#elf-history-month
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elfqueen006 · 11 months ago
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It's Black History Month hand over your money and your men
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astronomalyy · 4 months ago
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Thinking about the lifespans of Dungeon Meshi elves... The fact that they're completely unnatural alters my brain chemistry, because you can tell just how haphazardly the demon implemented their wish. They live five times the length of tall-men, so they age at a fifth of their rate. It's simple maths and the implications are terrifying. No wonder their birth rate and population are declining - their early development is so slow that at the age of two, they're still unable to stand.
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They don't reach adulthood until their eighties. What does the infant mortality look like? How many elves succumb to illness or injury before they're fully mature? It only takes one accident to lose the child you've been raising for decades - and could you bring yourself to care for another? Add to that the implication elf culture has no idea how to process grief... just look at the way the Canaries treat Rin after the death of her parents. They're callous and insensitive and detached - part of that's racism, but there's also an element of pure cold ignorance. They don't even recognise the emotion on her face.
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And that's just scratching the surface... does elven memory accommodate their extended lifespan? Once you reach two hundred or so, do the years start blurring together? Kabru mentions that their temporal awareness is remarkably poor.
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Two years feel like a few months. Their lives are longer but not fuller. They're older but not wiser than the short-lived races, and most refuse to understand this. Those that do grasp it are interesting - namely Otta, who's ostracised for pursuing half-foot women.
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A 30-year old elf is a young child; a 30-year old half-foot has entered middle age. Otta is in the equivalent of her late twenties. She knows that her elven lifespan makes her no more mature than a half-foot - but she also acknowledges that it creates a rift between herself and her partners, and not just in the eyes of society. 'She dumps them as soon as they pass 30', but probably not for the reasons Lycion assumes. For this to be a pattern, decades must have passed - it's possible Otta doesn't want to watch them die as she herself barely ages. No doubt some of her previous lovers have already passed away. In the end, all living 400 years accomplishes is leaving them out of sync with the rest of humanity.
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Marcille's perhaps the best example. As a half-elf, she's got 95% of her life ahead and the thought terrifies her. She's going to lose everyone she loves, over and over and over again, and this cycle has barely even started. She runs at a different pace. This context adds so much to her dynamic with Falin in earlier chapters.
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Marcille loves her! She's scared for her! Maybe even of her! She's grown attached to a short-lived girl who she met as a kid when Marcille was a teaching assistant! Biologically and developmentally, they're the same age, but chronologically she's twice as old as Falin! Considering what happened to her mother, is history repeating itself? Her feelings towards Falin are tangled and messy and fascinating. They're also more than a little homoerotic, which makes Marcille's infantilization of her friend all the more interesting. It feels like her way of resolving their power imbalance, of remaining a responsible (former!) authority figure... but it's also a coping mechanism. She's frightened by the ways Falin is maturing and changing - aging - and keeping her mental image of her friend as young as possible is her way of denying the march of time that's destined to sever their bond.
Marcille's dream of lifespan extension would remove the need for this obfuscation, render them equal... only, they already are! This desire is imposed onto Falin, but it's primarily for Marcille's benefit. Watching her fight for a world nobody wants, for reasons both selfish and altruistic... it's as tragic as it is understandable. I love this manga.
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taylor-titmouse · 10 months ago
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hey i want to talk about how you should be promoting your work as an erotic author/illustrator
i'm writing this up because the marketing aspect of my work as an erotic author/illustrator is a science to me, and also because i'm the guy who gets unreasonably annoyed when i see other creators not properly advertising their work. you presumably want to make money off your work. this post will be written under the assumption you want to make money off your work but are doing a bad job at it. it will be very confrontational. if you read this and feel attacked you're right and i am attacking you.
this is geared toward selling erotic comics/writing/books/art as products. i will probably write more than one post about this subject so if i didn't touch on something you want to know more about, comment/send me an ask and i'll keep it in mind for the next one.
