetic, at some considerable length, about why Domains like War, Trickery, or Grave are bad options, but y'know, the thing is, they're still fucking Clerics, they'd be doing fine with no Domain at all. I'm not gonna go into a massive breakdown of the pros and cons of any given Domain, but in general you'll have the most harmonious time with Domains that don't expect you to be spending your actions doing things that aren't casting spells. War, for instance, is gonna be a let-down because it really wants you to be making weapon attacks and you do not have the tools to make that remotely worth it; conversely, Grave also sucks, but it mostly fills in actions that your spells can't or won't, so you'll have a much smoother time playing Grave. For those wondering, the hands-down winners of the Domain list are Knowledge, Life, Light, and Tempest, though an extremely dishonorable shout-out goes to Order as a control & utility pick that is completely unaware of its own existence as a cosmic fucking horror story. See the sample Clerics below for that shit.
Now, remember when I told you to keep implements in your back pocket? 5e also has them, but they're introduced a bit...unevenly. Magical items do exist that do what magic implements used to do, namely, boost your spell DCs and spell attack modifiers - the caster equivalent of a magical weapon - but not many were ever published, and the ones that were are mainly for arcane casters. Fans of Critical Role may be recognizing items like the Spire of Conflux or the Hand Cone of Clarity as taking this role (and indeed quite a bit of Mercer's world and mechanics draws influence from D&D 4e), while players of Baldur's Gate 3 are pointing at the screen and naming some of their favorite caster-focused shields, gloves, and helmets right now. Any of these are a pretty neat way to engage on this idea as long as you keep things under control (you don't wanna exceed a total of like, +3/+3 here), but you as the DM, or you and your DM if you're a player, can and will be making this shit up yourself for your Cleric.
So, what's 5e's vision of Clerics, narratively? Well...see, the thing is, the text I quoted above is mainly it. D&D 5e is remarkably lore-light on the player-facing end, instead investing a lot of its lore writing in wild reworks of various cultures such as drow or gnolls, which I will not comment on because I do need to end this article at some point and I'm still in the fucking context section. There's a soft sympathy towards the position that 5e's Clerics, as they level, are holier Clerics, rather than more skilled Clerics (again, see above), but even that is a very tepidly held position, one which in novel writing and related media is far from consistent or primary. That said, I couldn't walk out of this section with a straight face if I didn't talk about the WILD fucking Domain assignments 5e makes for its gods, which in some cases is an artifact of many more specific Domains no longer existing, but in other cases appears to be the product of some of the most ignorant Protestant bullshit you can possibly imagine when thinking of the gods in question. Again, see the existence and flavor of the Order Domain as an example here, but like, in what fucking universe is Helm associated with the Light Domain? Since when was Wee Jas a Grave Domain kinda goddess? Not to hype this up twice in two paragraphs, but you will notice when we get there that I have chosen to ignore this whole affair for many of the upcoming sample Clerics and when I do there'll be some discussion about it. I do these things to myself and I really wish I didn't but this is who I am as a person now.
Going to the Land Of Context is like going to the Underworld, it takes you three days no matter how fast you travel. But at long last we have arrived, and we can conduct the actual fucking article. May Oghma pity me, for I myself will not.
Gotta Go, The People In The Important Pajamas Are Mad - Clerics At Your Table
Before I say anything else, that headline is not my original line but I cannot for the LIFE of me remember what early aughts webcomic it's from. I am likely misquoting it but if anyone on this hellsite recognizes it and can point me back to it for a proper credit I will be quite grateful & also get the citation in.
The following section is meant to help you in fleshing out a Cleric concept to play or even to use as an NPC. While some of this advice is edition-agnostic and indeed when we get to the religion section we're gonna return to some Takes Through The Editions and I will be very sad and also angry, a great deal of it will be slanted towards 5e because, let's face it, that's what people are playing. Make of this what you will. Also covered here will be same-paging (again), Clerics & alignment, and common pitfalls of playing Clerics (and suggestions of how to avoid them). So, without further ado:
Same Paging - In Which I Blow The Meta Joke About This Being In Any Class Article I Do Early Like A Damn Fool
Same-paging is the practice of talking to your group in a way that helps set mutual expectations, and it’s something every RPG group should strive to do regardless of the system they’re playing in. You’ve probably done this to an extent before, as part of being pitched a game (”We’re going to do a dungeon crawl through the deadly halls of Undermountain”), during character creation, and the like. If this opener to the section sounds familiar, it's because I copy-pasted it from my last class article and there's nothing you can do to stop me. In the specific case of Cleric, the elephant in the room you need to explicitly talk about and not just assume shit about is the sort of relationship you're looking to develop between your character and their god(s) and, y'know, any themes or ideas about spirituality that you explicitly would like to see included or, conversely, very much need to not see included. We're gonna get into it more in the religion section later but man it truly does fucking blow chunks if you're looking to have, say, a serious exploration of your character's faith and its relationship to society, but the rest of your group is on some Reddit Atheist shit, right? Hell, it's not even pleasant if you unexpectedly end up doing the inverse. In addition to this, if you're looking to explore ethical or doctrinal dilemmas (i.e. if you're really into the idea of playing a Cleric of Eldath as a dedicated pacifist, or dig into the conflicts that might arise between the Orders of Denier who preserve knowledge vs. some kinda magical infohazard), this is the time to say it and chew it over with your group. And again, as long as everyone's having fun and not hurting someone else any way you play it is fine - a kick-in-the-door style campaign is a perfectly fun campaign to have. The point is to set expectations up front, not to like, ensure that the group is playing in the one ordained way to play. Which is bold words considering how many times in this article up to this point I've deadass accused people of playing wrong, but I do mean it. I contain multitudes.
One Day, A Tortoise Will Learn To Fly - Making Your Cleric
The Pratchett quotes will continue until morale improves.
Once you and your group have communicated your expectations to each other, it’s finally time to start sketching out your concept! There are many ways to do this, though the two primary schools are mechanics-first and narrative-first. That is to say, opening up with something like "Using the Knowledge Domain to pick up proficiencies on the fly sounds fun to me," works out great, as does opening up with something like, "My Cleric learned her ex-wife was literally a goddess about three weeks ago and is having a wild one about it." However, this article is about to be long enough already without me trying to write a mechanical guide to 5e Cleric, let alone any other Cleric, so we're gonna focus on the narrative approach. If you need a mechanical guide, I promise you that the player base of whatever edition you're into has made several and that the author of each one has some kind of passionate beef with the authors of all of the others. Consider the following questions for your Cleric:
Why Did You Become A Cleric? To be a Cleric is to be of the chosen many; inherently, you're gonna be a bit weird. That weirdness may be because of the conflict between your perceived social station vs. who you are as a person (to wit, people might expect a Cleric of Oghma in the Forgotten Realms to be a stuffy scholar and be surprised when he shows up to strongman competitions or turns out to be one of the Sword Coast's most prolific authors of erotica), but in all honesty odds are much higher that you're a freak. Incredible divine power doesn't erase the bit where adventuring is not a career one takes up because one's life is going well. That said, just because you're a chosen one doesn't mean you didn't also get to choose. Did your Cleric pursue Clerichood for some reason, and if so, why seek that power? If they didn't seek it out on purpose, how do they feel about this change in their relationship to divinity and the burgeoning power within them? This is where you can get both characterization and plot hooks; a Cleric forged when she swore herself to the Red Knight in a desperate attempt to defend her farm from bandits is a very different beast from one who sought power and station from Bahamut so they could enact reforms in their society. Look for connections to the game world and reasons to care about it.
How Did You Learn? There's some obvious things to answer here - your Cleric learned how to wear up to Medium armor, the proper use of shields, and basic combat techniques - but the more interesting question to dig into is your spells. D&D has actually had many different schools of thought here, some of them co-existing or competing with each other. D&D 5e, as mentioned above, breaks on the idea that a higher-level Cleric is a holier Cleric, and that their casting is an almost intuitive process of seeking intercession or requesting miracles in advance in case they need them. Many people play their Clerics this way, but here I will once again climb atop my mountain of old-ass lore and offer an alternative: divine spellcasting as a skill you actually have to learn and practice. In this school of thought, a higher level Cleric is a more practiced and powerful Cleric, and is intrinsically attractive to "rival" deities not simply because they are a great champion of their own but because they are a potent resource. For those in the audience wondering how this makes any fucking sense, I will point out, gently, that this idea is actually still prevalent in Japanese media and its White Mage archetypes, as well as in popular videogames like Elden Ring. These Clerics learn spells from somewhere, and the "somewhere" has a broad variety of answers; they unlock the secrets of their rites through cryptotheology, they experience divine revelation, their god teaches them personally, they're mentored by more experienced Clerics. Indeed, Ms. Jester Lavorre of Critical Role fame engages on her divine casting in this mode, often expressing that the Traveler has been telling her about new spells or teaching them to her personally, and while this is set up as something suspicious about the Traveler in her story it's actually a quite storied idea of Being A Cleric with deep roots in many D&D settings. Regardless of your choice here, though, consider this next question:
How Do You Relate To Your Power? This is another arena with a lot of unquestioned ideas that do not necessarily like, relate to how Clerics have been historically or even what they could be if we took only 5e as gospel. In most cases, people take a very Protestant slant to their Cleric; their spells and powers are divine gifts which can and should be revoked at the whim of their god, who is in turn a being of higher morality who intrinsically knows better. And like, I'ma get into this in the religion section here in a bit, but this is a wild idea when you actually look at the gods in question, let alone when you remember that to be a Cleric is to build a relationship with one's deity. Pious service as thought of by Christians is a way to relate to your deity, sure, and there's even some hanging around that are into it (Torm, f'rinstance), but like, Waukeen would find such a relationship distasteful, would say to such a cleric, "Girl, you're selling yourself short." So put some real thought into this, and you may come to surprising answers for your Cleric. Do they see their divine power as bringing forth the holiness intrinsic to the world? As an outflowing of their own passions and obsessions? Could your Cleric read as a grim cynic to others because they view their spells as not fundamentally different from arcane magic, and caution sternly that power is power regardless of source? Are they gifts from the world of wonder and horror, which anyone could use if they knew the right way of seeing? Your Cleric's abilities are not like a second layer on top of their personality, they're part and parcel of who they are as a person; give it consideration.
What Are Your Values? Hear me out; this seems like an obvious question, something every character should ask, but here I'm going to introduce an argument that I'll elaborate on later - gods in D&D are, essentially, worldviews. And while the worldview embodied by your Cleric's god(s) is obviously the one most important to them - they did become a wholeass Cleric about it - D&D has some specific-ass gods. A Cleric of like, Azuth (god of spells, patron of wizards) is not getting a party line about a whole lot of basic ethics and kinda has to figure that shit out for himself. So ask yourself not just who your Cleric believes in, but what, and how this might relate to their faith or grow from who they are as a person. A Cleric who is the fourth child of a noble house (kicked out to a life of adventure because they ain't inheriting shit) may well have opinions about noblesse oblige, politics, and power that have absolutely nothing to do with their chosen god; likewise, D&D has a rich tradition of Clerics of fairly evil gods such as Auril, Loviatar, or Umberlee who are out here selling the wonders those dark powers have on offer because they genuinely believe in helping people or, you know, have Standards, the thing professionals are supposed to have. A frontier Cleric may well have opinions, for better or worse (traditionally worse, D&D has a long history of being friendly to empire) about the colonial project they're a part of, or a Cleric up from the Underdark might be spending her free time in academic knife fights defending the beauty and splendor of her home's ecology. Your Cleric is a real person in a real reality, not an extension of her god; that's the kind of thing that gives a person some fucking opinions, no?
What's Your Relationship To Your God(s) Like? And in a related story, this point! Unless something really odd is going on, your Cleric is not a divine being free from mortal needs or the burdens of history; it therefore follows that she is not about to be a perfect incarnation of her god(s) ideals. That's, y'know, the neat bonus you get for having an afterlife. Let's leave alone for a moment that there is a pretty strong possibility that your Cleric is so uneducated and/or fucking stupid that they don't know the textual dogma of their own faith (though please, do not forget this, it's one of the funniest things about Cleric); the ideals of that faith, and of their god in particular, are something they are probably growing into. This really should not be a controversial take, not after Critical Role blew the fuck up with the likes of Caduceus Clay and his spiritual journey in the name of the Wildmother, but you might be surprised. It is, genuinely, okay if your Cleric is kinda bad at following their god(s) in some ways! Maybe even many ways! A dwarf Cleric who's out adventuring instead of at home using their magic to help their clan is already failing at least one major ideal of the dwarven pantheon, for instance. Clerics and even priests of Sune Firehair (goddess of art and beauty, a chaotic and capricious foe of evil whose mantle is the splendor of the living world) have a partly-deserved reputation as shallow hedonists who reify existing beauty standards; the entire faith of Lathander has a serial inquisition problem that they haven't stopped having an ongoing civil war about since the fucking Dawn Cataclysm. So how does your Cleric see the divine ideals to which they are meant to aspire? Is their deity their teacher and guide? A stern master to be obeyed? A distant and dazzling figure almost disconnected from matters of dogma in the Cleric's mind? Their literal actual lover? There can be many answers here, and while I don't want to downplay the delicious angst of a well-done "I'm a bad worshipper of my god and I'm guilty about it" arc...well, the signal-to-noise ratio there is real bad, let's say. More on this in a later section.
Hobbies? Pick some. I really should not have to be saying this and honestly it's a dependent consideration with the whole 'what are your values' thing but if I see one more Cleric whose entire life and job is religious service with no interests outside of it I'm going to drop the moon on Europe and whatever happens will happen. Fucksake, this isn't even a 'many D&D players are culturally Christian' thing, this is just lazy writing and historical illiteracy. Did you think all those monasteries and temples in like, Redwall and such making beer or growing crops was just the authors having a fuckin' laugh? Come on.
Playing With The Big Boys Now - Cleric Aesthetics
You may be remembering this section as where the Paladin article talked a bit about refluffing. This is...sort of like that. As one of D&D's full casters, Cleric is deep in its particular idiosyncrasies, and using the Cleric kit to make a non-Cleric thing, while possible, is still going to have a...a particular shape, let's call it. If, for instance, your setting doesn't have any separation of arcane and divine magic & "clerics" are just a different school of magical study, you're probably fine. If you're trying to do a fully technological setting where "spells" are high-tech gadgets, you're gonna run into a bigger set of problems much faster. All of that said, though, there's still quite a bit to talk about in terms of bringing out unique flavor for your Cleric, some of which are habits that the 5e player base has already rushed ahead to hold up as good practice and others which are rarely thought explicitly about. I do hope you came ready to learn about obscure TTRPG audience drama that has never wholly died out. Let's start with the easy one first, shall we?
Spell Aesthetics - I'll not lie to you, I should probably be angrier about this topic but the convoluted history of the player base's relationship to "what do your spells look like?" is too fascinating for me to really build up the fury it deserves. There has been, indeed, in some senses still is a shockingly vitriolic argument within D&D circles about whether or not all spells of the same name look the same, and while I am vastly simplifying the two perspectives generally break down into "they need to look the same so that they are identifiable for balance reasons" vs. "having your own personal brand is sick as hell". The latter has traditionally won by default in terms of the overall body of D&D's work, especially in the spaces defined by the novel-writing, though the influence of CRPGs like Neverwinter Nights who break on the side of spells looking the same for everyone (for obvious reasons) shouldn't be downplayed. D&D 3.5 had a Feat for this that makes your spells a little harder for people to recognize via the Spellcraft skill but mostly just gives you absolute reign to customize the look of your casting; Pathfinder, by contrast, doesn't want you customizing jack shit (and indeed late in its run also edited Silent Spell and Still Spell so that your casting of spells is still detectable to the naked eye, cowards that they are). That said, and to the surprise of absolutely fucking nobody, I break very strongly on the side of "having your own personal brand is sick as hell", as do many of the major works of modern 5e, here to very much include Critical Role but also many other actual plays such as Dice Shame or Planet Arcana.
So, what goes into deciding what your spells are like? First things first, the mechanics; an aesthetic that doesn't do what the spell does, or have the components the spell uses, is right out. It's one thing if your group handwaves certain ideas for ease of play or because they don't interest y'all (see here the common practice of replacing expensive material components with just subtracting the gold from your sheet when you cast), but like, your guiding bolt fires Something that requires an attack roll, it deals Radiant damage, and it causes some kind of light that clings to an opponent. Verbal components, mechanically, must be spoken in a clear voice. Somatic components...exist. To be perfectly honest no one has had a clear idea of what Somatic components are ever aside from a vague idea that they require your hands (this is mechanically explicit in 4e & 5e) and even then there's exceptions, dishonorable shout-out to the scene in War of the Spider Queen where a wizard casts with his fucking feet. Notable here is that casters in 3.5 through 5e can replace non-expensive material components with a focus/implement/character feat, such as a staff, orb, wand, crystal, or in the case of Clerics, their holy symbol; these implements are touched, invoked, involved in the somatic components, or otherwise pretty obvious. The next bit of this is gonna be all about selecting your own aesthetics but I do want to reiterate first something I have said before and will continue saying over and over and over and over and over and over and over again: in any conflict between the narrative and the mechanics, the mechanics win by default. This is because they are the tools with which you actually engage with the game world. When your Cleric of Umberlee casts flame strike, there is some manner of dealing Fire damage involved. Maybe it's boiling sea water, maybe you hit a motherfucker with an underwater volcano, maybe you just go "the classic burning column of fire is fine", but you can't bitch slap people with that spell and then say it's actually the cold ocean depths. Alright? Alright.
So when you're looking at "what do my spells look like" there's three places I like to interrogate. The first and most obvious is, what's the deal with my god? This can be a pretty broad thing to look at; gods are worldviews, and those can be interpreted very differently. Not to return to a super famous example here or anything, but when your friend and mine Caduceus Clay (Critical Role) has spiritual guardians that look like swarms of beetles and manifests his damage spells as aspects of decay, another Cleric of the Wildmother may well lean into vines and trees, or their guiding bolt might appear as hurling a whole-ass rhino at your face that then explodes into light. Here, then, we roll into the second question: what domain is your Cleric? This is the aspect of your god or your faith that you're the closest to, which is dearest to your heart, and will therefore manifest in the act of spellcasting - which in turn is derived from your relationship with the divine. A War Domain Cleric of say, Eilistraee, may well emphasize the martial prowess of that goddess in their spells, manifesting spiritual armor, blades of moonlight, mighty shields, numinous warriors, while a Twilight Domain Cleric of the same goddess is gonna be all in on the moon and stars, the sky at night, crescents, and the like.