i will start with my first and least specific but most important point:
DON'T GET FUCKING CUTE
hi are you paying attention. i'm gripping you by the sides of your face. do not get fucking cute with what you are trying to sell. you are not a big enough property to get cute, nobody LIKES it when big properties get cute, and you are selling porn. you have to own this. you have to be up front about this. don't be tongue in cheek, don't be all teehee i wonder what this could be~, don't be secretive. you are selling a product. you have to fucking act like it. you are an adult selling pornography to other adults. i am GRIPPING your HEAD you NEED to understand this.
and to be clear when i say 'cute' i mean coy. i don't mean cutesy, as in the aesthetic. you can be as hello kitty pastel ten emojis a post uwu as you like when you're building your audience and generating hype. but when you start trying to sell, don't be vague, don't be sarcastic, don't mislabel your work as a joke and assume everyone is on it. because they're not.
you must always assume 75% of the people seeing the thing you are advertising have no fucking idea who you are. and that includes a huge chunk of the people who already follow you. they do not know who you are or what you've been working on for two months or why they should care about it. they just got here. somebody just reposted it. they are seeing it for the first time. most people are only looking at social media for a tiny chunk of their day. they are not keeping up with you. you cannot get cute about what you are trying to sell because nobody knows what it is until you tell them.
okay are you still with me. we are going to talk about clarity now.
YOU GOTTA TELL ME WHAT IT IS
good lord the amount of times i have gone to buy somebody's comic or book and had no idea what's actually in it or what it's about. who are the characters? why should i care about them? what do they do in it? what is the premise of this thing you want me to spend $5 on? why would you not tell me? i'm shaking you again. please i have to know what i'm buying i only have so much money to spend on porn.
porn, arguably more than any other genre, relies on knowing exactly what is in it. you do not want to surprise your readers with a kink they were unaware of! and on the flip side, you do not want to miss out on your target audience! if your book contains a hot spider babe laying eggs in an elf, you have to say so. not just so people who don't want to read about eggs know it isn't for them, but so the people who are egg crazy can see that and go "oh fuck YES i love EGGS here is my $5 and an extra $2 tip for catering to me specifically". a contents/features list is as much an advertisement as it is a warning!
as for re: who the characters are and why should i care, i'm sorry but you need to learn how to write sales copy. you have to write blurbs. you have to get good at the shit that goes on the back of a book. we all hate it but we have to do it. i want to know who the characters are and what the context is. i, personally, am not interested in contemporary stories as much as fantasy and historical. please tell me what genre this porn exists in so i know if it aesthetically appeals to me. pull some books off your shelves and see how they do it. hell man go look at mine.
while you're there, note that every single book of mine has a sample of what's in it. this feels like such a no-brainer to me but again! the amount of times i have gone to buy somebody's work and they don't show me what their work looks like! you gotta give me the first page or two! just enough that i know if i like the way your writing sounds, or the way you draw your comics! i don't know you! i am not going to trust that you're good at what you do just based on a cover. the cover is to get me to this step, it is not the only step. you have to show me that you're worth spending my money on!
to put it less cynically, you want to catch my interest. you want me to go 'oh i want to see more of this', you want me to go 'ahh i want to know where this goes!' you need to get me invested and craving more. earn my $5!!!
YOU HAVE TO MAKE IT EASY TO GIVE YOU MONEY
hey go look at your bio right now. go look at your pinned post. do you have a link to your patreon there? do you have a link to your itchio/gumroad/whatever? do i have to click more than once to get to the places you want me to go to give you money? why? why are you making me click twice? have we learned nothing from every website making you click an extra time when they make some stupid UI update and how much it pisses us off? i have already given up, i have forgotten you, i am not giving you my $5 today. put your links in the easiest places to get to them.
god literally as i was writing this post i went to go find somebody's itchio to see how they described their work and it was not anywhere on their profile. grabbing you and shaking you PUT THE LINK WHERE I CAN FIND IT. don't make it hard! make it easy! i am a dickhead sitting on the toilet scrolling, saw your post, and was interested enough to read further. but you made me go to your bio to find your linktree and oops i have already gone back to my timeline to look at the boobies in the next post. stop wasting precious bio space on DNIs and put your fuckin links there!!!