Lastly there's the physical action of spellcasting to consider, and here I would like to hasten to point something out. While it is common practice to simply use one's holy symbol as a divine focus, it is not required. Many faiths on Earth have holy symbols or something cognate to them, but there are also many that do not, and for those looking to explore a faith in a D&D god which doesn't practice that sorta thing Clerics are, like all casters, perfectly empowered to use a Component Pouch and cast spells in a more formal, ritualistic fashion than the typical image of calling out to one's god and seemingly producing a miracle without actually casting a spell (but more on this in a bit). Is your Cleric a student of divine magic, going through carefully-practiced forms? Are they intuiting their way through spellcasting, a razor's width away from being something like a Sorcerer? An almost saintly figure, whose spells appear for all the world as miracles (and if they are how do you square that with the dumb plans the average adventuring party engages with)? Do they speak their spells in a booming voice, announcing the presence of the divine? Are the rites they chant almost business-like, a concession to the needs of the casting but perhaps not seen as properly holy or reverent? What language are you casting in? Give it some thought.
Turn Undead & Other Features - Surprise bitches, there's old-ass lore about this too. While all Clerics can Turn Undead no matter how little sense it makes (look my in my lich eyes: what the fuck does Azuth care about undead?) and this is for Doylist reasons of legacy design, how they've gone about doing so and why have multiple interpretations. Way back in AD&D 2e this was something you were encouraged to think about and design for your cleric (see: The Complete Cleric's Handbook & The Complete Paladin's Handbook), both in terms of the physical action and what the power looks like. The classic wave-of-radiating-force look, displayed in Baldur's Gate 3 and used extensively in Critical Role, is indeed an old one with a lot of pedigree, associated with Clerics of sun deities such as Pelor or Lathander, but also with militant deities like the Red Knight, Bahamut, or even Wee Jas (it might seem weird that the goddess of necromancy is out here sponsoring Turn Undead but for the Ruby Lady specifically it's less 'begone, unnatural horrors' and more 'behold, my eviction notice'). Going with this has traditionally been some kind of plainly-spoken invocation or prayer; 'disperse and dispel', 'back to dust', 'return to sleep', that sorta thing.
However, this is far from the only possible look or interpretation. Indeed, popular these days is simply lifting one's holy symbol and calling upon one's god, which I have some objections to - it's not appropriate for every god, and it's also just kinda unoriginal - but is perfectly serviceable. Turn Undead as a sort of spell, with obscure incantations or formal rites for gods like Azuth (here making one's Turn Undead similar to dispel magic rather than any intrinsic divine abhorrence) could fit your Cleric, as could Turn Undead as a power move where you assert your god's greater authority over the undying (excellent for many non-nature Evil-aligned gods, and hilarious for gods like Loviatar). Likewise, Turning or destroying the undead can and should be flavored by your god and Domain; a Cleric of Chauntea that Turns Undead may well terrify them with the reminder of the grave, the bounty of the earth that will grow from their stolen bones, while a Cleric of Mystra simply unbinds the magic that holds them together (and, again, the eternally hilarious Clerics of Loviatar manifest the power of their goddess to beat the shit out of the undead). One move might even be to say your Cleric of a god who doesn't give a shit about the undead is actually drawing on another god from their pantheon who does; the aforementioned Cleric of Azuth is actually invoking his vassal, Velsharoon, who has authority over necromancy.
When it comes to one's Domain powers, you kinda live and die by your brand here. Every Tempest Cleric in 5e is gonna have the exact same fucking power list, so if you're not making your Tempest Cleric of Umberlee different from a Tempest Cleric of Gruumsh what the fuck are you even doing. While the way your god interprets these themes is obviously important - your character chose to follow them for a reason, after all - perhaps more important is the way your Cleric relates to them. A Chaotic Neutral Cleric of Umberlee who has a love of the terrible beauty of the sea conjures storms of sublime awe, like something out of a Gothic novel, while a more traditional Chaotic Evil one may well lean on storms as instruments of vengeance and punishment, sharing in her goddess's petty malice. When your War Domain Cleric takes that attack as a bonus action, is he seizing a moment, or drawing on berserk rage? What kind of Light or Life do you have? The opportunities are here y'all, seize 'em.
Radiant and Necrotic Damage - These are relatively young as far as D&D goes, and while they have bones in with earlier kinds of damage they're actually a bit thematically confused. Just to give you an idea here, Radiant damage is dealt by guiding bolt, the Light Domain power, ACTUAL FUCKING LASER RIFLES, and also flame strike. It has replaced instances of "this damage derives from pure divine power and cannot be resisted", Positive Energy damage, and also just fire damage for some fuckass reason. So when your Cleric is dealing Radiant damage, something all Clerics do, what is it? Nearly any of the above is a potential option, though I'll admit that I'm a sucker for the Positive Energy damage where you give living beings super-cancer that devours them in moments and/or unbind and dispel undead. Complicating this is that in the 5e paradigm, Radiant and Necrotic damage are both associated heavily with divine classes, and have nearly equal claim to holy power.
Which brings us to Necrotic damage, which is dealt by inflict wounds, as well as spells like blight, and also associated with Evil Clerics via spiritual guardians and similar spells. This one is derived from Negative Energy damage historically - that is, pure entropic power, not just death but "stop", "cease", "still", "silence" - but this is not always the case, and it very definitely has been used in 5e to represent things like blood drain, soul drain, pure unholy power, and also flaying someone alive. Similar considerations to Radiant damage apply, but they apply especially when you're out here casting Necrotic blasts when you, say, worship a nature or life god. What exactly are you doing? Why is it you're doing it that way? How is this, too, a miracle?
I May Have Started Worshiping Umberlee Because The Priestesses Are Hot - Clerics & Alignment
So here's the thing. As I mentioned above in the 69 page long context section, Clerics have had Falling mechanics for awhile, even if they have been consistently downplayed or ignored in comparison to Paladin. There's also been a very long time in which Clerics were required to be close to their god(s) in alignment, and there's something to be said there; how can one build up a deep and intimate relationship with a divinity that you have nothing in common with? But there are many groups that don't want to fuck with alignment (I'm gonna do that alignment article one of these days and on that day I will die), settings where alignment and worship are less connected (see: Eberron), and of course in 5e these ideas are no longer formally connected in that fashion, with alignment requirements being removed. Hell, books like Xanathar's Guide to Everything and Tasha's Cauldron of Everything introduce some wild-ass ideas on the random fucking tables like "your Cleric has an ongoing relationship with an imp she doesn't fuckin' like". That seems pretty functional, so, why am I talking about it? Glad you asked: I'm an ancient-ass lich and a bit of an alignment apologist, and also this is my article and I'll infodump about alignment bullshit if I want to.
Now to make a proper run at this I'd really need to actually do that alignment article, so I'm gonna ask you instead to journey with me to an imaginary land where everyone is engaging on alignment in good faith and understands two foundational principles that the modern zeitgeist has kinda left behind; the first being that alignments are broad categories that describe beliefs which have things in common, and the second being that any given one of the nine alignments has room for many, many variations on those beliefs. Not to put like too fine a point on it but just as one f'rinstance there are no less than three different Outer Planes you can point to and say "this is Lawful Good" and each and every one of those three separate dimensions of Lawful Goodness contains its own internal array of differing beliefs and expressions of what it means to be Lawful Good. And in that sense, your Cleric's god is going to be a worldview that is included in their alignment, but is not necessarily, often, or even ever a generative force for that alignment. Evenhanded Tyr is not a fount of Lawful Goodness from which mortal beings drink to become more holy; he has a worldview, beliefs, and dogmas which one can describe as being Lawful Good, and he/his church seeks to teach them. Likewise Umberlee, the famous Bitch Queen, is not Chaotic Evil in the sense of 'overthrow all governments' but in the sense that the sea recognizes no master, is sovereign in itself, and will not be denied; that she is friendlier to Chaotic worshipers comes down to a sort of mutual comfort and expectation. A Chaotic person might not like that her goddess is a divinely infamous bitch, but she like, gets it, y'know?
So when it comes to your Cleric and alignment, there's an easy ask: what is it about their faith that attracted them to it, and in what ways are they aligned with that faith & in what ways are they lacking, opposed, or still have things to learn? The gods of D&D are stranger and wilder things than people give them credit for, to be sure, but the thing is that being a perfect embodiment of your god(s)'s worldview is one of those neat bonuses you get for being a dead person, not something people generally pull off while yet living. And, not to leave this bit on the table, not all or even most of those conflicts are necessarily what one might call a dealbreaker. It can be something as simple and doesn't-need-to-be-solved as like, a follower of Azuth spending time running for political office (a Lawful/Lawful disconnect; Azuth doesn't really give much of a shit about mortal law), something profoundly wrong but understandable (a follower of Oghma who passionately hates certain kinds of literature or poetry; Oghma is the god of all language and written art), or even really major which can form the core of an arc where either the character or god has to give (Shadowheart in Baldur's Gate 3 goes through this, but for the one person on Earth who hasn't played yet a different example might be a worshiper of Bahamut who ended up joining the colonial invasion of Chult, directly angering his god because he has failed to understand some fundamental fucking lessons here).
All of this is a lot of words to re-argue a previous point; your Cleric is not a sovereign being, capable of acting without reference to the real reality or by pure ideal alone. They have baggage, they have community, they have or had a family, they have beliefs shaped by being a real thing in a real reality. Look at the ways these aligned beliefs both touch and conflict with their church, their god, or both, and you will find a bounty of characterization and plot hooks. Keep in mind as well that the gods of D&D are fallible beings; they are students of their own ideals as much as they are teachers of such, and there are, indeed, perfectly usable hooks to be found there as well. Your Cleric is not a saint or a savior, usually; they are a student and teacher of divinity who seeks to understand it, and going on that journey together with one's god is something that has been lost in the current paradigm of the D&D audience being friendly to fucking Reddit atheism.
Call It A Girlfriend Class One More Time Motherfucker - Common Cleric Pitfalls
I'm not bitter, you're bitter.
D&D is a snake devouring itself, and like many such ongoing communities and fandoms it therefore has a lot of cultural baggage which is, how do you say, completely disconnected from objective fucking reality. This section covers some common pitfalls people walk into when making and playing Clerics. If some of these end up sounding like personal callouts...dunno what to tell you. Examine your shit.
Healbot.exe - Yeah we're starting off with the big one. Look me in my eyes. Look me directly in my fucking lich eyes. Clerics are not healers. No one in D&D is a primary healer. There have been exactly two effective primary healers in all of D&D history; the first is the Vitalist, a Psionic class published by Dreamscarred Press as part of a third-party supplement for Pathfinder 1e, and the second is Life Domain Cleric in 5e. That's it. End of list in all of history. "But what about -" no. I promise you, whatever you're thinking of is not a primary healer in the fashion you think it is. This is an ancient misconception, rooting all the way back to when only divine-type classes could heal (Cleric, Druid, Paladin, Ranger), but even back in that day healing was valued more highly than its actual effectiveness; the archetype of a videogame healer, someone like Mercy in Overwatch who can turn the tide by keeping vital people alive long enough to make big plays, that has never been part of D&D - at least not before players have access to the spell heal, which radically flips the math by itself. Much like the question of alignment, I do not have the page space or the fucking game theory degree to give this topic the attention it truly deserves, but the very short version is that PC hit points are very low, damage is quite high, and healing doesn't solve either of those problems. When you burn your action, Bahamut fucking forbid your one spell per round, on a heal what you have done is a few things: failed to advance the combat towards a conclusion, failed to meaningfully mitigate damage, burned a spell slot that could have done one of those first two, and quite possibly put yourself out of tactical position. There are cases where a heal is the right call - the spell heal as mentioned already, or in 5e getting someone to stop making Death Saves - but in general if your options are healing or doing literally anything else, pick literally anything else. Am I coming at this very strongly? Yes, but the thing is that the perception of Clerics as being "healbots", expected to memorize primarily healing spells and cast the same, has been an equally ancient and infamous perceived drawback to playing Clerics; indeed, there was a time when tables would offer incentives to someone for playing the Cleric because "someone has to be the healer" and nobody wanted to be. Does that sound like a fun experience to you? Is that the future you want to keep having? No? Good, STOP FUCKING HEALING.
Now, I said I don't have the game theory degree to unpack this, and I don't, but that was aggro as hell so I do owe a bit of an explanation. Healing being bad in D&D comes down to a few incentives, some of which I just mentioned above, but there's another big one - the only hit point that matters is your last one. Your PC, and indeed NPCs/monsters, are just as effective at 1 hit point as they are at 100 as they are at one thousand as they are at one million. Meanwhile, especially in 5e towards which this article has a significant bias, average NPC/monster damage is more than double that of an on-level heal until, again, heal; therefore, a cure wounds or healing word for someone who isn't unconscious has, at best, bought them half a turn of being alive, and given that the real swing is much larger than actual average damage the odds that you get that half a turn - pathetic in and of itself - are not in your favor. Your party does not need to be healthy, only alive; this, then, is why you only start healing once they stop being alive. Area-of-effect heals like mass cure wounds change this math a bit especially in response to area-of-effect damage which is typically lower than single-target damage, but here I will finally hold to my repeated statements that I lack the education to unpack this; if a mathematician wants to compare a devil's fireball to mass cure wounds in the notes here, please, be my guest, genuinely.
Zealotry - Welcome to the Cleric version of "stop making your paladin a cop", which readers may remember from the Paladin article. Here I need to cut a fine line; the average D&D player likely has a pretty strong idea of a particular kind of person when I say "zealot", and that kind of person is the scum of the Earth. And, indeed, while masterful roleplaying and acting might make running a fanatical missionary interesting for your play group, this is a common failure mode and I do not fucking encourage it unless you're really sure that you are, in fact, the god-king of Big Dick Mountain. However, this mode of like, the Baptist preacher is a very narrow and specific kind of zealotry and passionate belief, and I am here to make the argument that a good Cleric is, indeed, a zealot on some level, at least in part because odds are good that you, person reading this article, are yourself a zealot on some topic or other! The esteemed Kendrick Lamar, for instance, is a zealot of hip-hop. I am a zealot of old D&D lore. Ed Greenwood, praise fucking be, is a zealot of anthropological worldbuilding. To be a Cleric, one of the chosen many, is to have a deep and passionate connection to the ideals of your god; it is to care about those ideals, and to learn them further, to be a student and teacher of them, to be a disciple and practitioner of them, and that indeed is a kind of zealotry that has nothing to do with trying to convert people or oppress them (usually). Kill the part of you/your Cleric that cringes; if you're running a Cleric of like, Sune Firehair, right, pour in your passionate opinions about art and beauty and love. Go on rants about proper trade and taxes when you're running a Cleric of Waukeen. Get fuckin' homoerotic about the ocean with your Cleric of Umberlee. When your Cleric is moved to share their wisdom with others, look for ways in which these lessons are relevant to their lives, and commit to the fuckin' bit. These are the things which are, definitionally, most important to your Cleric, closest to their heart. By all means, act like it, yeah?
Slapfights And Other Bad Ideas - Way back in 1e, D&D described Cleric as a secondary weapon-user, competent to fight in melee but lesser than Warrior-group classes. This is a lie. This has always been a lie. 5e furthers this lie with the Divine Strike class feature, but the thing is that while you are not technically doing nothing by making a weapon attack you really are not doing much and should be looking into doing literally anything else; if you're not casting, you're doing it wrong. There are going to be levels in which Divine Strike edges out a Cantrip, but ultimately you are not a weapon user and should not be acting like one. Going further here, the sanctioned action for Cleric is to bump your Wisdom as fast and hard as you can, because it controls all the Cleric things you do. Here I again return to my statement that in any fight between mechanics and narrative, the mechanics win by default because they are how you engage with the game world. Once you eat your vegetables, then you can go off doing wild shit like taking strange Feats. If you need to see this in action, look no further than the oft-cited Ms. Jester Lavorre of Critical Role fame (Campaign 2, The Mighty Nein).
St. Dipshit the Illiterate - Man I hope you're ready for a third version of this joke when the inevitable Druid article happens. Like with the Paladin article, this isn't so much a pitfall as it is a for-your-consideration; Intelligence has long been a real easy dump for Clerics, and that's gonna shape how they move through the world. While D&D 5.5 (the 2024 releases) went some distance here by giving Clerics the ability to add Wisdom to their information-style checks, for every other Cleric you have someone who is very attuned and attentive to the living world (high Perception, Insight, and Survival), but very bad at formal learning, academic study, and the like. Does your Cleric compensate for this by seeking aid when they need that kind of intellectual rigor? Taking more time (that is, making more rolls) so they can correct for their own shortcomings? Do they embrace the intuitive knowledge they can gain via their Wisdom-based skills rather than attempting to record or examine? Of course, I should not leave this on the table either; as of 5e, Charisma is also an extremely easy an attractive dump stat, and since CLERICS ARE NOT PRIESTS exploring a low-Charisma Cleric who can only really show her troth through works rather than words could be quite interesting, should you be inclined.
The People In The Important Pajamas - "Cleric" NPCs
Again, if anyone can track that webcomic down my life is yours.
You may remember this section from the paladin article and be wondering what the scare quotes are about. Following through with my argument that Clerics aren't priests, some of the potential NPC roles I'm about to outline aren't Clerics, strictly speaking, but would have been Clerics back in 2e (when they could be priests) or 3.PF (when everyone was in fucking denial). Our first entry is going to cover a concept that you could pillage for worldbuilding purposes, and then the rest are potential Cleric roles. Ready set GO!
Adepts (Revenge Of The Old Lore) - Introduced by this name back in D&D 3.0 and rarely used by Dungeon Masters or, if we're being honest, the game writers, Adepts were an NPC-only class back when PCs and NPCs were built using similar rules. Sorta like a Cleric, and sorta like a Druid, and sorta like a Wizard, but absolutely dog shit at all three of them, an Adept is the spellcaster who is worse than other spellcasters at everything; that is, they're meant to suck shit, but can be competent to, say, buy a remove curse from, to manufacture magical potions, to help enchant divine-type magical items, and the like. Notably, being an Adept means you're not part of the chosen many - this was the class associated with people who put in the work to learn divine magic the hard way, or who for one reason or another could not commune with their god in a manner that might be more associated with a Cleric. As little use as it saw, this is a concept that could use some bringing forward - many, many D&D settings, here to include Greyhawk, the Forgotten Realms, and Eberron, blithely assume that these services are on offer, and indeed that in a big enough city you might even be able to buy raise dead or stronger magic. You know who sells that but isn't qualified to be the kind of freak an adventurer is? Adepts!
Retiree - Of course, sometimes Clerics do survive being adventurers, often "intact" for a given value of that (having regeneration in-house saves you a fortune on prosthetic limbs). This kind of Cleric-as-NPC are going to be famous figures, perhaps thrust into positions of spiritual or communal responsibility they might not be equal to; after all, Clerics aren't priests. Make an NPC a lot like a Cleric, turn them middle-aged or old, call it a day. Someone like this may have taught a PC Cleric, especially if they caught said PC early on and intervened to try and ensure this youngblood doesn't die screaming between learning the difference between "my god is with me" and "I'm invulnerable."