this is more for the twitter people, but: just put the link in the damn post. just say the word commission. just say it's for patreon. "wuh wuh the algorithm" it is not the damn algorithm it's that everybody hates advertising and nobody wants to retweet ads. putting slashes in the words doesn't do anything and you look like a fool. i have posted so much art that says it's 'a commission for ___" and it did exactly as good as any other art despite having the word commission in it. and by doing the slashes you just made it impossible for anybody to search your account for your commission information (which should be at the VERY LEAST in a post under your pinned tweet if you're not actively posting about them being open).
okay that went on a tangent i'm going to back to the point of putting the link in the tweet. put it in the first post. not in the first reply. don't tell them to go to your bio. put it in the post people are actually going to share. it's fine to put more information in the thread but people are only ever going to share the first post. so put the link there. you have to make it easy. putting links in tweets can hurt you algorithmically, even in the replies. so you're better off having it in the post that actually gets seen and shared. i don't want to open the tweet and scroll to get to your sales page where i ASSUME you will have put all the information anyway. put it in the tweet that just got retweeted by itself onto my dash!
also you have to share it a ton of times. i repost my shit every few hours when i'm trying to push a new product. as i said before people are not 24/7 looking at their timelines. they missed it the first time. they missed it the second time. they didn't get paid yet that week but they were after the eighth time and you reminded them again so they finally bought it. that i will still get sales every time i repost a book ad weeks after release says there are always people who missed it, or who only just showed up.
abandon your pride and shill. shills pay their bills. anyone who gets annoyed about it isn't giving you money in the first place. don't worry about looking like a sell out. don't apologize for plugging your own work. post about it often, post about it in different ways. post about it. post about it. you are not going to make money if people don't know you have something to sell them. if you want to make a career out of it, you need to act like it.
I DON'T HAVE A FOURTH POINT
kisses your forehead. i'm sorry for yelling at you. i've been making and publishing and selling adult art for the past two-three years and have got myself to the point where it pays my rent, and i got there by paying attention to what does and does not work.
please do your best to make money. i want you to make money.
as i said above i plan to write more posts on this subject, such as cover design, how to actually write sales copy, and best practices with running a patreon, but if there's things you would want to hear more about leave a comment or send an ask! i will probably be less aggressive on future topics. these are just things that have grinded my gears for a grip.
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beedreamscape · 2 years ago
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Opinions on Laerryn are resurging and oh the agony, the urge to gatekeep
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suugarbabe · 1 month ago
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Origin Stories
summary: baby first year matty arrives at hogwarts and the first person he interacts with seems to not know him at all. matty is unsure how to feel when someone treats him like just another person instead of the dark lords son
warnings: fluff, little bit o angst, sad baby matty
an: something my hubby @musingsofahufflepuff and i have been yapping about constantly, there's more where this came from, and yes...it will continue to hurt you
Knees pulled to his chest, he sat at the window watching all the happy and excited parents dropping their children off for their first time at Hogwarts. It was Mattheo’s first time too, but instead of parents dropping him off he had Feindre, his house elf.
Feindre had gotten him there early enough for Mattheo to be one of the first students on the train and stayed long enough for Mattheo to see Feindre give a gentle wave before snapping his fingers and disappearing from the platform.
That’s what he’d been doing for the last half hour; watching family after family give loving hugs and cheek kisses and bidding their children farewell. Even Mr. Nott had come with his wife to see Theo off, giving a firm squeeze to the skinny boy's shoulder and a curt nod. 
The whistle blew overhead and Mattheo leaned his head back, closing his eyes and willing himself to think of at least one positive thing that may come for him this year. He’d be away from his mother; that was a plus. As far as Mattheo was aware even she couldn’t get onto the grounds without the proper permissions; that gave Mattheo at least four months free from torture.
As the train started to pull from the station he heard the train car door slide open, an entirely too excited voice suddenly speaking to him, “D’you mind? Every other car has four or so kids in it.” Mattheo shrugged his shoulders, not even opening his eyes to look.
He knew he didn’t recognize the voice. His cousin Draco’s was a little higher pitched, whiney. Theo’s was slower, like he had to think about each word before he said it. This voice was more neutral, but seemed to be speaking quickly, like they had so many thoughts and feelings they couldn’t get them out quick enough. 