Rival - As a PC Cleric gets more powerful and starts, you know, slaying fucking dragons and shit, the strength of their legend may well give their word weight on dogma, doctrine, and ethics. Someone more happy with the status quo of their faith, or someone with a differing vision, these can be great Cleric NPCs, rife with potential for social conflict and always able to be tapped for an epic caster-on-caster showdown. Your goal here is to make someone who could be a player character, they just aren't; bring in passionate ideals, think through their reasons for supporting the vision of faith they do, and, oh yeah, don't forget the weird pile of magic items endemic to all adventurers.
Cackling Villain - Did you know Clerics have been either the best or second-best necromancers in D&D for nearly every edition? They're third-place in 5e, behind Necromancer Wizards and Oathbreaker Paladins, a first-time event for them, but quite literally every Cleric of 5th level or higher can wake up in the morning, decide to raise an army of the dead, and then do that. They can just do that! Even outside of strict necromancy Clerics have that combination of zeal, competence, perceptiveness, and, let us not forget, terrifying magic that can make them excellent setpiece villains or even non-villainous antagonists. Your party thinks a wizard is behind this bullshit? They're gonna wish it was a wizard.
Religion In D&D Part 1 - Context Part II: Revenge Of The Context
Do I need to break this up into two headlines? Strictly, no. However, this thing is already a fucking doorstopper, I might as well give a place where people can pause.
So remember, eighty years ago, way back at the top of the article, when I said this was going to be an angrier article than the last one? Despite writing that warning myself I have, during the course of this, been shocked at how salty and aggressive I've gotten about things thus far, and this is coming from someone who knows he has anger issues in the first place. I genuinely did not realize the depths of passionate opinions I have on offer about Cleric. However, that warning was for these next two sections, as I'm very, acutely aware of my beef here, my deep well of bitterness, and my years of confused rage that have become a kind of formless hate for the way the discussion on fantasy religion across the genre, but especially in D&D, has been discussed. Y'all got a lifelong atheist out here about to tell you that you're being harsh and reductive about religion as like, a concept, and to make matters worse the behavior of the D&D audience in general has been such that I am now in a position where I need to do apologetics for known genocide enthusiast Gary fucking Gygax. Do you have the slightest idea how little that pleases me?
So let's start this off right. A lot of folks operate on incomplete, incorrect, or just plain nonexistent ideas of what faith has, historically, looked like in various D&D settings, so I'ma play the hits here and then we're gonna get into the next section where I make some suggestions. Alright? Alright.
Greyhawk: Weirdly Coherent - Commonly and incorrectly hailed as the first D&D setting (rest in peace Blackmoor & Dave Arneson), Greyhawk (known in-universe as Oerth) was written primarily by Gary Gygax, though shaped heavily by his home games and the players thereof. Now, I'm not gonna veer into a hit piece on Gygax (and even if I wanted to better ones already exist), but notable in the context of his writing on fantasy religion is that Gary Gygax was a fanboy for the Crusades, but also a massive (and half-educated, poorly researched) fanboy for ancient Celtic legend. Some of the oddities for this strange mix have already been mentioned, such as how the original Cleric is based on Crusader priests and the modern Cleric is still feeling that influence, but this - alongside growing up very culturally Christian in, you know, the United States of America - was also very much influential on how Gygax would come to write his fantasy faiths and also run up on his own limits with the same.
Faith in Greyhawk is polytheism as brought to you by someone who almost sort of understands the idea of polytheism. Genuinely, Gygax made a good run at this and kinda tripped over his own shoelaces at the end...well, his own shoelaces and his unrelenting race essentialism, thanks for the racial pantheons buddy. Greyhawk is home to many faiths, which worship and/or fear and/or oppose multiple gods (for example, Erythnul is associated with the so-called New Faith of the Flaeness but is more of a demonic figure of evil than a god you are, socially, expected to 'worship'). For your average person, the buck stops here. While an individual god may have greater prominence in a given region for political, social, or mythological reasons (for example, the relative prominence of Boccob the Uncaring in the Free City of Greyhawk in no small part due to the influence of the legendary Cleric known as Riggby) and therefore have a grand temple or dedicated cults in their name, this isn't the norm everywhere. When the Church of St. Cuthbert of the Cudgel installs a building in your frontier village they're here on a mission, it's weird, and you should be worried. On a normal day, your average lay member performs acts of worship as part of their day-to-day life, calling upon the god(s) who are relevant to their endeavors to give thanks, to ask for blessings, to honor them, or to plead mercy. Clerics, in turn, while socially conflated with the more specific cults are often pantheistic Clerics, drawing upon many gods as representatives of the overall faith. Dogmas are typically a little light on details when it comes to the afterlife, in part because the idea of an unearthly reward for one's faith is often seen as a little distasteful, and in part because going to the afterlife of a particular god is actually pretty rare on Greyhawk. Your average person is drawn to the Outer Plane that most aligns with their worldview, and goes on their spiritual journey in the hereafter without reference to a particular god.
Which is where we get to the weird shoelace tripping, because you only get an afterlife related to your faith if you've developed an intimate and intense relationship with one god in particular. When this relationship has become a defining, perhaps the defining part of your life (whether or not you're a divine caster), then you go to that god's afterlife when you die. The typical case here is someone with a deep passion for work that falls under the purview of a god, such as a master thief ending up with Olidammara, or a mountain man passing into the dominion of Elhonna. Clerics, though rarer, are prime candidates for this sort of afterlife, but also like...the fuck were you on, Gygax? Admittedly not all faiths in the real world particularly concern themselves with the hereafter or claim to have answers about what it might be like or what it entails, and in that sense Gygax's Planar afterlives as soft mysteries and a sort of default state aren't entirely out there - it's the strange dash of monotheism at the end that gets me. And, not to leave this unsaid, Gygax is not a particularly good fantasy anthropologist, so sometimes he just. Wrote shit. That he perhaps should not have written if he wanted to retain the chunk of his dignity that he lost by publishing it. I'd say to do a shot every time he writes something weird about women as gods or women in faith but you'd get through one book and be dead already.
Forgotten Realms: The Original Sin - Ed Greenwood you are this hobby's cool grandpa and also mine and I'm so sorry that I need to put you on fucking blast here. I can only hope that you've heard all this already; it's been being bitched about for twenty years, after all.
Statistically the first D&D setting that you personally have encountered, the Forgotten Realms (the continent of Faerun on the planet Toril, in-universe) was originally written by Ed Greenwood and has been contributed to by a list of other authors entirely too long for me to cite without dying of starvation at this keyboard. Most commonly known for its gonzo locations, intricate worldbuilding, and being absolutely riddled with famous high-level NPCs engaged in high-level bullshit with one another and the world at large (a status encouraged by the staggering array of novels and videogames set in it), the Forgotten Realms is also infamous in the audience for requiring that people worship a god that is their closest and most favored god and to be true to that god or face punishment in the afterlife. Those who are False to their faith face an eternity of civil service in the City of the Dead, while the Faithless end up mortared into the Wall of the Faithless to suffer until eventually becoming one with the Fugue Plane. It's very easy to point the finger at Ed Greenwood's Catholic faith when it comes to these worldbuilding elements, and while I'm certain that has something to do with the state of affairs I need you to take a walk with me.
The Forgotten Realms is a land of miracles and wonders. It is lousy with gods; indeed, if you ever go look up a full list (do NOT fucking use the FR Wiki) you may well spit your drink at the screen. Faerun is home to gods native to the world, interlopers from other Primes, gods from human cultures that ended up here when their faithful were kidnapped across the Planes (here to include gods from Ireland, Egypt, and Finland, raise your hand if this sentence is how you learned that there are gods native to Finland), alien horrors from beyond the stars, Planar luminaries, ascended mortals, and more. These gods gather into pantheons, though to be frank that relationship is often quite uh, feudal, or familial. Trying to claim the gods of someone else's pantheon don't exist or are lesser than your own god on Faerun is a real fast ticket to getting your ass beat by said gods while your own gently asks what you've learned from this experience. Among other things, though, this means that "converting" within your own faith basically isn't conversion; if you grew up in a family of Chauntea worshipers and you get real into Mielikki this event, socially, is fucking nothing, it's a non-event. It might be a different story if you turned around and started worshiping Mystra, but even then that question is very much mediated by one's culture and geography; converting even far outside one's current or native faith is a non-event in, say, Waterdeep, but it might be a little more surprising in Neverwinter.
Here's the thing: the Forgotten Realms does not experience a separation of "religious life" from "normal life". This is gonna be a hard idea for my American readers in particular to grasp, but while Jane Average Realmswoman has a single patron deity and she is trying to emulate that god's example as much as possible, it is perfectly normal for her to pray to other gods, ask for their favor, and interact with their worshipers, and this is in no small part because they are inescapably bound with Jane's everyday life. The local cults of Azuth and/or Mystra bankroll the parchment makers who print the novels Jane reads (because parchment is required for scrolls, and both churches are also in heavy on magical industries), the fishermen who catch the food she buys offer fearful worship to Umberlee who is both their provider and their destroyer, the faithful of Sylvanus, Chauntea, or Eldath maintain the city parks and fight tooth and nail to keep them wild. When she feels lost in her life and needs guidance, the temples of Selune are open at all hours of the day and night and are the closest thing the Realm has seen to A. therapists and B. benevolent therapists. The weird BDSM club she goes to every now and again opens every party with a hymn to Loviatar. The Temple of Illmater doesn't run a fucking bake sale once a month vaguely for poor people in general, they go forth amongst the downtrodden and help them every god damn day, offering food and potable water, healing, healing again, healing a third time it's a bit of a theme, a listening ear, and campaigning for their interests in the political arena. Jane herself is a worshiper of, oh, let's say Deneir, she runs a bookstore and dedicates herself to the Goddess of Libraries; she goes to the temple of Deneir for copies of their holy texts to give away to those who ask, to verify rare tomes or donate them for the public good, and for those rites which are held in the temple, but when she went and got married a few years back she and her wife were joined in the temple of Sune Firehair, goddess of love. These gods and the organizations they run have been part of Jane's community since that community was founded, and each advances something in the living world that they see as holy and worth having; they are entwined, active, earnest. You've gotta be chill about people worshiping another god or being part of another faith entirely or your social life is going to just fucking explode.
This, then, is the full and glorious flower of Ed Greenwood's zealous dedication to anthropological worldbuilding, and unfortunately it has been sorta softly hidden and scraped under by years of corporate writing. Back in AD&D 2e, the books Faiths & Avatars and Powers & Pantheons went in deep on this subject, digging on all levels into how these religions practice and their role in everyday life, but from 3.0 onward this theme has seen less importance alongside a plethora of other writers who did not understand the vision, not that I'm looking at any RA SALVATORE YOU FUCKING HACK in particular. The end result is that the average player for 20+ years has been introduced to the part of faith in the Forgotten Realms that is deeply weird monolatry, and has reacted to that vision, but been denied the full view of a strange but very functional polytheism whose bones are still in the setting. That vision of strange monolatry is also one that other settings have been copying for a dog's age, here to include our next subject, Pathfinder. Strap in, I am going to say a lot of things and none of them are kind.
Golarion: World Holy War - Originally written by James Jacobs and contributed to by a plethora of freelancers and internal staff members at Paizo, Golarion is a shallow theme park of a setting characterized by incuriosity, disinterest in the human condition, incompetent homages to other, better settings, and thoughtless, distinctly American sympathy for empire. Like with many things James Jacobs claims to love but refuses to understand, Golarion's model of divinity is very much based on what people think the Forgotten Realms model is, and even in the context of that already-corrupt shadow, Golarion's is much worse. Much of the worldbuilding around divinity and cosmology is utilitarian; for instance, Mr. Jacobs is on record stating that gods on Golarion empower Clerics and other champions because direct miraculous intervention would set off a chain of mutually assured destruction that would leave no mortal life behind. Other bits are clearly more personal; as a key for-instance here, gods on Golarion are generative forces for alignment. That is, a god defines what it is to be, say, Lawful Good or Chaotic Neutral, and to defy a god is to have your alignment changed (see: Wrath of the Righteous). It is for this reason that the churches of Golarion concern themselves to an extreme extent with orthodoxy ("right thought", contrast orthopraxy, "right action"). Sharp-eyed readers may be recalling that I talked about paladins in Golarion being expected to root out heresy; this situation is also why every god on Golarion supposedly maintains Inquisitors, as seen prior in this article. Further, these literal thought police deploy spells like castigate which punish and humiliate victims, primarily those of one's own faith, into confessing their "sins", which, while we're right here, how did the literal god damn Catholic remember that not every faith has sins or engages with the idea of sin and James Jacobs fucking couldn't pull that shit off?
Churches on Golarion do not have broad faiths that include multiple gods. Any given god may have divine friends, allies, or slaves, but ultimately the churches they run all have missionary work & attempted conversion in common. There was a good chunk of time in which Sarenrae, goddess of redemption, was running a fucking slave empire into swordpoint conversions, and only as of Pathfinder 2e has that been being fixed at all, in no small part because, again, James Jacobs does not understand the things he claims to love and dug his heels in when readers told him to his fucking face that this was a bad look. Likewise, these churches are separated from "normal" life quite a bit, being a place where one walks to in order to get one's worship on before returning to the rest of one's life, a particularly Protestant model of worship reproduced so thoughtlessly that I'm shocked Mr. Jacobs didn't achieve a state of no-mind and escape Samsara. Sometimes they sponsor religious organizations such as knightly orders or wizard colleges but these are exceptions, not the rule, and even then "oh hey the Hellknights are coming to town" isn't exactly a day to day kind of fuckin' event, is it? Mechanics like Obediences attempt to walk this back, but the thing about requiring you to spend resources to get mechanical benefits from worshiping your god is that you've turned around and made this a strange thing. Praying and honoring, say, Shelyn every day is no longer something you just do, it's something weird freaks do and they get divine power from doing it. There is no escaping the blade of the ludonarrative; mechanics win all conflicts because they influence the actual game world.
Now, while I sincerely hope my complete contempt for James Jacobs has come across here, I do have an obligation to be evenhanded. Pathfinder 2e has walked some of this back, but the root problems remain. The second edition of Golarion has, for example, removed Alignment entirely, which certainly solves one problem, but it also replaced castigate with crisis of faith, a Cleric spell designed to kill other Clerics by making them doubt their gods. Likewise, Pathfinder 2e has been mum on certain cosmological revelations from late in Pathfinder 1e, one of which being the idea that only one god will survive the end of the universe and they get to be the supreme god of the next one, which is given as the motivation for them being so far up on the nuts of getting converts. This idea is, to me, completely repulsive, but it's also just such a revealing take on what Paizo thinks gods are and what they think of faith. And unfortunately, the broad zeitgeist of the current D&D audience is very sympathetic to that idea, which brings us to:
Religion In D&D Part 2 - I Cannot Believe I Of All Fucking People Have To Tell You To Stop Being Such A Cynic
Man the little icon on the scroll bar is gettin' real fuckin' small at this point. This will be the last major set of arguments for the article; following this section will be one sample Cleric for every Domain published in 5.0 (5.5, released in 2024, is a bit young for me to bother just yet), so just stay with me here y'all. It's been a long, angry, bitter journey, and yet there is this final hill to die on.
So, what's this broad zeitgeist I was just talking about? To be frank, it's a combination of thoughtless American Protestantism and some r/atheism bullshit. As the audience for D&D has gotten more left-leaning and queer, in no small part due to the wild successes of shows like Critical Role and Dimension 20 (and WotC's weak, half-done, and yet unambiguously open support for including queer players, players of color, and others traditionally gated out of D&D), there has been a...conflation, shall we call it, of the fictional religions in various D&D settings with, not to put too fine a point on it, real-world Evangelicals and others who perpetuate harm in the name of faith. And, y'know, I get it. I'm a whole-ass bi dude from the edge of the Bible Belt, I used to get fuckin' jumped every other day or so, I lived in Kansas for six mother fucking years, I get it. But uh, remember when I said I'm a bit of a zealot for the old lore? Remember my consistent theme in articles of not liking it when things with great potential are left on the table because there is an Approved Way to view them? Yeah. So. Let's talk. We're gonna lay out some arguments and some suggestions.
Everything Old Is New Again - "But Vox," the strawman who teleported into this sentence is saying, "you yourself have said that the stuff you're into is old! Surely there needs to be an accounting for the changes in play culture, let alone real-world culture?" And like yeah, sure, but here's the thing: edgy-ass immature atheism (I say, as an edgy atheist) is also old as hell in D&D. Like, old-old. Late-game AD&D 1e old. Older-than-me old. Now, D&D's first serious and nuanced internal conversation about the nature of divinity and its role in mortal lives was part of Planescape, whose bones remain in all modern settings to this day (even Exandria, primarily written by Matthew "I Am In Every Videogame, Yes, Even That One" Mercer), but like a lot of settings it was very...inconsistently brought forward during 3.X, leading to the loss of a lot of its strangeness, its philosophy, and even its earnest willingness to simply be cringe but free. Though this was by no means confined to Planescape, as many writers of D&D novels were extremely willing to question the utility, motives, or even divinity of the gods - here to include Paul Kidd (author of the novelizations for White Plume Mountain, Descent Into The Depths Of The Earth, and Queen of the Demonweb Pits), who I usually claim as my gold standard for D&D novelizations but whose attitude here is, quite frankly, embarrassing in its confident thoughtlessness and cynicism. The ideas that gods are super-predators, that they are a class of abusers, that they are false idols, that they cannot claim divinity because they are limited/can be killed, these ideas are, statistically, likely to be older than you are. Better writers than you have been fumbling this since before you learned how to read.
Jesus Christ Is An Outlier And Should Not Be Counted - So here's the thing. The idea that a god needs to be a transcendent being, with attributes that render them sovereign from the living world, removed from time and supreme in all senses? That's just Christianity. If you go talk to like, a rabbi, an imam, if you can have a frank conversation with a Hellenic pagan or a Zoroastrian or a follower of Voudoun, they'll offer quite different perspectives, often a number of different ones from within their own faiths. There are more conceptions of what it is to be divine, to be a god and to worship gods, than there are cultures that have believed in gods, and to be frank the best advice I have for you here is to go outside and touch grass. Then, take some of the grass with you and have some fascinating & frank conversations with anyone who is not Christian. Even Gary Gygax, fanboy of the literal fucking Crusades, tried to handle his shit here and got more than nowhere in terms of success. When you insist that the gods of D&D need to be like the god of Christianity, you are both limiting yourself creatively and engaging on a great deal of art in bad faith, bringing with you your own baggage which you are failing to question. These conversations are gonna be difficult! You're going to feel ignorant; you may try the patience of the people you're seeking to learn from. But to learn is an unalloyed good, and here I am speaking of far more than the hypothetical benefit it's going to bring to your Cleric in your happy elfgame time.
The Lord Is God Of Both Good And Evil - Surprise bitches it's a second alignment section. First tings first, I want to repeat again that gods in D&D are not generative forces of virtue; rather, they are worldviews. This changes if you're playing Pathfinder, but if you are playing Pathfinder, stop immediately. And this argument can seem like I'm splitting hairs, but it changes the game quite a bit; a lot of players and readers wonder why, say, Liira isn't out here trying to solve all of the world's problems, but that is not Liira's fucking job, y'know? Her job is to be the goddess of joy, the pure light and laughter of seeing the world of wonder, to be god of delights and surprises, and it's not exactly fair to ask her to be something else. If your character is a Liiran and you have some concerns about, I dunno, the homelessness problem in Waterdeep, that's on you to work towards.
Broadly, though, there is a problem in the fanbase that was laid out excellently in The Ones Who Walk Away From Omelas, written by the esteemed Ursula K. Le Guin; people find it very easy to assume that if something is described as good, as benevolent, as truly kind and compassionate and full of wonder, there has to be some kind of catch. There is a hidden evil, there is a dark cost, there is an ulterior motive. And like, look, the gods of D&D are fallible beings, they make mistakes, but the thing is that when D&D tells you a god is Good, it like...means it. Does the writing always bear this up? No. The writing is often friendly to things that are in fact bad. But even figures like Bahamut or Tyr, infamous for their associations with fantasy cops, they're trying to be the gods of like, Sam Vimes, not the gods of police brutality. Likewise gods are not the primary drivers of the battle between good and evil - they are prosecuting their worldviews, and those worldviews relate to a Prime Material Plane that is of both wonder and horror, that is full of the creations of many gods and even many mortals. It is the law of the living world that wasps lay their eggs in living things, but so too is it the law that the land is bountiful, that a shocking number of alien beings would love you to pet them, that the sunrise after a storm is uncommonly beautiful and glorious.
As far as evil gods go, let me link my article there again so I can expand on it. Broadly, evil gods in D&D can be thought of as part of two camps; Greenwoodian evil, and Dickensonian evil (shout-out to my close friend and priestess - don't question it - the Celt for this framework). Greenwoodian evils are parts of nature, unrelentingly bound to the living world, who are gods over things that are terrible but necessary. Talona (goddess of plagues), Umberlee (goddess of the sea), Auril (goddess of winter), Loviatar (goddess of suffering), these are Greenwoodian evils, and if you're noticing that most of these are women, well, Ed Greenwood seems constitutionally incapable of writing a woman who is not, at worst, both glorious and terrible, and this is a compliment. Now, Greenwood has gods that don't fit this conception - look no further than Bane, god of tyranny - but the great joke at the expense of these gods is that they are not, contrary to their own belief, sovereign from the living world, they are not above it, removed from it. They are, instead, bent, defeated, broken, and beaten down until they service the natural order, and each time they attempt to shatter the cage the world of wonder has woven around them they lose some part of themselves in the process.
Now, Dickensonian evil is named for the works of Seth Dickenson, which concerns itself with the Sword Logic, the logic of empire. The argument it makes is that reliance on others makes you vulnerable, and only through becoming a sovereign being can you be safe and complete; the ideal being, in the conception of Dickensonian evil, interacts with others not at all, or, if it must, interacts with them only to consume them for resources. Bane is a Dickensonian evil, as are Bhaal, Myrkul, Gruumsh, Hextor, and the like, and the thing about the Sword Logic is that it is persuasive, powerful, and wrong. However, while it is ultimately self-defeating, the harm done to real people in the meantime is an incalculable tragedy, and thus it needs to be opposed at all times. As edgy bastards say constantly: you can't let God do all the work. This style of evil appeals to people who are, themselves, cruel, ruthless, and inclined towards consumption, but it also appeals to people who are hurt, who have been betrayed, whom the world has let down, and in that sense there is quite a lot to explore here. The ordinary person does not give in to the logic of empire without cause.
For gods of both good and of evil, the question at the root of it all is this: why do people willingly worship them? What worldview is on offer, and why are you sympathetic to that worldview? What would it mean to change, adopt, or oppose that worldview? If you take nothing else from this section, take that and ponder it.
Death Is For The Dead - Going with the above, holy fucking hell y'all the cosmology is not as important as you think it is. There is a vast emphasis placed by the player base upon the afterlife, one which sometimes bleed into the writing (in Starfinder, published by Paizo, "choosing your own afterlife" is seen as the ultimate expression of religious freedom) but you know what most people know about the afterlife? Nothing useful! Jane Average Realmswoman knows that she will in some way be with her goddess when she's dead and that it'll probably be pretty cool and that's about it, and as far as these things go Jane is correct. People tend to react with shock and horror when they learn for the first time that the usual spiritual journey someone goes on in the afterlife will end with them becoming one with the Plane and/or god they're associated with, and to an extent I have some sympathy for this. Lifelong atheist, remember, the idea of "losing myself" to become part of something greater sounds terrifying...but is that what's fucking happening? If one is to experience an afterlife, that is, a form of life, one must be able to change. There is no escape from eventually changing so much that you would be unrecognizable as the living person you once were, and for those who want to try we have undeath on offer (except we don't, undead also experience those sorts of changes and as a result there is truly no escape from being a real thing in the real reality). And in this cynicism for the afterlife people miss the forest for the trees. When you end up, say, in the divine realm of Oghma and are filing books in his infinite library, Oghma isn't using your soul for slave labor here. You're a newly dead person who needs time to acclimate to not having the needs of the living, and moreover you're a newly dead person whose greatest, most ardent passion was language, poetry, prose, nonfiction, the glory of writing in all its flower, and now you have unlimited access to such, an endless opportunity to truly understand and grow closer to this thing that was so important to you. I'm not saying not to involve cosmological themes or to not take adventures to divine realms, don't mistake me, but...maybe try to open your mind to the idea that this thing which is supposed to be good and natural is, in fact, good and natural.
Gods & You - This is more or less re-stating some arguments from above, but put some thought into the churches and faiths your character has a relationship with. Are they part of a broader faith? Is such a faith big where they live, and what does that mean for them? What sorts of interactions and opinions, right or wrong, do they have with the local religions and why? It doesn't have to be anything huge, but the faithful are, again, inescapable. People's lives in these settings are religious, and that faith infuses their day-to-day; so too does it infuse your character's. And while I'm right here, having beef with those faiths and/or the gods behind them? Legit. Not just legit, but on the table to be consummated; there is a long and strong tradition in D&D of killing gods with your own two hands, and while gods can be hard to keep dead (look at Bane), killing them always means something. Maybe you can take their place and try your hand at being a better god than they were. Maybe you're just trying to stop their evil schemes. Maybe they slept with your mom and you take some exception to this. Whatever it is, these sorts of conflicts both have bones in with real-world religion and a storied history in D&D itself, and they shouldn't be considered outside the scope of your ambition if you really wanna go for it.
Y'all, it's been a journey. If you've made it this far thank you for reading, and as always I remain open to feedback and criticism. Please don't let the incredible length of this piece or my unrelenting, undying fucking rage intimidate you; I wouldn't be making articles like this if I wasn't trying to have a legitimate dialogue with my audience, y'know? Now, I have one last bit for you. In an effort to be helpful, to fucking flex with my writing, and as a little treat, the following section will present some example Clerics. All but one (Matthias Winters) are from the Forgotten Realms. If you make the egregious mistake of looking up the Forgotten Realms wiki, it will tell you that Matthias's god is an aspect of Velsharoon; this is incorrect, and the first person to try to tell me otherwise will be turned into a bowl of spaghetti and served up at a high school dance. This is the one thing I will be entertaining no arguments about. That said, please feel free to take these characters as inspiration, mine them for ideas, or even just to play them yourself if you're inclined to indulge my staggering arrogance in such a fashion.
One last note; you will notice that I have often disregarded the Domains associated with various gods in the books. This is in no small part because WotC did those assignments with incredible, mind-blowing fucking incompetence, and also because a great deal of their former Domains or Spheres no longer have adequate representation. I have chosen to ignore them on purpose and with malice aforethought.
Now, without further ado, may I present:
The Chosen Many - Sample Clerics
Our sample Clerics will be formatted as follows:
[NAME]
Species Domain Cleric [Background]
General pitch of their concept & plot hooks
Personality Traits: [HERE] / Ideals: [HERE] / Bonds: [HERE] / Flaws: [HERE]
Matthias Winters
Human Death Cleric [Guild Artisan]
Mattie was only an apprentice when the monsters came to his village, ravening things set loose by an unwise summoner. People he knew died, until the Shrouded Lady came and destroyed the beasts with a dark and divine grace he had never before encountered. This Lady did not ask for money, and she did not ask for favors, but of the proud and simple people of the village she did ask two things: to let others know that they had a friend in the lich-god Mellifleur, Friend of Heroes, and for Matthias's services as her apprentice. Both were granted, with many tearful goodbyes and promises to write, which have been, it must be said, kept. It's a strange life, working as a Cleric to the Lord of the Last Shroud. Matthias isn't terribly educated, no, but he's no fool: he knows his god is evil, far more vile and underhanded than Matthias himself would ever want to be. And yet, "Friend of Heroes" seems to be no empty title. Matthias is sent on odd errands all across the land, all of them ominous and to some nebulous good. Go here, says the Shrouded Lady, and warn the town that a drow raid is coming; go there, and deliver these potions to the Moonstone Four, who will have need of them. Matthias has guarded caravans, healed the sick, slain the wicked, and placed far more magical items into chests within crumbling ruins than he ever thought plausible. During less pressing times, his work as a smith still sees use, crafting items of unusual make and odd, threatening beauty for more powerful spellcasters to enchant. One day, the Shrouded Lady has promised, his training will be advanced enough to create his own.
Mellifleur is evil. Matthias knows this. But does it matter so much, if Matthias is still helping? Does the promise of lichdom for himself really matter, if he can do more right by the world with all that time? He thinks about this, between hammer strokes, and he has no answer yet.
Personality Traits: "I tend to work when I need to think." & "I ask people what they think of death." & "I eat big and hearty; quality is a distant consideration." / Ideals: "If you've helped others, the method shouldn't matter [Neutral]." & "Professionals have standards [Lawful]." / Bonds: "I might uh, be in love with the Shrouded Lady." & "I seek a lost artifact of Mellifleur that can divine the plots of other evil gods." / Flaws: "When I don't know what to do, I take the first order I'm given that sounds right." & "There is no kill like overkill."
Elrissa Morrowmoon
Drow War Cleric [Soldier]
Born on the surface as the first generation of her family to be so born, Elrissa was raised in a community devoted to Eilistraee, actively involved in shepherding escapees from Lolth's dominions. She grew up idolizing the warrior-priests of her goddess, their grace and confidence, their surety, but never felt that for herself; big for a drow, hell, big even in comparison to a human, she despaired at ever achieving her dreams of becoming one of Eilistraee's paladins, even as she trained every day with gritted teeth and tearful eyes. When her community was found and raided in an attempt to capture the escapees as sacrifices to Lolth, Elrissa lost her father, and the very next night she stormed into the sacred grove and screamed her demand for vengeance up to her goddess.
She was answered.
In a sick way, Elrissa feels sometimes it might have been better if she wasn't. Now she's a holy warrior, now she knows she has the favor of her goddess and none can deny it, but she's still the plodding, clonking, clanging thing she was before, hunting the faithful of Lolth in her plate armor like an army of pots and pans. She lacks subtlety; she lacks grace. But while Elrissa is still in some ways the little girl who was never good enough in her own eyes, watch her change when the innocent are threatened, or when the priests of the Spider Queen are within striking distance. She does not leave survivors. She will not heed surrenders. She is coming, in a tide of moonlight and hateful sorrow, until no brick stands atop another.
Personality Traits: "I am very earnest and forthright." & "I get easily distracted by nature." & "I maintain my own equipment; no one else gets to." / Ideals: "People get better when they're offered love and support [Good]." & "For drow to have a future, Lolth must die [Neutral]." / Bonds: "I will find the ones who killed my father and repay them in kind." & "Sacred groves, even those of other gods, are worthy of my protection." / Flaws: "My hatred of Lolth can blind me to practical realities." & "Alcohol isn't a problem, it's a solution."
Gemma Rivergard
Half-Elf Forge Cleric [Noble]
Gemma acquired her vocation the way she gets most things: she bought it. As the fourth child of the noble Rivergards, who make their money in trade, her life was always a bit of a loose end. On a dare, she walked into a temple of Waukeen, laid out a spread of gems and gold and art pieces from the family vault, and announced her intention to purchase the exalted station of Cleric. She was as surprised as everyone else when the Goddess of Coins agreed.
Gemma is still a bit of a loose end. Waukeen blessed her with the power to make the goods her family merely trades, and much more besides, but lacking a specific holy mission she's taken to traveling, and it's broadened her horizons. One walk down a poorly maintained road might lead to a quest to cull the monsters threatening it, or politics with a greedy lord who has forgotten the value of commerce. She's set predatory contracts to rights, fought to the death against slaver rings, and purchased a truly concerning amount of amateur art from various goblins. And yet while she's happy with her growth as a person, Gemma still feels like she's lacking a purpose. Surely she can't purchase that.
…Surely not?
Personality Traits: "Is this some kind of peasant joke I'm too rich to understand?" & "You not understanding if I'm joking kinda is the joke." & "That really updated my journal." / Ideals: "To broaden one's horizons is to improve oneself [Good]." & "Every man has his price. That's not always a bad thing [Neutral]." / Bonds: "I haven't left my family! I'm still looking out for them." & "I still keep up with the goblin artists I've bought paintings from. I'm kinda their patron." / Flaws: "You bet I can't? Hold my beer." & "I forget sometimes that my experiences aren't universal."
Neela Wagonborn
Halfling Trickery Cleric [Haunted One]
So, here's the thing. This isn't Neela. Neela is not here at the moment, and you can't leave a message. Neela, you see, was captured by a Thayan looking to build a better Mirror of Opposition, and the wizard's experiment spit out Aleen, the Lawful Evil reflection of the original Neela, who had spent her life to date as a Cleric of Liira, Goddess of Joy. The mirror's enchantment, normally used to compel the summoned copy to kill the original, did not do this to Aleen, who was swiftly captured herself, brutally experimented upon, and then turned loose with the promise that her "creator" would be watching.
She's been hiding for all her life is worth, posing as Neela and playing a nerve-shredding game of balancing distance from Neela's loved ones with staying close enough to not arouse suspicion. Who knows if she'd survive getting killed in this Faerun, which is so unlike the one she knows? Praise be to the gods both above and below, though, Aleen here has an excuse: she's been receiving revelations from Liira, which are guiding her on a quest whose objective is unclear to her, but which has enabled her to become more powerful as a Cleric. If she's tricked the Lady of Illusions…well, that speaks well of her odds, right?
Liira has not been tricked. This journey of self-discovery into the world of beauty and wonder is about to be the funniest prank the Lady of Mists has pulled in fucking centuries.
Personality Traits: "The road calls! Immediately!" & "I remember those who wrong me." & "I have a weakness for musicians." / Ideals: "A deal is a deal [Lawful]." & "Everyone else is looking out for themselves first. Why should I be better? [Evil]." / Bonds: "That Thayan needs to die. Screaming." & "No one can find out who I am. No one." / Flaws: "I'm a good liar, but not as good as I think I am." & "My cruel streak can snatch defeat from the jaws of victory."
Fila Firetouched
High Elf Tempest Cleric [Entertainer]
Descended from a long line of Waterdhavian elves, Fila broke with family tradition by converting to the worship of Sune Firehair, goddess of beauty and patron of the arts. During their more youthful years they lived down to the stereotypes of the many lay members, producing a frankly embarrassing catalogue of love poetry, ex-lovers, and amateur paintings, but after the loss of their sibling to a sea storm their art took a rather more gloomy and Gothic direction. Storms and landscapes featured heavily, and with their newfound focus Fila was praised as an artist to watch, with a keen eye for the sublime. Their parents and community did their best to support Fila, but they were determined to process their grief in their own way, seeking to capture the "true heart of the storm", which they feared, hated, and also loved.
It was atop a hill in the Dessarin Valley, during a savage spring storm, that Fila was struck by lightning while trying to paint. They died in an instant of eternal agony, but it was not to be their end. Rather than claim Fila's soul, Sune Firehair offered them the chance to return, to continue their art and seek out others whose beauty was hidden by the cruelties of the world. Fila accepted, and returned to a body branded by the storm and crackling with divine power.
The plate armor is still taking some getting used to, as are the odd glances and awkward greetings from the church, but the storm, oh, the storm…
It feels like an old friend now, beautiful and terrible. It's all too happy to help with Fila's work.
Personality Traits: "Hold a moment, I need to sketch this for later." & "There is a party person in me that comes out sometimes." & "The amateur poetry will continue until morale improves." / Ideals: "The world is good, the world is beautiful, the world is worth fighting for [Good]." & "If you don't challenge norms and expectations, people will never examine them [Chaotic]." / Bonds: "I don't always get on with my family, but I'd still do anything for them." & "I haven't forgotten any of my ex-lovers; they can ask a lot more of me than I care to admit." / Flaws: "My resurrection was a miracle, but sometimes when people say my scars are a curse it still feels like they're right." & "I may be a little too excited about my newfound powers of violence."
Nattie Kells
Human Order Cleric [Hermit]
Nattie's family likes to say she was born morose; a depressed and somber child, she never quite got on with the people of her river town, and made few friends, not even during her wild years of late adolescence when she carved her way through every interested lass available only to seemingly lose her passion. Oh, yes, people tried to help, but the things they found meaning in just didn't quite resonate with Nattie, and she dabbled with this church and that career and suchlike before, inevitably, dropping them in favor of her only seemingly eternal passion: reading. Eventually she scraped some money together to go traveling, looking for anything that could speak to her, and she found a long-abandoned shrine to Jergal, the Last Scribe, assistant to Kelemvor and Lord of the End of Everything. It wasn't meaning, not exactly, but the idea that all would be ash one day, that meaning was not required, it had a comfort to it.
She was 23 when Jergal came to her in her dreams and requested her services, which would necessitate a return to lands where other people dwelled. Nattie awoke to find a pile of equipment near her, along with a holy symbol, and she set off, learning the ways of divine magic in her dreams as she made the long and pointless trek back to "civilization". Now, as the Quill of the Last Scribe, Nattie enacts what she thinks of as fate. A charm spell here, a nudge there, and things happen; a man meets his future husband by taking a road he would have walked past, a goblin scout is devoured by an owlbear he would have avoided, a horse spooks and kills its rider. Nattie has hurt people. She has saved people. She tells herself it doesn't matter, but beneath the layers of lassitude and nameless sorrow there is an uncertainty. What is she becoming?
This, too, is Jergal's design. Nattie is determined to live in misery, but the Last Scribe can wait for her to realize better. He can always wait.