“S’kinda weird we had to walk through a wall to get on the platform, right? Magic is so cool.” Mattheo peered an eye open, chancing a glance at the person across from him. It seemed as if you were vibrating, sitting cross legged on the seat across from him, hands braced on either side as your knees held a steady bounce.
Your smile was nearly splitting your face; Mattheo couldn’t decide if your question was indicative of a muggle upbringing or just the first born for your family. “So what house do you want to get into? I was doing some light reading in one of our textbooks, Hogwarts: A History, and I think any of them will be good.” 
Definitely muggle, Mattheo thought to himself as you kept talking, “I know that Hufflepuffs are very loyal, Ravenclaws are super smart I guess, Slytherins apparently are really clever and I read that Gryffindors are supposed to be just the bravest.” The scoff leaves Mattheos throat quicker than he could control.
“Well do you think differently? I know I can talk a lot but I’m also a good listener.” Mattheo lifted his head up at this, now choosing to stare at you with a quirked brow. You continued to press regardless, “What house do you think you’ll be in?” Mattheo stared out the window once more, watching the highland mountains pass by, “I already know my house.” This statement piqued your interest, “What do you think it is?”
Mattheo used all his mental energy not to roll his eyes, “I’ll be a Slytherin, my family has only ever been Slytherins.” You seemed to sit up straighter then, your tone getting more excited, if that was even possible, “So you’re from a family of wizards then? That’s so cool, what’s it like?”
He stared at you incredulously, “You being serious?” You simply tilted your head, smile never leaving your face, “Both of my parents are normal, erm, non-wizards? I don’t know what you guys call them but that’s what they are.” 
Mattheo wore an unimpressed look, “Shocker…never would have guessed by your raging enthusiasm.” You laughed softly, “I know, right. Mum cried for like an hour when I got my letter.” Mattheo sat up straighter then, eyes widening. He could feel his heart rate pick up slightly, a tinge of sweat beading on the back of his neck, “Why, because she was disappointed, was she mad? Where did you hide after she stopped crying?”
You looked at him with confusion, shaking your head and a small bit of concern in your tone, “What? No, because she was just so happy for me…” Mattheo shrank into himself, pulling his knees back up to his chest, “Right, yeah, a’course.” 
You fiddled with the hem of your sleeve, “So, ehm, do you know people who are coming to Hogwarts then? I don’t know anyone…well, except you now. What, erm, what was your name again?” Mattheo visibly stiffened. You could just be being polite, asking for his name like he was just any other student. Or his reputation precedes him even with muggle-born first years and you’re just too scared to tell him that you already know about him, his father, what he’s done. “Mattheo…erm, Riddle.” You nodded, “Cool name! I’m y/n y/l/n.”
Mattheo can’t help the quizzical look that takes over him at how breezily you move on and introduce yourself. How can you not be afraid of him, of his name. Not that he wants you to be, but if you’ve been reading as much as you say, surely you’ve heard of what his father has done. 
But all of it seems nonexistent as you start talking again, “Do you think we’ll have to wear those little cone hats I’ve seen in the textbook? They’re not very fashionable are they? And I’m sure you wouldn’t want to wear one either.” Mattheo took the bait, “Why would you think I wouldn’t want to wear one?”
You shrugged, smiling a little shyer than before, “Well because of your hair. If I had curls as pretty as yours I wouldn’t want to have to cover them up all the time.” The heat on Mattheo’s cheeks was nearly instantaneous, then he started to feel a bit of rage, “Are you making fun of me?”
You shook your head fiercely, “Oh no, no way! I figured you got complimented on your hair all the time.” Compliment? You were complimenting him. Why would you do that? What were you playing at? Mattheo was fighting an internal battle, not understanding why you were being so nice to him and trying desperately to understand the new feeling fluttering in his chest at your compliment. 
Thankfully the door to the train car opens and a jolly looking woman displays a trolly full of sweets and snacks in the doorway; the perfect distraction.
“Anything from the trolly, dears?” You’re excited once more, leaving your seat to get a closer look at the sweets. You turn towards Mattheo, “What’s your favorite candy? I’ve never heard of any of these before…chocolate frogs, cauldron cakes, fizzing whizzbees-” 
��The last one’s good I- erm, I think you’d like those,” Mattheo watched as you asked the trolly witch for one pack of cauldron cakes and two fizzing whizzbees. “That’ll be two galleons and a sickle, dear,” the trolly witch smiled kindly at you.