Personality Traits: "Ugh. People." & "Primary sources motherfuckers! Write some! Keep them safe!" & "Nobody talk about the kind of person I am around furry animals. I mean it." / Ideals: "It means something, that you were here, and that you were alive [Good]." & "People return to dust eventually. It doesn't matter if they return to dust faster [Evil]." / Bonds: "My lonely home in the shrine is sacred to me." & "The bookstore I used to go to as a child was nearly going out of business, but as long as I keep spending adventuring money there it will never die." / Flaws: "I don't really have any bad feelings about people dying. People die all the time. They're very good at it." & "I wish I felt more blessed by the attention of my god, but he's such an aggravating little bitch. Why's he gotta be so annoying?"
Dagill Tapper
Shield Dwarf Knowledge Cleric [Background]
The son of miners, Dagill quickly proved to have a keen interest in learning, if little talent for academia. For much of his youth he found employment running books for the clan's mines, until - on the advice of the local priests of Moradin - he was sent to Neverwinter to be educated in magic, as the gift was in him and his home had little resources to explore it. Wizardry did not work out for Dagill, despite his passion for the Art, but that passion saw him into the worship of Azuth, God of Spells, and eventually he was chosen as a Cleric.
Dagill's interests lie in the recording and advancement of magical knowledge, and his new faith keeps him busy. Between expeditions to recover lost knowledge and study traditions of spellcraft, he assists in scribing scrolls and seeks out potential mages in under-served populations. Though his clan doesn't approve of his conversion, he's still a dwarf's dwarf, with a deep love for the gods of his people, who returns home often and pays his dues in gold, labor, and knowledge for the good of his people. They'll come around eventually. They must.
Undiscussed with most is Dagill's dearest ambition: to find one of the lost scrolls penned by the very gods, and cast it with his own hands. What else could bring him closer to his new god?
Personality Traits: "Have you heard the good word about how great wizards are today?" & "Despite it all, I'm still a dwarf's dwarf in a lot of ways." & "I make a big deal out of Azuth. All the time! People should appreciate him more!" / Ideals: "The advancement of the Art is meant to help people [Good]." & "We have obligations to truth, and to history [Lawful]." / Bonds: "I still send money to my clan, and I should visit again soon. I might have an arranged marriage coming up." & "The wizard who tried to teach me is a good woman; I need to repay her kindness." / Flaws: "I have a bit of an inferiority complex about wizards." & "I am easily distracted by puzzles and riddles."
St. Nokta Kinslayer
Goblin Life Cleric [Outlander]
Honesty can change a life, you know. Nokta's warband came up against a pack of tall-folk adventurers, as goblin warbands sometimes do. She was a soldier, then, seemingly destined to be smeared beneath a mercenary boot, but when she was captured the adventurers said: talk, and we will let you live. She talked, of course she talked, Maglubiyet teaches survival at all costs, but her fellows found out, and intended to kill her along with the adventurers during an ambush.
The tall-folk fought like demons to save Nokta, because they had said she would live, and they meant it. Despite their best efforts she died, to an arrow in the throat, only to wake with the battle still raging, brought back to life by diamond and spell and the tall-folk shaman in his metal armor. Three times did Nokta die, and three times was she brought back, only to watch the tall-folk shaman take a blade to the heart. Gripped by something she couldn't name, Nokta raced over, and took his diamonds, and tried to speak his spell, fervently calling out for his strange tall-folk god to spare him.
Nokta was answered in the name of Illmater, the Lord on the Rack, god of mercy and of self-sacrifice, and has served him since. For dying and returning, her new church calls her Saint, but her people call her Kinslayer, and the Traitor Shaman, and more besides. There will be no peace, and though Nokta knows her suffering reduces that of the world, this cannot continue. If the Fire-Eyed God wants her head, there can only be one recourse: break his priests until the cost of war sickens Maglubiyet , and he accepts peace. Saint Nokta is unafraid, and she is unmerciful.
Personality Traits: "What, tall-folk - uh, I mean, yes, my child?" & "I don't hate vegetables, I love meat." & "The Tall God says His blessings are for all. For some reason." / Ideals: "Peace for peace, wrath for wrath [Neutral]." & "I don't understand the compassion I was shown, but I do treasure it [Good]." / Bonds: "The adventurers who fought for me have my service for the asking." & "I'll drop everything to fight the servants of the Fire-Eyed God." / Flaws: "I don't know what this 'love' is, and 'trust' is also still pretty difficult for me." & "My fears drive me to violence far more often than the Tall God likes."
Jelka Threebones
Orc Grave Cleric [Acolyte]
Jelka came to live amongst the Sky Pony tribe of the Uthgardt as a young adult, one of several political hostages exchanged between her own tribe and the Sky Pony as part of a peace agreement; with both in the shadow of the Kingdom of Many-Arrows, wise leaders on both sides sought to cool traditional conflicts between them in favor of looking to the greater threat to their mutual north, and Jelka was selected for her cool head, proud bearing, and great foresight for such a young orc. The story might have ended there, if the Cult of the Dragon hadn't moved into the area looking to pillage the spirit mounds and burial grounds of both tribes' warriors to secure a supply of corpses for their necromancies. Outraged at this desecration and disrespect, Jelka called upon Gruumsh and Tempus in the name of both her peoples for the power to revenge herself upon the defilers, and her prayers were answered.
Today, Jelka continues her campaign of revenge in the name of Gruumsh, hunting down those who raise the dead, defile graves, and bend the minds of warriors. Her list of enemies is long and only growing longer, and she is keenly aware that she is not yet mighty enough to face down the likes of dracoliches or, say, the entire sovereign nation of Thay. But she will be. She must be. Wrongs have been done, and she wades into battle chanting the litany of them in an endless roll of accusation and reprisal, screaming hateful hymns alongside her chosen allies. Her new mission has made for strange bedfellows, but for all her outward fury Jelka remains the curious and level-headed young orc she was when she was selected all those years ago. Perhaps there are other enemies she might make peace with, to gain the satisfaction of her almighty vengeance.
Personality Traits: "Raise a cup with me! We should celebrate!" & "I'm very curious about new cultures, sometimes to the point of being annoying." & "I love a good story." / Ideals: "The world will hit you hard. If you don't take revenge, all you'll get is hit again [Evil]." & "If you don't have the guts, you don't deserve the glory [Chaotic]." / Bonds: "My word of alliance, once given, is absolute." & "I have siblings in my first tribe who should be adults soon. If they need my help, they have it." / Flaws: "I never forget a sleight." & "I pick fights I can't win sometimes."
Kellard Frosthalt
Rock Gnome Nature Cleric [Folk Hero]
Kell should have been a druid. He knows it, his clan knows it, druids know it, there's even odds that mushrooms in Menzobarrenzen know it, but he's always had a deep phobia of shape-shifting, so for a long while he was content to study nature…academically. Sure, his papers were trite, but the man published and that's not nothing. When he was hired to catalog finds for an expedition into Netherese ruins, the team found an ancient shrine to the goddess now known as Chauntea, and beset by undead guardians. Unwilling to let the sacred place be defiled, Kell took up arms for the first time, and found himself blessed with power.
Now Kell spends his time in lost places, seeking revelation and tending to the needs of rural communities. His new position is intimidating. More than many other followers of the Lady of Waving Grain, he understands that his goddess is an ancient and persistent foe of evil. Only…can something better truly be grown from her foes? Is Kell ready?
Personality Traits: "I love nature! Let me tell you about this parasitic wasp!" & "I know it doesn't fit my station, but I just, I need to be dressed sharp, okay?" & "I tell jokes with a completely straight face." / Ideals: "There are no pointless things; all things of the world have a treasured place in it [Good]." & "Generosity is the highest virtue [Good]." / Bonds: "Fuck Netheril, fuck the Netherese, burn their ruins and salt the ashes." & "After that first fight in the ruins, a peasant family took me in. I owe them my life." / Flaws: "I have a deep and abiding phobia of having my body changed against my will." & "I never, ever, ever, shut the fuck up."
Dolly Bookchild
Half-Drow Peace Cleric [Investigator]
Most half elves lose their human parent first, but as the child of two adventurers Dolly wasn't exactly surprised when her drow mother bit the big one doing battle with a demon accidentally released from an ancient binding. Seeking to understand her loss, Dolly started spending time in the sacred libraries of Deneir, and eventually converted after falling in love with learning. Academia isn't exactly her strong suit, but Dolly has a lot of practical knowledge that isn't often written down in an accessible fashion. Her new church was proud to fund the publishing of Dolly's Practical Survival Guide.
Still, a new love of learning isn't closure, and Dolly yearned to be an adventurer like her parents. After her second book went off to the printers, she stayed up in vigil to ask Deneir for a cleric's power, vowing to use it to find and advance knowledge, and to protect the ignorant. Her wish was granted, and now she bears the peace of the library wherever she goes. Every day is a lovely day for learning.
Hopefully one of these lovely days Dolly will figure out that the demon isn't done with just her mother.
Personality Traits: "It's a beautiful day to learn something new, isn't it?" & "Ah, the great outdoors!" & "I skip when I'm happy. No really. No, really." / Ideals: "Knowledge belongs to everyone [Lawful]." & "Extend grace to the ignorant; they truly do not know better [Good]." / Bonds: "Dad's getting on in years. I need to make sure he isn't worrying about me when he passes." & "I still return to my temple pretty often; it feels more like home than home does." / Flaws: "Sometimes I forget that my fun adventures can have deadly consequences." & "I'm from the big city where my heritage isn't a big deal, so it's surprising every fucking time that it's a big deal elsewhere."
Jonas Cobbler
Aasimar Light Cleric [Urchin]
So here's the thing. Jonas had a bit of an odd childhood. Raised by a then-single mother who is a devout follower of Lathander, Jonas was maybe six, seven years old when he mentioned in his prayers that he's a boy and asked for some help being a boy because he knew Mommy worked very hard and didn't have a lot of money. His first direct experience with divinity was his god's gentle voice in his mind saying: yes, my child, your new dawn is upon you. He had some explaining to do the next morning, and his mother was happy for him and seemingly cross with Lathander, for some reason?
It wasn't until Jonas was about seventeen that he got answers to that particular mystery; he came home to find his mother, her partner, and a golden-haired stranger waiting up for him. His mother introduced the stranger as Jonas's father...
...Lathander.
Maybe running away from home in a bit of a panic was the wrong move, but uh. Jonas has at least one parent looking out for him now, right? It'll be fine. It'll be fine. It's all gonna be fine.
Personality Traits: "I am extremely food-motivated." & "Let me teach you my secret handshake!" & "Uh, I've got, a spell for this, uh - fuck - uh, in the name of the new dawn uh -" / Ideals: "You don't need a reason to help people [Good]." & "The best time to be a better person was yesterday. The second-best time is now [Good]." / Bonds: "My old friends mostly went off to real careers, but we still stay in touch." & "There's a hidden place in the old neighborhood that I take care of." / Flaws: "I cannot walk into church any more without thinking, holy shit this guy slept with my mom." & "I am embarassingly weak to a pretty face."
Freddie Wright
Human Twilight Cleric [Criminal]
Hailing from a family of Selunite wererats in Yartar, Freddie used to have a fairly exciting life spying on Zhentarim operations, right up until she blundered into a cell of Sharrans in the sewers. They pushed her into a portal to see what would happen, but not before somehow stripping her of her lycantheropy to ensure she would suffer and die. Freddie arrived in Undermountain with nothing but her faith, and in her time of need the Moonmaiden answered. Against all odds, Freddie survived, scrounging up equipment, learning the traps, and eventually staggering out of the Well into the Yawning Portal Inn. She still has nightmares, but Freddie is grateful every day that she's alive to have them.
Now the former wererat stalks the Sharrans up and down the Sword Coast, seeking the return of what was taken. She hates her heavy armor and despises being caged in one body, but despite her snappish ways she takes her duty as a guide very seriously. That's part of the problem, actually. The dead of the Underhalls haunt Freddie and beg her intercession so that they might move on, and with every ghost laid to rest her prey gets further away. But what's a girl to do, ignore them? No. Freddie has faith. This righteous path must, will, make her whole again.
Personality Traits: "Time is money, hurry it up." & "Sometimes I overcomplicate things because I'm biased against direct solutions." & "Hey that reminds me of something that happened in my family -" / Ideals: "If you give people what they need to grow, they become their best selves [Good]." & "No one else can walk your path for you [Chaotic]." / Bonds: "Yartar is still my favorite city, and I stop by to do good by it when I can." & "The dead of the Underhalls that follow me have none other to speak for them." / Flaws: "Do you have any idea how much this stupid monkey body pisses me off?" & "I've got a vengeful streak that is not uh, approved Selunite behavior."
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Me: BOOKIE! what are you doing?
me *jumps and sweats* : working on the next chapter?
Me:
me:...I'm looking for articles on japanese charcoal making. I promise it's related to the fic! (It’s only tangentially related nothing revolving around charcoal will appear anytime soon)
Me:...find anything interesting (and related)?
me: apparently charcoal burning suicides are a thing in Hongkong and Taiwan and there's a bunch of studies about them in Japan
#I don't exactly know what charcoal burning suicides are I didn't read any of the articles/studies#ever since Buriko (demonslayedher) made a few posts about japanese charcoal making I've been very interested in it#unfortunately there are very few resources about it in english so I will be using google translate liberally#must...resist...urge to read anything/everything even vaguely related to it#I don't have the time for that#I am looking for HISTORY and CULTURAL SIGNIFICANCE#not economic#me rambling
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cosy cosy cosy (un-cosy thoughts below)
performing a complex cultural appropriation calculation atm to determine whether i can get away with tatami mats & a shikibuton in my new flat
if the country of one's ancestors was historically subjugated by a major apac power that then suffered due to interwar japan's imperialist ambitions…imo the answer is yes? it's like two (extremely vague and historically contingent) degrees of cultural separation? and i should buy the tatami mat and also some house slippers from muji?
#i'm 80% joking 20% very interested in decentering the us perspective when it comes to cultural appropriation convos#lowkey sick of the phrase “cultural appropriation” at this point#what i am VERY interested in atm though is how china japan and south korea exert cultural influence and soft power within apac#plus histories of non-western imperialism#and i am patiently awaiting the essay where someone addresses their own fascination/fetishization with japanese aesthetics#and a certain level of ambivalence with that fascination#and perhaps the glaring blindspot when it comes to intra-apac political relations and tensions#and how japanese imperialism has been a significant painful part of still-very-recent chinese history and korean history#and yet the awareness of this does not seem to reside alongside discussion of japanese aesthetics#so how can we think about how other asian countries and cultures relate to each OTHER and each other's cultural production and influence?#also (over-intellectualisation aside)#i really am just looking for a cheap (ish) bed#and all the cheap (ish) bedframes look terrible#so naturally i'm like…what if…no bedframe…???
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🏖Your Own Standards of Beauty ♦︎ Timeless Pick A Card
I’ve seen one too many times East Asian YouTubers, when talking about EA’s ‘rigid standards of beauty’ giving this sense of defensiveness or helplessness—because it’s culture, right? With every fibre of my mixed ancestry I loathed that particular brand of apologist behaviour.
‘Nature is busy creating absolutely unique individuals, whereas culture has invented a single mold to which all must conform. It is grotesque.’ – U.G. Krishnamurti
Up until fairly recently, I was still struggling with comprehending the thought process behind this ‘invention’ of a grotesquely small and narrow mould of beauty and conduct to which ALL East Asians must abide lest you’re a total disharmonious failure. After some long and hard rumination, frustration, accompanied by occasional bouts of repugnance, I think I finally get ‘why’.
Almost ALL people in East Asia ALL LOOK THE SAME!!! By nature!!! LMAO LMAO People can ONLY have black hair and black eyes LMAO Ahahahohohhahah I think these Asians were never ‘socialised’ to appreciate variety. Hahhh that’s so pathetic. If this really is the reason, man, it’s pathetic as fuck. Ionno tho. You think I’ve figured it out.
All I know is that East Asians must repent for all the sins they’ve committed against childhood, individuality, creativity, aaand society and Humanity itself. Yes, Humanity. Standing on the side of all genetically diverse peoples of Asia, such as the Ainus, Mongols, Uyghurs, to some extent the Zainichis, and sooo many other ‘anomalies’ who, in recent history, have been cast aside and treated poorly only because they don’t ‘fit in’ to the ideals and cultures of the main races of some purebred fucks.
For all I care, the part of East Asian culture that has birthed this infamous ‘rigid standards of beauty, and, conduct’ can go to fucking hell. If you’re the type of person who’s even the slightest bit proud—or defensive—of this you can go and fuck yourself. No one should be proud of that kind of a racist, fascist, repulsive, little bitch mindset. Are you a little bitch? I ain’t one.
I am a Supreme Bitch! Imma be myself and do whatever the fuck I want and look however I want. And if my society can’t take that? Those types of people—Asian or no Asian—can die on the wrong side of history! I. AM. MY OWN. PROTOTYPE.
perspective: Why BUSHIDO Is The Root of All Social Problems in Japan by Let’s ask Shogo
documentary: WE ARE X on YouTube (watch before it’s taken down LOL)
‘X challenged a conservative Japanese society and showed us a new way to be. They started a revolution, honestly.’
‘Be proud!! Be proud of yourself! We are!! X!!!’
deck-bottom: X(!?!) The Wheel of Fortune, Priestess of Ambition, Gold Magus (Johannes Faustus)
[PAC Masterlist] [Part 1] [Part 2]
[Patreon] [Paid Readings]
☆♪°・. ☆♪°・. ☆♪°・. ☆♪°・. ☆♪°・. ☆♪°・.
Pile 1 – A Light of Innocence in this Insanely Debased World
playlist: silly playlist for silly people with rare songs!! by Rita wild
the TYPA beauty you are – Page of Cups
You are someone who’s known for being quite childlike. It could be that you do look young, but it’s mostly your mannerism. Technically speaking, it’s just YOU being the happy pill that you are. Listen, some of you tuning into this Pile could be dark and sombre on the inside—especially if you have a significant Scorpio/Pluto about you or if you’ve had a very unhappy childhood—but the way you’re perceived on the outside is totally bright, beautifully soft and pleasant, and dang, people really be liking your aenergy when you’re in a room.
You’re the type of beauty that exudes ‘purity’ in the most innocent way, no matter how you look or dress. You could be perceived as ethereal or unreal. otherworldly in a sense that you don’t seem to fit in this dimension. Are you an alien? Are you a goddess? Are you a fairy, elf, or an anime character? People may not have the exact words to describe you but you’re INTERDIMENSIONAL is what’s going on.