You pulled a handful of wizard coins from your pocket looking slightly confused. Mattheo cleared his throat, “Two gold ones and a silver one.” You nodded, taking the coins he described and exchanging them for your sweets. Sitting back down across from him you began opening your cauldron cakes.
You placed one on top of one of the fizzing whizzbees pack and then held it in front of you towards Mattheo. “What’re you doing?” he asked, finding your behavior rather odd, even for a muggle. You only smiled in return, “This is your half silly.” 
Mattheo hesitantly took the sweets, “Why would you share with me?” You sat back, taking a bite of the cauldron cake and humming in satisfaction, “Why wouldn’t I share with you?” you spoke around a cheek full of cake, “These are really good by the way.”
Mattheo felt a weird pang in his chest, something he didn’t recognize. It was almost like an adrenaline rush but he wasn’t in danger this time; his skin felt hot all of a sudden, his blood rushing to his ears. He pulled subtly on his curls on the side of his head, not sure exactly what he was trying to cover up. You didn’t take notice regardless, too engrossed in the foreign treat of your new world. 
The next few hours are filled with you making conversation, mostly one sided but you don’t even seem to notice. You’re the most at ease person Mattheo has ever met, finding interest in the smallest of things.
You talk about your family, and you do so with so much admiration and what Mattheo can only assume is love that he finds himself starting to get jealous. He does his best to shove that feeling down, like he does with most feelings. You’re the first person in his life that doesn’t seem to know him, his family, what that entails and he’d be damned if he let something like jealousy mess that up.
You try to ask him about his life, but he’s keeping it brief, somewhat deflective. He tells you that his father is not around, not dead but…working. He doesn’t know a good way to explain that his father has bits of his soul everywhere and your lack of knowledge on magical existence seems like that bit of information would cause your already highly wired brain to short circuit.
When you ask about his mum he stiffens involuntarily, “She’s, erm, passionate about me following in my father’s footsteps. Bit of an anger problem sometimes if I disagree about it.” You nod, a small frown on your face but seemingly understanding to not push the subject of his mothers anger further, “What’s your dad do?”
Mattheo’s eyes go wide, panic starting to spread through his body. He can feel himself starting to sweat as he looks out the window, trying to come up with an answer that’s not the truth when he sees his saving grace, “Look, Hogwarts.” 
If you’d had turned your head any faster Mattheo was sure it would have rolled off your shoulders and onto the car floor. Whatever he had anticipated Hogwarts to look like, his imagination could never have done it justice; and Mattheo hid in his imagination often at home.
Your nose was nearly pressed to the window, “Wicked.” Mattheo felt the corners of his mouth pull into a smile, half wishing the two of you never had to leave the train and could just stay here, in this bubble where you don’t know the horrible truths that come with being associated with him. 
As the train slowed to a stop, a whistle blew and the two of you noticed a flurry of students starting to clog the aisle between cars. “Guess that’s our cue,” you stood up, looking towards Mattheo and waiting for him to do the same. “You coming?” you opened the car door, looking back at him. “Erm, yeah. Yeah okay,” Mattheo pulled the hood of his cloak up and you gave him a curious look.
“Heard it’s supposed to be a bit chilly on the ride up to the castle,” he shoved his hands in his pockets, now staring down at the floor. You shrugged it off, only turning to join the plethora of students once you knew Mattheo was following behind. 
You couldn’t help but marvel at the giant man that led the pack of first years to what looked like ancient wooden boats. You looked everywhere you could, trying to drink in the whole experience; whereas Mattheo kept his head down, hood up and eyes on the bottom of the boat. If he did this long enough, maybe no one but you would know who he was until he was being sorted.
Once docked by the castle the pack of you were led through the castle by an older, stern looking witch. She had introduced herself as Professor McGonagall. As she led you through the castle you kept tugging on Mattheo’s sleeve. Every so often he would peek from the side of his hood and give you a half smile. 