It isn’t just your physical beauty or the attractive way that you smile. People may not realise this themselves either but what’s truly beautiful about you is this VIBE or AURA that you generate from having a vastly pure heart. No, no, not pure in the sense that you never think sexy thoughts, what? Pure in the sense that you really operate from your Higher Heart and has very little ego driving your ambitions in Life~^_☆-v
effects on the world around you – Ace of Cups Rx
Basically, you just love beautiful things. You always look for beautiful things. And you make an effort to surround yourself with things you find beautiful in your own standards. And in a way, you’re also the kind of person who sees beauty in everything and everybody. You’re the type of person who sees Light even in a narc’s darkest corners of their blackened heart (if they had one), which is really such a beautiful thing but could also prove DANGEROUS!
It’s wonderful to have childlike wonder but it ain’t cool whatsoever to be childish enough not to acknowledge the presence of evil fucks. Bad people exist, OK? Very predatory and murderous people exist, OK? And it’s a spectrum. And you’ve been such an easy target for those on the milder spectrum of psychopathy! Babe! OMG You’re often drained of good aenergy after catering to the stupid whims of very narcissistic, histrionic, pathetic, selfish and whiney fucks.
STOP THAT. Of all the Piles, you’re the type of soft beauty who’s often underestimated and taken for granted just because you’re always so positive. If not ‘positive’ per se, you’re perceived as ‘strong’, so those types of people don’t even feel shame for constantly taking and demanding your aenergy. Keep allowing that long enough and your physical beauty could be drained out of you by the time your First Saturn Return jaywalks along and smacks you in the head.
keep being you, Glorious One – 6 of Swords Rx
Truly, you’re a silly angel who holds the power to absorb other people’s pain and gloomy feelings. But if this is your main pile, thing is, you might not have learnt how to release or transmute the negativity you’ve absorbed from your surroundings. It is paramount that you learn to call upon divine protection so that you’re shielded from the Evil Eye of those who are envious of your beauty and feel silly in your purity. Your Spirit Guides aren’t saying that you should stop being innocent, right?
A Soul like you is very rare in this perverted world. Some people might say, ‘They don’t make people like you anymore…’ WRONG. You’re the catalyst, if anything. By your example, there’s gonna be MORE people who are gonna be comfortable in their purity. Knowing that there’s nothing wrong with them for being this way. Fully comprehending that it is this world that’s gone too insane, and DEBASED. And this world has been this way for far longer than people realise. I mean, I’m sure you’re aware of how inhumane most people were in the medieval times LOL
Keep being the innocent and pure you, Glorious One. What you’re being advised to do is learn to set healthy boundaries from which you can still shine your Light safely. I’m being told that many of you choosing this Pile, due to your heightened sense of aesthetic, might want to have a social media presence or any kind of public platform where you’re free to share bits and pieces of your beautiful Life as a form of your Lightwork. Some kind of a lifestyle influencer?
I’m thinking of channels and blogs that typically share aesthetic daily vlogs and stuff like that—like nemui atelier on YouTube. You know what I mean; I don’t know what I mean XD
YOUR BEAUTY KILLS🔻💙
story of your evolution – Priestess of Prosperity
a legacy of authenticity – Red Astronomer (Johannes Kepler)
Access full reading + cards on Patreon🌸
☆♪°・. ☆♪°・. ☆♪°・. ☆♪°・. ☆♪°・. ☆♪°・.
Pile 2 – An Unexpectedly Romantic Dreamer of Luxury
playlist: songs like 𝑚𝑦 𝑙𝑜𝑣𝑒 𝑚𝑖𝑛𝑒 𝑎𝑙𝑙 𝑚𝑖𝑛𝑒 (MITSKI) by song with love
the TYPA beauty you are – 2 of Cups
Ah~! You are such a dreamy and romantic beauty! You’re soft, elegant, sweet and lovely, with a kicking spice for those who would get on your bad side LMAO You’re actually a lot tougher than appearances give but most people don’t always get this until they’ve gotten to know you. For the most part, at first glance, at first encounter, you’re a sweet goddess, who probably gets projected on a lot.
You really have an unassuming quality about you. So then, people think there’s not much going on within and think it’s easy to typecast you into something, with some simplistic label. People think it’s easy to figure you out and classify you into some kind of a dream girl who’s always going to be nice, warm and friendly with everybody. You’re not. You’re a totally self-respecting babe. Actually, you really hate it when people act like they know you.
When people act like they’re close, buddy-buddy with you, it’s super annoying and depending on your mood that day, you could sometimes feel this urge to break people’s faces. But you don’t do that; you’re too nice. And you’ve got a plethora of coping mechanisms to deal with how annoyed you are with your surrounding XD Good for you!
effects on the world around you – 5 of Swords Rx
First of all, I think many of you tapping into this Pile love shopping. Retail is definitely your therapy. Is this good? Is this bad? Depends, I guess. You tend to spend money gregariously or consume a lot of food, or buy a lot of aesthetic knickknacks, or buy a lot of arts and craft as a means of therapy. Deep down, you’re somebody who has a lot of anger or a general sense of dissatisfaction with the world you’re a part of and this rage, almost, needs to be channelled creatively.
There’s a perpetual sense of disgust inside of you. You’re keen to observe and notice how much Humanity is failing. Everything that is ugly about society and people in general disgusts you. That’s why it’s important for you to live in beauty or indulge in creativity. That’s why it is paramount that your immediate surrounding, that your own Life, within what you’re able to control, is beautified to the max. You could be quite desperate in this pursuit because this is some kind of an overcompensation for the beauty and creativity that you feel is lacking in the world.
Your aenergy is kinda reminding me of this quote by the iconic Edie Sedgwick when describing why she dressed up the way she did:
‘When I was girl of the year and superstar and all that crap, everything I did was really…motivated by psychological disturbance. But I’d make a mask out of my face because I didn’t realize I was quite beautiful…I had to wear heavy black eyelashes like bat wings and dark lines under my eyes. Cut all of my hair off and strip it silver and blond. All these little manoeuvres I did out of things that were happening in my life that upset me. I’d freak out in a very physical way, and…it was all taken in a fashion trend.’
In fact, I think all of her famous words here could resonate with you. You are what trend-setters and superstars are made of, that much of your effect on the world is certain~
keep being you, Glorious One – Queen of Pentacles
Really, that’s all dandy as long as you can make a living out of your pursuit of beauty and creativity. This about you is really something that you can utilise as a means of therapy, self-care and self-improvement because you really are an artist, one way or another. It would be wonderful if you could monetise your beauty and creativity in some trendy way.
If you feel that you’re not particularly good at any kind of ‘real’ art, then you can ‘serve face’ to help other people sell their shit. You don’t think this is smart enough? Muses are often people who don’t do art—rather they inspire Art in the minds and hearts of other artists. Truly, you are an artist; but those of you tuning into this Pile who feel like you’re not one…you are potentially someone’s Muse.
Luxury is yours for the taking. But a lot of people in this world pursue luxury and some form of fame for vapid reasons and that often makes people very unhappy. Your Spirit Guides are saying that you do have a talent for balancing modern money-making and self-care. I think what they mean to say is that, you can be the prototype for how people can be completely and uniquely offbeat whilst still maintaining a good work-life balance.
After all, you do remember how much people like to project on you, right? Well, use them to make Life a lot easier! XD After all, it’s not like their projection and labelling would be useful any other way LOL🐙
YOUR BEAUTY KILLS🔻💜
story of your evolution – Priestess of Luxury
a legacy of authenticity – Green Historian (Herodotus)
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Pile 3 – A Ghostly Bitch Witch Who’s Quite Literally a Fucken Sigma
playlist: Everything Is Still Under Control by Mabisyo
the TYPA beauty you are – Queen of Wands Rx
You, are, by nature, magical. You’re incredibly magnetic and this ain’t even something you’ve needed to work on; it all comes naturally. If anything, it seems you’ve needed to learn the very hard way how to shield yourself from aenergy vampires. You’ve needed to work on your boundary. This is because it took you such a long time to realise most everybody around you was nothing but anklebiters. These were people who just wanted to be seen orbiting you because doing so would elevate their status or image.
Whether or not you’re aware of it, you’re quite literally thee IT girl. You’re also THAT girl, because a lot of what you do and just who you are is very aspirational. Well of course aspirational to the motivated ones; to the weak, lame-ass ones? Almost everything about you is irritating. And most people are really lame, don’t we all agree on this? So you may have felt like you’re really quite an unlikeable character. WRONG. Dead wrong. It’s not you; it’s your lame-ass environment.
You’re a Queen of Passion who’s been living in peasant quarters, figuratively speaking. You’ve been surrounded by misers who don’t even understand why it’s deeply important for them to raise their own standards of authenticity. Thing is, they can’t afford to be authentic. It’s probably not entirely their fault—after all, peasants are highly dependent on thee System. Not you. You’re the menacingly magnetic bitch witch of a system buster!
effects on the world around you – 8 of Cups
As much as you make an effort to be left alone, you magnetise admirers to no end. This is reminiscent of Greta Garbo’s famous quote, ‘I never said, "I want to be alone". I only said, "I want to be left alone". There is a whole world of difference.’ It’s true with you as well. You’re not necessarily an antisocial bitch who hates people; you just want to be left alone by gluttonous gossipers and silly simpers. You find it hard to grasp why people behave unreasonably in society, all, the, time.
You yearn for a more intellectual world where people behave honourably, which is quite paradoxical considering you’re often perceived as quite scandalous in your behaviour and lifestyle choices as well. For example, you could be gay or queer? You could desire to defy social norms such as ‘having to marry by a certain age’? You either reject social norms or you live completely opposite to what’s expected of your gender, nationality or age. You don’t like being told how to live your Life as if you couldn’t work it out yourself. It's YOUR Life, right?
It’s MY Life! My Story! Is what you say.
You’re the kind of super bad bitch that gives no one permission to decide how you should sail your ship. You’re at the wheel so you’re gonna sail the world however best you know. You’re gonna learn a ton because you’re not afraid of detours or delays or whatever—you could meet accidents, hopefully not fatal ones, but you’re going to learn. That’s what growing up well is all about for you. And if you meet the right kind of audience, your whole AURA is going to empower them to do just the same for themselves~
keep being you, Glorious One – 4 of Cups Rx
You are destined for an exciting Life. In fact, you’re meant to have an audience, have some kind of impact on the world, you’re meant to become some kind of a famous person. Could be a celeb, yeah, but in this social media era, literally everybody can have their own unique kind of celebrity, right? You’re meant to be seen, heard, listened to, watched, analysed (LOL), and learn from.
You’re somebody who’s rare and your perspectives are deeply needed by this world. This world that’s often blindsided by optical illusions. Of all people, you’re the only one who’s not getting sucked into the mirage of mass media and deceitful politicians. You’re the one who’s noticing where the lies are all at. And you need to point that shit out, spell it out for other people to see what’s truly going on in this world.
You could gain enemies, lots of them, in fact; but you are definitely gaining a massive following far greater than that if you remain authentic and courageous. Stay spooky. Stay scandalous. Stay gloriously YOU~ You’ve no idea just how much that Light of yours is needed in this world of long shadows. Keep your Third Eye open and keep your divine protection. Most people have yet to catch on to the one thing that makes YOU superfluously attractive: a courageous Heart that seeks to liberate others from the chains of their own cowardice.
YOUR BEAUTY KILLS🔻🧡
story of your evolution – Priestess of Luck
a legacy of authenticity – Green Magus (John Dee)
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[PAC Masterlist] [Part 1] [Part 2]
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#Punk Panda Pick A Pic#style#it girl#that girl#girlblogger#girlblogging#pick a card#pick a card reading#tarot pick a card#pac#pac reading#tarot pac#tarot#astrology#tarotblr#astroblr#witchblr#witchythings#spirituality#culture#youth#andromedan starseed
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"I've always been captivated by them. Something about the shiny exterior, how they glimmer when you tumble them around in your hands. My younger self would obsess about them, a childlike fascination. Even back then I instinctively knew they had value. My mom would use pearls I found to pay for a safe passage at scavenger tolls. We tried to bypass those points as much as we could, but sometimes it was unavoidable."
"It's a looong story…. I was found roaming the wilderness by my mentor, who brought me to er, an entity, called an interator. Do you know of iterators? Apparently they are what was left of an ancient civilization that once inhabited these lands. I couldn't wrap my head around it at first. Iterators are massive, absolutely huge, like mountains. Do you see that big structure of a regular, smooth shape?"
[She points towards Five Pebble's can in the distance]
"That is an iterator's «superstrucute». A mountain, the entire thing… is a person. It still sounds crazy when I say it."
"Ah, right, my name… like I mentioned, I got lost and my mentor found me. He brought me to his iterator. If my memory serves me right, his name is «No Significant Harassment», or NSH for short. I recall thinking at that time, «Harassment? I hope he won't be cruel to me». I had no concept of iterator names, their meaning, why it's three or however many words long. It was incredibly confusing to my young mind, though looking back at it I consider myself very lucky. The iterator was, dare I say, «god-like» (his own words), but benevolent. I saw how well he treated Hunter – my mentor – and it made me trust him more, even though I was scared and wary in the beginning."
"Would you believe it if I told you… there are stories written inside the pearls? That those things I’ve been obsessing about all my life are used for storing information? I had many of them leftover from when I lived at a scavenger outpost. One cycle, NSH noticed my interest, and – I wish Hunter had told me about this sooner, but – the iterator shot at my head with something…? And suddenly I could understand everything he said. Not that he said much, because I started crying loudly and ran straight out of there, haha. But before I bolted, he gave me one of his pearls as consolation. I think he felt bad for the scared little me."
"After that, he would eagerly read all the pearls I brought to him. That is how I learned more about the culture of the peoples who were here before me: the Ancients, their customs, why the iterators were built, and much more. It was like the knowledge of the entire world was suddenly revealed to me – to a seemingly insignificant being, a tiny speck in an endless ocean of life. It both made me feel very important, and very small. And, yeah, it has intensified my obsession with pearls beyond mortal limits. What if I could write into a pearl? I could archive the history of my entire species! All the stories my mom told me when I was small? All the places I’ve been to? Or other scugs have been to…"
[Her eyes widen, sparkling with glee]
"Y-yeah… that would be nice… sadly I am what I am – a slugcat. I don’t know how to do this very advanced stuff at all. I have no means of doing this. I once asked NHS for help, but there’s only so much he could guess from my frantic signing. I don’t think he understood me, in the end. But he did appreciate my efforts, and I was given a title – the Pioneer, like a person who is the very first to explore something uncharted. Apparently no slugcat before me thought of reading from or writing into pearls? I find it a little hard to believe."
"This one! This is a very special kind of pearl – it contains an ancient poem from which my name originated. See, my name was a gift from NSH the iterator. It’s spelled: «Mirmyntasseth». The best way I would describe it, is… it’s a name for a feeling, or an experience. The way it was explained to me, is that the word «Mirmyntasseth» is an expression of seeing a marble roll on a flat surface, then hitting another marble. Ah, right, you may not know this – a marble is like, like a pearl, but translucent and even more ornate. I was told that marbles were used by the Ancients for entertainment. They had a game where you rolled one to hit another. I'll admit, I can see the appeal. Throwing rocks is fun, although I image this game was considered a more dignified pastime."
[She tumbles the dark pearl in her hands, admiring its luster]
"The poem inside this pearl, one of its verses spells: «Eight Marbles Cast in Stone». The poem itself is long… very long… I had the iterator read it to me once, and we had to stop in the middle because the rain was coming. Maybe I will ask NSH to read it again, when I’m back at his superstructure with Hunter."
[Her gaze trails off to somewhere far away for a moment, a subtle grimace on her face. She closes her eyes and shakes off the thoughts that cloud her mind]
"So, um… yes… that is why I am called Eight Marbles Cast in Stone, or Marbles for short. I like how it sounds, it has a nice ring to it. And it’s a gift from an iterator, a god-like being. I consider it a great honor."
"…that said, I wonder why he didn’t just name me «Pearl»? Wouldn’t that make more sense? Maybe it didn’t sound cool enough. They’ve used pearls just to store information. I guess it’d be silly to be named «Dirt» because you doodle in dirt, or «Batfly» because you love eating batflies? Hmm…"
#rain world#rain world oc#rain world au#rw pioneer#rw no significant harassment#rw nsh#rw hunter#slugcat#slugpup#rw iterator#artificer's pups#ask blog#GATHER 'ROUND FOR A BEDTIME STORY#au lore#im going to crawl into a hole now and hibernate for a couple of days
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Hi! What are some of your favorite things about bison?? Your pinned post says ask at your own risk and I'm very happily doing so
oughhh ok!! firstly, i think they just look really cool. i mean, look at them....
secondly (and for this i am referring solely to american bison, i don't know very much about the history of european bison) they are very historically and culturally significant. the native americans who lived on the great plains relied a lot on the bison for food, but also to make clothes, tipis, weapons, and bison were also a part of their religion. in the 19th century white settlers killed most of the plains bison. this was sponsored by the us government as a method of cultural genocide, by removing the lifeline of the native americans in the area and forcing them onto reservations
in the 20th and 21st centuries, bison have been reintroduced to national parks and indigenous land across america and their population has increased, although there will never be as many as there were before because there's just, you know, not enough room for them.
look at him.... very important creature
#sorry it took me so long to reply#i might add more later so keep tuned. if i think of anything else to add i can @ you#dee rambles#asks#creature of all time
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maybe I am wrong but I think there's an interesting paradox in zionism's denial of the diaspora and it's appropriation of the diaspora because it can't form a culture without taking from the diaspora itself
its a paradox of zionism in general, from its start its been a movement that took cultural and political influence from its surroundings– being 19th century europe– its a colonial and nationalist project modeled after other colonial and nationalist european projects, yet tries to portray itself as indigenous. part of this is from shifts in political atmosphere and self-perception of zionism over the past 100 years. but there is an 'israeli culture' you can point to that is not taken from the diaspora but rather an inversion of what it conceives the diaspora to be, for the diaspora to be seen as weak, sickly, overly intellectual, cosmopolitan and disconnected from the land, thus israeli culture is more militaristic, chauvinistic, with an emphasis on the masculine, fetishizing labor and agricultural work. the paradox is this cultural conception is basically lacking everything that made jewish diaspora culture interesting and leave a long lasting mark on western history, jewish culture as a minority culture in particular. i think the cultural output of colonial or imperial nations mostly interested in projecting strength and militarism is generally poor, chauvinistic, and easily forgotten because it lacks the qualities that make particular things significant historically artistically etc. like look at the cultural atmosphere of the weimar republic, or even imperial germany (after relative) jewish emancipation and the influence of minority cultures vs cultural production in the nazi period and afterwards, or american settler culture in the colonial period vs cultural forms created by oppressed people in america. if you are interested more specifically in israels conception of itself as like a negation of the diaspora the artist eli valley made a cartoon about this, israel man and diaspora boy. israeli society historically tried to erase diaspora culture within israel, like discouraging people from speaking yiddish and banning yiddish cultural production. but also needed to construct a positive cultural identity (i dont mean positive to mean good, just like as in creating something rather than negating or destroying) and appropriated palestinian culture, through taking indigenous names, food, etc. if you want to read about this process in israel as well as other settler colonies like australia and canada and the us the article settler colonialism and the elimination of the native by patrick wolfe is a pretty significant article. i would say as far as i can tell israeli culture today seems to be mostly predicated on this, not appropriation of diaspora jewish culture, which they seem to look down on generally. but theres not much interest in israeli literature or art worldwide, besides in germany (lol), and perhaps their failure to create anything worthwhile is part of why israeli archival and academic institutions seek to claim ownership of diaspora jewish culture. part of it is just to legitimize themselves and give themselves prestige as well i think
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So in case anybody wanted an update on my last sewing machine post, yes I am in fact driving 4 hours round trip tomorrow to pick up a G series Singer 128 manufactured in July of 1923 with La Vencadora decals
I didn’t quite understand vacuum cleaner autism until I realized that I have sewing machine autism
#I am vibrating with excitement#was Isaac Merritt singer a scum of a human being? yeah#did he invent anything himself? no#are singer sewing machines the best? not necessarily#BUT#Isaac Merritt singer came up with flexible payment plans#that lead to just about anybody being able to purchase/lease a domestic machine#(which… looking at the history of needlework and sewing labor was arguably a bad thing but I digress)#and due to his company’s commercial success they are so well documented#and that is why they are so collectible#THOUSANDS of other companies made the exact same machines#but they didn’t offer the same accessibility#nor did they have the marketing power to completely dominate the market for over a century#and THAT is why they are of historical interest#at least to me#because that’s material culture babie#artifacts don’t have significance on their own#a sewing machine with an obscure brand and no serial number certainly has a history of its own#and we can learn a lot about it based on what is known of identical machines#but with singer machines you can find such specific information from a century ago from a company that still dominates the market#and that kind of thread between past and present gives me CHILLS#it busts my historical interpretation nut#so to speak#ahem#anyway#museum musings#the pond of sartorial anachronism#girl work
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Getting into Naruto was a fucking mistake bc at this point I'm just straight up building the Hatake clan from the ground up.