Once in front of what you learned to be the Great Hall, McGonagall stopped all of you, giving a quick speech. “Once inside you will all be sorted into your houses. Once your house has been announced please make your way to your house table. Banners above will lead you to the correct one. During each breakfast and lunch you will be able to mingle with other houses. However, dinners are strictly restricted to your own house tables.” You turned to Mattheo, whispering, “This is so exciting!” Mattheo gives an undignified hum with a small nod as the doors to the great all open, he can feel his heart rate quicken as all the older students turn to watch the group of first years file in. Will people notice him? Can he hear them whispering his name? 
His automatic negative thoughts are interrupted by you gripping his arm lightly. Immediately he flinches away and you begin apologizing, “Oh, I’m sorry Matty, I didn’t mean to scare you.” Mattheo shook his head, hoping his cheeks weren't flushing at the nickname you decided to don on him, “N-no, sorry. S’just I- erm, have this thing about people grabbing me…sorry.”
You shake your head as if to dismiss his apology as unnecessary, “S’my fault, I just get so excited. Look up there, it’s the sorting hat, I read about it in the same textbook as the houses; that’s what’s gonna tell us where we go.” 
Mattheo could feel his stomach knotting. He knew he would be sorted into Slytherin; the blood in his veins guaranteed it. But, Merlin, did he hope you were sorted there too. It would be nice to have an actual friend there with him, not just his irritating cousin and the sons of his father’s loyal followers.
He was pretty sure they were only nice to him out of fear. Did you want to get sorted with him too? Did you consider him a friend? You were already far too nice to him; far too nice for your own good he thought. There’s no way you actually got sorted into Slytherin; it‘d be a bloody miracle. 
Too lost in his worries spinning over and over in his head he seemed to have missed everyone before him getting sorted, being pulled from his thoughts for the second time that evening by Professor McGonagalls booming voice speaking his name, “Mattheo Riddle.”
A hushed whisper seemed to fall over all of the students and even some of the professors at the head table. Mattheo gave you a worried glance, but you only smiled encouragingly back at him. Either you didn’t notice the whispers, or you didn’t care; Mattheo wasn’t sure which option had him feeling that same weird pang in his chest that he felt on the train. 
He needn’t push his way through the crowd of first years as they seemed to part willingly for him. He slowly climbed his way up the steps and pulled himself up onto the stool, legs dangling in front of him. The professor placed the sorting hat atop his head.
It felt two sizes too big, falling down and covering his eyes, now encasing him in darkness. It was actually much better this way, Mattheo would rather pass than watch the judgment in everyone’s eyes, especially if they came from yours. “Hmm, Riddle, eh?” the hat spoke loudly, much to Mattheo’s dismay, “Well there’s simply no question then is there. Why of course it's…SLYTHERIN!” 
The slytherin table broke out into cheers, but they seemed to be the only students to do so apart from your clapping in the first year crowd. The hat was pulled from Mattheo’s head and he searched for your face. He found you beaming, giving him a double thumbs up as he made his way down the steps and toward his house table.
He clocked his cousin Draco immediately, platinum hair sticking out like a traffic cone. His cousin tried to greet him, along with the others at the table. But Mattheo ignored them all, turning instead to face the stool you would soon be sitting at and be told your fate. 
When your name was finally called Mattheo sat up straighter, nearly leaning forward as if that would help him hear more clearly. As you made your way onto the stool you looked over at the Slytherin table. Making eye contact with Mattheo you gave a quick wave. Warmth spread throughout his body and he found himself giving a small wave back.
The whining pitch of Draco’s voice appeared on Mattheo’s right, “Who is that, cousin?” Mattheo watched as you took a deep breath in as the hat was placed on your head, full of pride he made the statement, “That’s my friend.” Draco was obviously confused, “I didn’t know you had any friends besides us.”
Mattheo turned his sights away from you briefly to stare Draco in the eyes, “You’re not my friend. You’re my cousin, I’m forced to be around you. And if you keep talking I’ll hex out your tongue so I never have to hear your annoying voice again.” Draco held his hands up in defense, scooting over slightly on the bench. 
Turning back to you Mattheo watched as your legs bounced excitedly, just as they did on the train and Mattheo found himself smiling. This smile slowly dropped as the hat began to narrate the internal battle you seemed to be having with it.