I am coming up with culturally significant weapons and themes and festivals for them. And clan specific attacks and specializations. And like. Timelines and histories and complex relationships with their local government as I sort out a Wolves of the Woods plot involving the Iron Daimyo being overthrown by his concubine (with some implied interference of the Nara) who then, using her son as the new puppet Daimyo, calls to assemble the shinobi clans of Iron— and has some ideas of trying to put a leash on the wild clans. Which is part of why the Hatake left Iron for Fire (and konoha)
And of genetic illnesses and complications that are common within the clan and the gods they may worship and spirits they may honor.
Etc. Etc.
Anyways this was a mistake and I can already tell that at some point, when I inevitably someday stop being into Naruto, I'll probably end up slapping a different clan name on top of the Hatake's name and going "omg hey (irl friends) look at this completely original ninja clan I made. No relation to Naruto btw. Promise."
I'm having a lot of fun tho. So. It's not my fault Kishimoto gave us basically nothing, resulting in free real-estate of epic proportions in the exact general shape of smthn I'd easily get obsessed with
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the big news in the art world is that a man snuck into the opening of ai weiwei’s latest exhibit “who am i?” and destroyed ai’s sculpture “porcelain cube.” this is obviously a tragedy and ai has expressed that he is devastated by the destruction of his work, but what bothers me most is that the huge majority of the popular response i’ve seen to this is just excusing the destruction by calling it performance art (which the vandal has stated that it is) and saying that ai weiwei dropped a han dynasty urn in his 1995 work “dropping a han dynasty urn.” and okay. i’m a huge enjoyer of readymades, i won’t contest that if you say it’s art then it is art, if i say i’m listening to a contemporary rendition of “4’11”” through my turned off headphones then i am. but it’s bad performance art. it’s shit performance art. “dropping a han dynasty urn” was witnessed and recorded and done with a clarity of artistic purpose that could not have been achieved with any other medium than a han dynasty urn—working with a similar question as “porcelain cube” (as i interpret it), juxtaposing china’s artistic and cultural heritage with the demands of its current government. the vandal, a czech man, has no part in that conversation, and no connection to the medium in question other than that it is a major work of art and he has a history of destroying or defacing those. he had no consenting witnesses, no recording other than the venue cctv, and if we are to take his work seriously and look for an artistic purpose in it, the best that i can come up with is either an opposition to the contemporary art world, or just sinophobia. idk. it’s just such a senseless waste of a really cool and meaningful artwork, and to me any attempts to frame it as a constructive work of performance art not only betray significant ignorance but also cheapen and insult what performance art really is
#and i hate to say it but if it really is trying to reference dropping a han dynasty urn then it’s just high school art levels of derivative#ryddles
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I Saw Solas's Origin in an Achievement Icon and It Opened My Eyes on 15 Years of Lore
— PART FOUR: if you haven't read previous parts, do it now! —
[ 1 ] [ 2 ] [ 3 ] [ 5 ] [ 6 ] [ 7 ] [ 8 ] [ 9 ] [ 10 ]
Welcome, friends and travelers! I wanted to get some thoughts recorded before Veilguard's release so I could see if I am right about an absolute BOATLOAD of theories I have.
In short: I saw the achievement list when it was released. I have seen the backstory hints for Solas included in said list. AND MY MIND WAS BLOWN.
You have been warned: THIS COLLECTION OF THEORIES INCLUDES SPOILERS FOR EVERY DRAGON AGE GAME AND ALL PROMOTIONAL MATERIAL UP TO AND INCLUDING OCTOBER 18, 2024.
Come sit down with me. Make a nice cup of tea (and hide it from Solas). We've got a lot of unpacking to do.
(this photo isn't the spoiler, I just like it.)
Today's Discussion: What the Chant of Light Confirms about Solas, Mythal, and the Evanuris at large.
Ohhhh boy. Here's where we're really getting into the, 'If you haven't read the previous parts, you NEED to go do that, otherwise what I'm about to say will make a lot less sense,' portion of this series. So seriously: the previous parts are linked above. Go look at those.
Caught up? Good.
Today, we're going to look at how closely the Chant of Light follows everything I just talked about with Titans, the Fade, spirits-as-thoughts, and Solas-as-lyrium-spirit. For this exercise, I'll mostly be drawing on material that I have access to (both volumes of World of Thedas, plus my knowledge from all three games) but supplementing with what the Dragon Age wiki has compiled, as well.
Rather than go through the Chant from beginning to end (as I simply lack the space here), I'm going to break it down into topics.
Our topics are as follows:
Who—and What—Is the Maker?
The Word "Forgotten" in the Chant
The Maker's First and Second Children
The Jealous First Children: Demons Seeking to Conquer the Earth
Archdemons and Titans
Yes, I Have to Talk About Shartan
Veilguard Predictions Based on the Chant of Light
Who—and What—Is the Maker?
For anyone who hasn't gone through the whole thing and read every verse, let me begin by saying: the Chant of Light is a story writ by many hands over the history of Thedas. Some of it is (allegedly) written or recorded from Andraste herself, but many verses are taken from outside sources—even adapted from other cultures' legends.
But overall, it is a story that the Andrastian faith believes in: one with approved verses that the Chantries teach all their faithful. The Chantry has been a brutal organization throughout Thedas's history, but I still find value in using the Chant to piece together different takes on Thedas's ancient lore. Whether the events happened as described is up for debate, but they are historically significant, and I would argue that they contain kernels of truth no matter if one believes in the prophecies from Andraste or not.
To properly discuss whether the Chant follows my theories, we first have to ask ourselves: what does the Chant suggest that the Maker is? To do this, we have to look closely at its creation story, and from the eyes of the one who supposedly witnessed him: the Canticle of Threnodies, and the Canticle of Andraste.
Right in Threnodies 1, it says this:
(4) From the waters of the Fade you made the world. As the Fade had been fluid, so was the world fixed.
Immediately, we can see that lyrium plays a major role in the Chant's creation story. If that's true, then the possibility exists that the Chant aligns at all with any of my prior theories. If that is the case, then the Chant of Light might aid us in predicting what's to come in Veilguard—especially with characters like Solas, so intertwined with Titan lore and lyrium.
From here, I went looking for additional references to the Maker, namely in Andraste 1.
(8) Lo! My eyes open'd, shining before me Greater than mountains, towering mighty, Hand all outstretch'd, stars glist'ning as jewels From rings 'pon His fingers and crown 'pon His brow.
The Wellspring of All said, "None now remember. Long have they turned to idols and tales Away from My Light, in darkness unbroken The last of My children, shrouded in night."
"World-making Glory," I cried out in sorrow, "How shall your children apology make?
Of course, we cannot forget one of the Chant quotes that Inquisition made famous!
(11) Here lies the abyss, the well of all souls. From these emerald waters doth life begin anew. Come to me, child, and I shall embrace you. In my arms lies Eternity.
Through all of these examples (and more that I simply do not have time or space to cite, with Veilguard so close), I can tentatively conclude: the Chant of Light is likely hinting to us that the Maker is a Titan.
But to test this theory, I wanted to go one step further. I wanted to see if the Chant of Light would suggest that the Maker is one of the Forgotten Ones.
The Word "Forgotten" in the Chant
To accomplish this next piece to the best degree possible, I actually moved the entire known Chant of Light into a google doc. Here's what I found when I looked for applicable mentions of forgot/forgotten.
(4) From the waters of the Fade you made the world. As the Fade had been fluid, so was the world fixed. (8) And so we burned. We raised nations, we waged wars, We dreamed up false gods, great demons Who could cross the Veil into the waking world, Turned our devotion upon them, and forgot you. —Threnodies 4.
We'll get to those "great demons" in a moment, but for now I want to draw attention to: "Turned our devotion upon them, and forgot you." That's one mention of the Maker being forgotten, in the first stanza we know from the Chant.
The Maker appears to Andraste (7) Eyes sorrow-blinded, in darkness unbroken There 'pon the mountain, a voice answered my call. "Heart that is broken, beats still unceasing, An ocean of sorrow does nobody drown. You have forgotten, spear-maid of Alamarr. Within My creation, none are alone." — Andraste 1
This comes from the first stanza of the Canticle of Andraste, and describes the first time the Maker appeared to her. She is describing what she is seeing: "There 'pon the mountain, a voice answered my call." She is evoking mountain imagery here, and even though she doesn't mention an abyss in this verse, it does come up elsewhere in the Chant (as we have seen).
That, and the Maker speaks to her: "You have forgotten, spear-maid of Alamarr. Within My creation, none are alone."
For one, we have a mention of forgotten, again. But perhaps even more crucially, we have this concept of "none are alone" within the Maker's creation. With everything I know now, I'm thinking of the concept of Isatunoll: the hive-mind feeling experienced by Dagna, Valta, and Harding.
(13) "World-making Glory," I cried out in sorrow, "How shall your children apology make? We have forgotten, in ignorance stumbling, Only a Light in this darken'd time breaks. Call to Your children, teach us Your greatness. What has been forgotten has not yet been lost." (14) Long was his silence, 'fore it was broken. "For you, song-weaver, once more I will try. To My children venture, carrying wisdom, If they but listen, I shall return." — Andraste 1
Another mention: Andraste addresses the Maker as "World-making Glory," which references the saying that Titans were the first Shapers of the world. Then, she says: "We have forgotten [...] Call to Your children [...] What has been forgotten has not yet been lost."
Again: references to the Maker as a being that was forgotten. Another reference to lyrium, in asking the Maker to call out to people. This reference is further enhanced with the Maker referring to Andraste as "song-weaver," suggesting that these songs are how she can speak to the Maker.
And to top it all off: "What has been forgotten has not yet been lost" is answered with, "If they but listen, I shall return."
Listen, for so long, made me think of commandments. Listening to the Maker's will. But now? Now I think we're supposed to think of listening to the Maker's song.
(3) I have heard the sound A song in the stillness, The echo of Your voice, Calling creation to wake from its slumber. (4) How can we know You? In the turning of the seasons, in life and death, In the empty space where our hearts Hunger for a forgotten face? — Trials 1
Just like Andraste has heard the song, the echo of the Maker's voice, calling creation to "wake from its slumber." It could not be more deliberate than that!
Another mention, also, of a "forgotten face."
To me, these mentions of forgotten affirm that the Maker is one of the Forgotten Ones, and is definitely a Titan. That tells me that, until I am proven otherwise, I can read the rest of the Chant of Light as though Maker-as-Titan is true, and can see what other developments stem from that initial truth.
Namely: What does the Chant say about spirits and people, in relation to the Titans?
The Maker's First and Second Children
To understand the (possible) creation of the spirits and the elvhen, we are back to the Canticle of Threnodies, stanza 5. The first of the Chant's Canticles, it's an introduction not just to the text, but to the world of Thedas as understood by Andrastians.
Again: it may not be a precise literal description of events, but I maintain that if the Chant of Light truly didn't matter, BioWare wouldn't have made it that long, or paid as much attention to cadence/meter as they did.
The crux of the earlier portion of this Canticle is that the Maker produced two sets of children, and the first eventually grew envious of the second (more on that later). For now, let's examine what is said of the creation of the Maker's first children.
(1) There was no word For heaven or for earth, for sea or sky. All that existed was silence.
I am going to interpret this one very liberally. It is not said that there were no heaven, earth, sea, or sky—but that there was no word for those things. That, I interpret to mean that there was no distinction between heaven and earth. Remember that, throughout codices from ancient elvhenan, "sky" often refers to the Fade, and "earth" often refers to the Titans' domain, the Abyss, or the waking world.
Either way: there was no Veil, and so there was no distinction between the Titans' domain and the Fade.
Then the Voice of the Maker rang out, The first Word, And His Word became all that might be: Dream and idea, hope and fear, Endless possibilities. And from it made his firstborn.
There are two things worth noting here:
the "Voice of the Maker" is something I interpret to mean the song of lyrium: the song of the Titan that the Maker is.
"Dream and idea, hope and fear/Endless possibilities" sounds a lot to me like the Maker is creating his first children with thoughts. Thoughts conveyed through the song of lyrium, maybe?
Originally, these "first children" famously showed no sense of ambition. They were given the Fade, but did not do anything with it. They only reflected what already existed. (Though I do want to note that this city apparently had lyrium for cobblestones.)
He called forth A city with towers of gold, streets with music for cobblestones, And banners which flew without wind. [...] But their songs Were the songs of the cobblestones. They shone with the golden light Reflected from the Maker's throne.
The Maker apparently realizes his mistake: only giving the spirits the Fade.
The realm I have given you Is formless, ever-changing.
But the solution to that mistake?
So the Maker turned from his firstborn And took from the Fade A measure of its living flesh And placed it apart from the Spirits, and spoke to it, saying: Here, I decree Opposition in all things: For earth, sky For winter, summer For darkness, Light. By My Will alone is Balance sundered And the world given new life.
The Maker took living flesh from the Fade. That's not the thoughts existing in the Fade; that's the lyrium from the Fade. To that living, now sentient lyrium, the Maker spoke, and declared opposition in all things.
Now sky and earth are separate things. The Veil is not yet created (we'll get there), but we have this concept of two opposing schools of magic, like earthbending and airbending (to forever keep with the A:tLA examples through this series).
So far, this is lining up with my previous theories. But, what, exactly, are the Maker's second children made of?
(5) And no longer was it formless, ever-changing, But held fast, immutable, With Words for heaven and for earth, sea and sky. At last did the Maker From the living world Make men. Immutable, as the substance of the earth, With souls made of dream and idea, hope and fear, Endless possibilities.
Now, the waking world is immutable, and there is opposition in magic. And from that opposition, the people are created. Not humans, but people. Their bodies are "immutable, as the substance of the earth" (meaning lyrium, I believe), "with souls made of dream and idea, hope and fear/Endless possibilities."
The exact same phrase: the Maker's thoughts are the souls of his second children, just as they were the first children's entire being. This proves that the people of Thedas have spirits for souls, but also that all spirits come from the Maker's thoughts.
When I tell you I almost choked, realizing that.
But I still want to ask the Chant of Light: in all this story, where do we find the Evanuris?
And the Chant has answered in full.
The Jealous First Children: Demons Seeking to Conquer the Earth
When I first read the Chant of Light, I had not pieced together that heaven and earth were synonymous with Fade and Abyss. Now that I have, I see the Evanuris plain as day in Threnodies 5.
(7) Now, with their Father's eye elsewhere, the firstborn At last created something new: Envy. They looked upon the living world and the favored Sons and daughters there, covetous of all they were. Within their hearts grew An intolerable hunger. Until, at last, some of the firstborn said: "Our Father has abandoned us for these lesser things. We have power over heaven. Let us rule over earth as well And become greater gods than our Father."
In the codices of the Trespasser DLC and the Temple of Mythal, there are constant references to the Evanuris wanting to tame or dominate the Titans, the "Void," or the "land." The ancient elves ask Elgar'nan to help them "tame the land." Mythal is praised for "striking down the pillars of the earth." The Evanuris, namely Mythal and Elgar'nan, carried on an endless war with the Forgotten Ones.
The Chant goes on.
(8) The demons appeared to the children of earth in dreams And named themselves gods, demanding fealty.
Remember part 2 of this series? Remember the Mythal lullaby from the Deep Roads portion of Trespasser? (I was lovingly informed about a small mistranslation, which I shall correct here.)
Ir sa tel'nal Mythal las ma theneras Ir san'a emma Him solas evanuris Da'durgen'lin Banal malas elgara Bellanaris, bellanaris. Isatunoll Mythal grants you dreams Lyrium within Becomes Solas evanuris Little stone boy Never granted (connection to many spirits) Forever, forever
Cole says, "He didn't want a body, but she asked him to come. He left a scar when he burned her off his face."
It sounds exactly like the Chant describes: Mythal feeding dreams to Solas, only to bring him into a body he did not want, and apply vallaslin (a geas?) that he did not ask for.
Therefore? The Evanuris are the Maker's first children, as far as the Chant of Light is concerned.
But I've still got questions. Namely: What came next?
Archdemons and Titans
As for the Evanuris's eventual fate—being imprisoned at the same time as the Veil was created? They've employed interesting wording.
And a mighty voice cried out, Shaking the very foundations of heaven: "Ungrateful children! I gave you power To shape heaven itself, And you have made only poison. As you crave the earth, the earth shall be Your domain! Into the darkness I cast you! In tombs of immutable rock Shall you dwell for all time."
I question who this "mighty voice" belonged to. I do not believe Solas is the maker, but I do wonder: was Solas acting in conjunction with his Titan here? During the exact moment of the creation of the Veil, he still would have had access to his non-sundered Titan. Would he still have heard the song/call, and made the Veil at the Titan's behest?
Regardless: this piece of the Chant speaks about the imprisonment of the archdemons in the Abyss, the same domain as the Titans.
It goes on to specify what happened next:
(11) Those who had been cast down, The demons who would be gods, Began to whisper to men from their tombs within the earth. And the men of Tevinter heard and raised altars To the pretender-gods once more, And in return were given, in hushed whispers, The secrets of darkest magic.
This serves to confirm a theory that I'd held for a long time: that the Evanuris whispered to the priests of old Tevinter through their archdemons. Trapped in their fade-jail, they could not act themselves, but may have used their archdemons as puppets in order to convince the Magisters to come open the door to the Golden/Black City, that they might be released.
Overall? It sounds like the Chant of Light exactly confirms every one of my theories on the Titans, the Forgotten Ones, spirits-as-thoughts, the Evanuris, and the Archdemons. I may not have been able to examine the entire Chant here (can you imagine how long this post would be if I did?) but what I have presented so far exactly aligns with my theories from the last instalment.
Now, the question you're all here for...
Yes, I Have to Talk About Shartan
I know, I know. Shartan is one of the most widely debated figures in the Chant. And I'm sorry to say, I'm no more sure than the rest of you.
But I've never quite believed that Solas himself is Shartan. He says he slept for millennia after the creation of the Veil, after all. But I cannot deny all that we know of Shartan: that he freed elven slaves, that he held fast in his convictions, and that he is rumoured to have been Andraste's lover.
It seems damning, doesn't it? Surely someone so invested in freedom must be Solas, especially an ancient elf who looks so much like Solas himself.
But what if Shartan wasn't one person?
(3) My Maker, know my heart: Take from me a life of sorrow. Lift me from a world of pain. Judge me worthy of Your endless pride. — Transfigurations 12
We can guess that the Maker is a Titan. We know Solas came from a Titan. We can guess that Solas was still able to hear his Titan when the Veil was created. We also know that there were many lyrium coffins in the Deep Roads during the Descent DLC. The Maker's first children whispered to many stone-spirits just like Solas.
We also know the Forgotten Ones are named by their qualities, just like spirits and demons.
The Maker instructs Andraste to carry wisdom to the people, that he might return. Who is to say that the Maker is not the ultimate Wisdom/Pride aspect, and we just haven't seen it confirmed yet?
And if there are many wisdoms and prides that are tied to the Maker-Titan, then there is absolutely reason to believe that any of those lyrium-spirits-turned-corporeal elvhen could strongly resemble Solas not just in appearance, but in convictions.
Two elven translations point me to this conclusion, as well:
Ar-melana dirthavaren. Revas vir-anaris: this is Fen'Harel's secret password for the spirits in Trespasser. I believe it loosely translates to, "I now promise knowledge. Freedom for we-Anaris." • This translation GREATLY interests me, because Anaris is the name of one of the Forgotten Ones. "We-Anaris" implies that there are many elvhen that come from Anaris, and these specifically may be the slaves Solas was trying to free.
Shar•tan: I believe, as with all the Evanuris, this name is actually a title. While I could not guess the meaning of the word "Shar," I do know that the word "tan" means "three." • I wonder if Shartan, therefore, is a collection of three people, potentially all from the same Titan as Solas. Anaris, maybe?
Veilguard Predictions Based on the Chant of Light
Whew! I have a lot of Veilguard predictions, but to keep this post from being tumblr-breakingly long, I'll keep this list to the ones that come strictly from the Chant of Light.
I believe we will find out more about the Chant of Light by not only being in Minrathous and knowing Neve, but by seeing the Chant's events referenced by the ancient elves and even in Solas's memories.
I believe we'll get, if not confirmation, at least a hint on whether Solas's Titan is the Maker.
I believe that, since Veilguard is all about prophecies coming true, that we will hear the "Voice of the Maker" ring out to us in Veilguard—likely through a Titan waking. • I'm going to bet that this is in or near Kal'Hirol, the thaig closest to Kirkwall, which is near where the red lyrium idol was found in DA2.
I believe we're going to find out more about the potential link between Andraste and Mythal (there are bajillions of theory posts out there about them; I didn't have time here!)
I believe we'll see an Archdemon's old prison and see how that (potentially) affected Titans and/or their hearts.
I believe we'll see someone who remembers being made out of lyrium—even if that someone is Solas.
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As ever, if you got this far, thank you!! All your engagements on these continue to make my week.
Also: I am trying my hardest not to consume full-game-review spoilers! As these reviews go live tomorrow (10/28), you may see me not reading my notifications/replies, and appearing here only to continue posting my theories.
But if you feel like sticking around anyway, stay tuned for: The Evanuris Story So Far, As Best As I Can Guess It.
#dragon age#dragon age: the veilguard#veilguard spoilers#dragon age the veilguard#dragon age: the veilguard spoilers#datv spoilers#da:tv#da:v#da4#da4 spoilers#dragon age theory#dragon age meta#da theory#da meta#solas#the chant of light#evanuris#mythal
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The Moscow Fiasco
At the prodding of @quonunc, here is a quick overview of the incident I fondly referred to as "the Moscow fiasco" in a previous ask about the difference between Catholicism and Orthodoxy. It's a subject dear and horrifying to my heart after I wrote my undergrad dissertation on it.
In short: this is to do with how the Moscow Patriarchate (Russian Orthodox Church, hereafter ROC) is entirely in bed with the Russian government, and how Patriarch Kirill (of Moscow and All Russia) has been responding to the ongoing situation in Ukraine (and former Soviet lands more generally). Picture will make sense lower down the post.
The slightly longer short answer is that Patriarch Kirill is entirely in favour of the Ukraine war, and the ROC clergy are under significant pressure to support that as an official church stance-- my dissertation topic started to germinate when, completely by accident, I came across a 10-minute video of a ROC priest explaining very slowly and carefully that when he met the Pope, he did not talk about Ukraine. Will link this video if I can find it again, but at present it's proving elusive. (EDIT: found it!!! It was the Metropolitan Hilarion of Budapest and Hungary. This video looks like a hostage video honestly £10 says there's someone behind the camera holding a gun to this man's head for legal reasons this is a joke).
The foundation for this belief is obviously completely political (and the history of how the ROC and Russian state are completely entwined is long and complicated to say the least!), but officially the ROC stance is that it's about reclaiming the historic Slavic spiritual unity founded on the Baptism of Rus' in the year 988 by Vladimir the Grand Prince of Kievan Rus' when Slavdom become Orthodox. Proponents of this "Russian World" theory (Russkiy Mir') basically argue that it's the influence of the West that has fractured the unified Slavic people into different, opposing nations, and that by "liberating" Ukraine of this alien ideology of nationhood, the Slavic Orthodox world will regain its historic unity under the common banner of Orthodoxy. All I will say on this is that these people have a very rosy view of Kievan Rus', but that's a post for another day.
This has obviously caused friction within the Orthodox world. Ukraine now has two Orthodox churches-- the Orthodox Church of Ukraine, which is in communion with the Ecumenical Patriarch in Constantinople, and the Ukrainian Orthodox Church, which is in communion with the Russian Patriarchate. They are not in communion with each other, and Constantinople's decision to grant autocephalous status to the OCoU caused Moscow to schism with Constantinople. Constantinople is also accusing Moscow of heresy (specifically, ethno-phyletism). Moscow obviously denies this. Obvious question for the Catholics among us-- does this mean Russian Orthodox christians are no longer Orthodox? No, because schisms between Orthodox churches are not particularly unusual, and they remain within the general cloud of Orthodox communion links.
The whole mess is then immortalised in the absolute monstrosity that is the Main Cathedral to the Russian Armed Forces, which is what I wrote my diss on. The YouTube video linked there is promotional material from Russian military-themed TV channel Звезда, and is one of the better sources of info on it-- a lot of English-language sources contain a lot of incorrect information on it-- either because they don't understand the cultural background, or just straight up lies from the Russian govt propaganda arm--, so take anything they say with a grain of salt. Kirill then gives televised sermons from this cathedral in which he talks about the glorious Russian martyrs of the Ukraine invasion, does his best to harmonise Stalinism and Orthodoxy, and oversees military parades for national holidays. This cathedral has a huge amount of weird symbolism and imagery, and I am super happy to talk more about the mosaics and propaganda going on there, because it's a lot (to say the quiet part out loud: pLEASE ask me more about this cathedral because the more I think about it the more scream-worthy facts about it I remember).
You may have seen memes with this picture of the Virgin Mary (below). Yeah that's from this cathedral. And it's a really really fucked up image. Like, more fucked up than you may think. Could have written my entire diss on this image alone and how shockingly awful it is. western orthobro converts who keep reblogging it as if it's somehow cool and macho are just showing how little they know and it's embarrassing.
The militarism of the ROC since this whole thing has also gone bonkers and there's a huuuuuge amount of corruption and weird stuff going on. The tension between the clergy and the laity has been extremely high for decades, and has spilled over most notably in Pussy Riot's Punk Prayer stunt, an exhibition called Осторожно, религия! (beware, religion!), and some shenanigans in church-building more generally. On this particular incident I would point to the blessing of nuclear weapons and the canonisation of a patron saint of long-range nuclear missiles as key moments. The cathedral also has matching mosaics of Putin and Stalin, a fact that the Russian government very much wants you to think never happened (officially the mosaics were removed, but they absolutely were not-- muggins here found them and has the pictures to prove it).
The main takeaway from this topic is that situation is obviously complicated and the repercussions for everyone involved-- particularly Russian and Ukrainian laypeople-- are unpleasant to say the least. It gives something of a window into the Putin regime and its propaganda arm (Epiphany swim, topless horseriding pictures, Soviet-style policies, I could go on) more than anything else, because the situation inside the ROC is still quite obscure. From talking to people who know Kirill personally, it's not clear quite what he thinks is going on or why he's involved the way he is. Either way. Fiasco.
#russian orthodox#patriarch kirill#main cathedral to the russian armed forces#christianity#askjhn#idk what else to tag bc honestly who even is reading this#certainly not russians#they're not allowed on the internet anymore#orthodox#orthodoxy
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Cultural reset...
These are just my own opinions and I think it's time I address this.
I had to google "cultural reset" to make sure I was using the term properly. New Google AI Overview says:
A cultural reset is when something significant in popular culture changes or is added, causing people to change the way they view things or to have a lot of people hop on the trend. For example, in K-pop, a cultural reset is a song that is very influential, usually one that gets pretty popular and many people love. It has a lot of influence over the K-pop fandom, and gets a lot of attention.
I did not ask Google AI Overview to specifically give me an example in K-pop. That's just my browsing history telling Google AI Overview that this bitch is obsessed... scary right?
(But I'm a little miffed that Google AI Overview generalized my BTS browsing history as K-pop because I don't look at or search up other K-pop artists. I am BTS only.)
Anyway, thank you Google AI Overview. Actually, I was more interested in styling concepts that are a cultural reset.
Let's stop stalling and just get into it.
I know none of us knew what to do with this Jimin when the photo folios dropped:
Definitely a cultural reset in my opinion.
We had never seen a Jimin like that before. Only in our fanfic-AI generated images imaginations had we ever thought...I don't think AI images was even a thing when this Jimin dropped on us.
Does anyone else have the urge to smooth the wrinkles and creases out of those pants for him? No? Just me? Ok.
Photo folio-black lace up leather gloved-patent leather panted-big chain belted-horny mask Jimin was a cultural reset for me and for many of us. The gloves really put it over the top. We'll never go back. He's covered from neck to foot except for a few slivers of skin. It's wild. It's just a smooth arm pit. Ok, before I run off the rails here... what was I saying? Oh yeah.
Also a cultural reset for me:
Every time I see this come up on my Youtube I watch it because it deserves all the views. Even the soundtrack was perfect.
I know Dora-the-Explorer haired Jungkook is not the favorite of some but I absolutely adore it... wait... sorry. There's a word there that I'm striking from my regular vocabulary from now on. Reasons.
This Jungkook was a cultural reset for me. He's never looked like this before and hasn't since in any concept photos. This was brilliant styling, I don't know if it was JK's regular stylist or if a Calvin Klein stylist did it but it was pure art.
He played that camera until the camera wilted, I just know it. I hope he grows his hair out long again when he's back with us.
And no shoulder booboo. I wonder when the shoulder booboo incident happened and I wonder if we'll ever hear the details.
While I'm talking about cultural resets, I have an honorable mention:
Not just this visual but the song too. PJM2 is coming. I feel another cultural reset coming.
Talking to my partner in crime the other day and I think a meeting DID occur where they detailed out a timeline for Project Naked Bangtan. Because they weren't going to go full frontal on us cold turkey. (Somehow all those words together sound hideous but you get my meaning.)
Regardless of Tae and his proclamation that "Chapter 2 isn't about us taking off our shirts" it is about showing a more mature side of themselves which inevitably is going to lead to showing some skin and some cuss words. Little did we know.
I can imagine how it went down in the brainstorm meeting of them trying to come up with content to fill in the time until they are all discharged...on a whiteboard possibly... because some of us are visual learners... someone drew a timeline of nakedness, possibly for each member.
I can hear it now:
RM: "We have to ease them into it. Who's first?"
Jin: "Hyung will do it." LMAO
What's been your Jimin and Jungkook cultural resets?
#trying to stay away from the ongoing real and fake drama#so my other option is thirst#jikook#kookmin#jimin#jungkook#yes still missing them since no sign of them this past week#making up my own drama of pretty pictures#these two are art in motion#cultural reset
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This may be a touch grass moment but i also am not sharing this on my dash :D
It's surreal people falling for Deadpool & wolverine queerbaiting while at the same time hating that people ship two male best friends.
Cause like d&w point is that the are bros but... also....maybe... they are like bros who fuck. And the whole marketing was around that and like it feels like everyone treats it as a haha moment.
While when someone is shipping two men who are 'best friends' suddenly its a reach and you're looking too much into things. And queercoding is not a thing anymore suddenly.
--
Well...
Deadpool has long been able to get away with canonically referring to the homoeroticism of comic books because he's played for laughs and he's always meta and weird. I haven't seen the latest one, but having Deadpool movies do yet more of this is no surprise.
Queercoding is indeed a thing. If you watch The Celluloid Closet, it talks a lot about the history of this and the kinds of either subcultural markers or negative stereotypes that are usually involved.
But most epic, heroic male best friends are intended as non-romantic. They don't have nods to cis gay culture like the things discussed in The Celluloid Closet. They don't engage with common negative stereotypes seen in villains. They just care deeply about each other.
Fandom reads this as significant subtext. In a BL manga, it would mean something. In cis gay culture, the most you'll usually get is "Yeah, they're hot, and they should fuck about it".
How we read subtext—whether there is subtext—depends heavily on your exact culture and discourse community. (Like, the actual meaning of "discourse community", not the fandom wank meaning.) It's easy to think someone is reaching when they say something has subtext or is near-canonical if you come from a totally different culture with a different set of assumptions. That can be true even if you like the idea of a ship or wish it would become canon.
If someone enjoys Deadpool's gay chicken vibes but yells at Stucky shippers, they're a jerk. They're not necessarily a hypocrite though.
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Okay I’m going to say it because I’ve seen like 10 posts about this in the last week and it’s kind of aggravating.
Before you start practicing paganism or dual faith or anything of any kind PLEASE PLEASE PLEASE learn the meaning and history of Syncretism. PLEASE.
Please stop saying that Christmas is only a Christian holiday, please stop saying that Christmas was stollen from the pagans. Please stop insisting that Yule and Christmas are the same holiday! Please stop saying that pagans cannot celebrate Christmas or that Christians shouldn’t celebrate Christmas! Christmas is many things to many different groups of people and ideas and customs evolve through time!!! There is NUANCE to these very complex ideas!!! Christmas does not need to be reclaimed, please stop.
Please stop saying that it belongs or doesn’t belong to any given group especially when humanity is so prone to spread messages and customs amongst eachother!!! “Similar” does not equal “the same” and different does not equal “the enemy”. Please stop trying to create these illogical divisions where they do not exist!!! Please read about the history of faith !!!! I beg of you!!!!
So often we see the blending and unity of concepts as “appropriation” and I’m sick of it. Our beliefs connect us so much more than they divide us. We learn so much about the world from each other and our different interpretations.
Likewise, just to touch base- nearly every single mythology or faith in the entire world takes its inspirations from somewhere. You are no superior to a Christian because you think your faith and customs are “older”.
We live in a paradoxical universe where multiple things can be true at once. You DO NOT get the authority to tell a Christian that their God is XYZ just because you’re a pagan. You do not get the authority to redefine how a group of people sees and interacts with their personal name of God. And you by no means get to claim credit for how different cultures interpret the natural world.
Yes, Christians obviously have a lot of practices that mirror pagan ones, they are not pagan, do not call them pagan. I don’t care how you feel about the Abrahamic God. So many of us hold a deep resentment towards Christianity because of religious trauma and I completely understand that, but when you try to massively oversimplify such complex topics like religion and faith, you not only risk sounding like an asshole but you make yourself look straight up stupid because you’re just wrong.
I am a devotee of Lucifer and I believe him to be the divine masculine aspect of mother Venus. I still need to understand and respect that for Christians, Lucifer represents something entirely different and that’s okay. They’re not necessarily wrong even if I fundamentally disagree. I disagree with what Lucifer is among other Luciferians and Satanists. That’s OKAY.
We have GOT to stop talking about mythology and folklore so literally. It leads us to have this “one or the other” mentality when more than one thing can be true at once! These myths are flexible and meant to change with culture. We can have respectful debates and conversations but holy moly please stop insisting that Christianity has “stollen” from you, and please for the love of God please stop trying to ruin a day that is significant to them by telling every Christian you see that Christmas is actually a pagan holiday.
(- and when I say this I am not referring to the atrocities of assimilation and slavery that forced pagan cultures to become Christian/catholic due to racism and xenophobia, that’s obviously very bad. My argument is simply that the entire Christian/Jewish/ Muslim faith cannot be discounted simply because historically, bad people used it to do bad things).
Thank you. 🙏
#witchcraft#magick#occultism#witch community#demonology#pagan#paganism#witch aesthetic#witchblr#grimoire#paganblr#pagan witch#pagan blog#pagan community#pagans of tumblr#eclectic#luciferian witch#theistic luciferianism#polytheistic#deity witchcraft#deity work
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So this isn’t exactly correct, the reason I was trying to get at is “Abled people don’t get taught out history and if they do it’s so bound up in the era of eugenics and ‘charity’ and from an Abled perspective that they can’t consider us surviving earlier than that”, but I am in the midst of an awful 2 day so far series of hemiplegic migraines so my brain is shot to hell.
Disabled people were treated terribly in many cultures and did often have worse lives, but they still had lives and made their own adaptations. This varies from time and place and culture, but disabled people lived before the 20th century and have a history.
Addendum: “Like everyone was disabled” should have been a “significant amount of people would have been disabled by their jobs/general lack of modern medicine by later life and people have always cared for each other so unless your survival was directly going to contradict someone else’s people tended to look after and love each other.”
Just… just look up Burial 9 or Martha’s Vineyard or the Windover Boy or Romito 2. Someone has always cared.
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