“You want to be Slytherin, is that so? Mmm…curious, curious indeed. I do sense a bit of cunning, but your loyalty is much stronger. Better be…HUFFLEPUFF!” The tables throughout the hall cheered for you as they did every other student being sorted. Your smile never faded but Mattheo felt like his whole world was collapsing. 
There was a pain in his side that felt like someone was hexing him with a stinging jinx and his breaths were becoming more shallow. Usually he only felt like this when being punished by his mother, but in that case she was likely actually cursing him.
It seemed like the massive walls of the great hall were closing in on him as he saw you being greeted by the students at your house table. Everything from the last few hours was going to be thrown away in an instant. They would all tell you who he was, what he was, why you should hate him. And surely you’ll believe them, won’t you? Then he’ll be alone once more.
As if to twist the knife that was already being pushed between his ribs, Draco’s irritating voice was coming from next to him again, “Well cousin, guess they’re not your friend any longer.”
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teawithmadalice · 19 days ago
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THE DRAGONS DAUGHTER
Prologue • Thranduil x daughter!OC
Summary: Thranduil lost his beloved daughter 500 years ago, on his search for the white gems of Lasgalen- his wife's final gift to him, he finds a young elf who reminds him of his lost daughter.
WORD COUNT: 2k
1 (YOU ARE HERE) • 2
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The town square was filled with a hushed anticipation. The people, their faces marked by years of hardship and torment from the years of being terrorized by the fire breathing beast known by the name of Smaug, gathered together as the mayor, an elderly man with a deep, gravelly voice, stood before them.
"Good people of lake town, I stand before you today to speak of a matter both heavy and upsetting- one that has weighed on us all for what feels like generations although we know that is not so. Each season, as the winds begin to stir and change and the first frost that touches the earth melts away into spring dew drops, we face a choice, a duty. A sacrifice. This has taken the form of your hard earned gold, herds of sheep and piles of luxuries are sacrificed in an attempt to appease the beast"
He paused- his gaze sweeping over the gathered crowd, young and old all gathered.
"For almost 2 seasons now, we have lived under the shadow of the mountain. Above us, in the crags and cliffs, the great dragon Smaug watches over this land. I and the council have decided. One innocent soul, taken from among us, chosen by fate and tradition, to appease the dragon’s hunger."
"Regretfully, one newborn babe will be randomly selected by our council, and tonight, will be given as tribute to Smaug"
His voice grew softer now, tinged with sorrow- though it remained firm in its conviction.
"Now, I know that there are some among you who question this. Who feel in their hearts that such a practice is cruel, that the price is too steep. I see your faces, and I hear your whispers. I, too, have felt the weight of this duty, the pang of grief in offering a life so young. But we cannot allow this torment to continue plaguing our lovely town any longer."
"We must remember the fate of the dwarven kingdom of erebor and our sister-city of dale, those people died because they would not submit to the mighty dragon Smaug, we survived because we are lucky enough to have built our quaint town on water, and that the flame of Smaug cannot rage on for long before being distinguished into smoke and steam.
To the great people of Laketown, for our survival, we must do this."
•••••
It is written in the history books that the queen of the elven kingdom of mirkwood, wife of king thranduil and mother to the young elfling prince legolas died during the war on Angmar at the hands of orc barbarians.
The kingdom was said to have mourned the loss of a kind and benevolent queen that day, the realm fell silent, even the elves in neighbouring kingdoms mourned the beloved queen and sent commiserations to the widowed king and young elfling prince.
But what the history books leave out is that the queen of mirkwood, Calathiel, did not die alone. She was on the road to a neighbouring kingdom to seek refuge, with a newly born babe, a princess elfling who had fallen ill and needed treatment that the war-torn mirkwood could not provide.
The knowledge of the princess was unknown to those outside the royal family and those close to them, it was a great risk- a pregnant queen is a prime target for enemy attacks.
Calathiel and the small assortment of guards, (around four or five elves) that travelled with her were intercepted and slain only one day away from their destination- their bodies were left to the elements, ivy growing over the corpses in intricate patterns- a grotesque beauty.
it was three months before a group of mirkwood rangers recovered the bodies.
6 bodies.
Five corpses clothed in armour with weapons in hand and one body adorned in elven silk and silver jewelry, a woven crown laying on top of the silver locks of hair.
No young elfling babe was found among the fallen
•••••
"mama!" a young boy, with a mop of chocolate brown curls came crashing into his home in lake town.
"Aldren Forrinson where on earth have you been boy!" the screech of a woman with the same flurry of brown curls yelled back, putting her knitting needles down onto the stool beside her.
The small blanket was almost complete, a gift for her unborn babe she had carried in her womb for almost nine months, it would only be a few days until her waters broke and the bundle of joy would come wailing and kicking into the world.
"mama I found something! I was out walking in the woods- yes, I know you told me not to go too far from town- BUT! look..." the boy approached his mother, a bundle of soft blankets and wrappings of silk lay in his arms.
A soft gasp left the woman's lips as she peered down, a small pale face peered back with piercing blue eyes-
"give it here boy."
her nimble hands peered back at the many layers of cloth, short silver locks of hair had begun to sprout from the babes head, small pointed ears and a button nose- an elfling.
The elfling shivered, sweat beaded down her forehead, the warning signs of a fever- "listen to me here boy, go to master vere and tell him that the babe needs to be monitored, I can't keep an eye with my bump as big as it is now, " the woman leaned over to the pipe of finished knitted toys, clothes and blankets and took a soft woolen baby hat and placed it a top the babes head, covering the silver locks and pointed ears.
"there. Now off you go boy - shoo"
The sun was setting by the time the small boy got to the village doctor, bursting through the door and laying the babe on top of a table
"Master! babe- sick- fever" aldren panted, out of breath.
The old man stood from his chair, grey haired and wrinkled "oh, I was unaware your mother had given birth- where is she-?" the man turned, expecting to see the boy, but was met with mud trodden footprints made in haste. A sigh left his lips, turning to the babe and picking up the now sleeping infant.
WINTER, TA 2401, CLINIC LOG.
PATIENT: INFANT GIRL 'FORRISON'
DESCRIPTION: pale faced, smaller than the average babe, small scattered birthmark on the left shoulder , newly born.
The patient seems to be infected with a sweating sickness, from my evaluation there is not much that can be done, I have administered a sedative so the babe is not in pain- it is up to the patient to fight the sickness, let us pray she is strong
••••••••
A soft knock resounded on the Forrinson families front door.
The woman opened the door slightly, peeking through the crack- on the other side was an extremely recognisable face.
"Mayor," she spoke, opening the door fully "what do I owe the pleasure?"
"Mrs Forrinson, I am not sure if you've heard the announcement I made yesterday in the town centre."
A laugh left her lips at the thought "Of course I've heard, word travels fast and this is a small town after all sire! it's the most interesting thing that's happened here in a long while- it's awful that it has come to this, but I understand why you've decided to take this approach- I hope it works and that whomever the poor child is, that the sacrifice is worthwhile."
"I'm glad you think that Mrs Forrinson. Unfortunately, this is why I'm here talking to you today." his voice was soft, almost remorseful. An unsettling feeling wormed it's way into the pit of the woman's stomach.
"I ventured down to Master Veres clinic to look at the patients logs of all infants born in the last sixth months, in total there were 22"
A deep sigh left the man's lips. "I regret to inform you that your newborn girl has been chosen to do the honourable duty as a forfeit to Smaug- I understand how heartbreaking this must be but i-"
Her pulse was fast. Eyes darting around. She had not yet given birth, but her child was chosen to be sacrificed. Did he think the young elfling was hers? what should she do? her thoughts ran a mile a minute- the elfling was abandoned, has no family that would mourn her- surely she should be the one to be sacrificed, right?
"Mrs Forrinson... Hello Mrs Forrinson are you listening?" the deep voice of the older man snapped the woman out of her thoughts.
"Yes- i- apologies, this is a lot to take in..."
"I understand, your child is still at the clinic, yes? maybe you and your family should go and spend some time with her"
"yes... I-I think we will. Thank you sire."
•••••••
The trek to the caves mouth was difficult, the sharp rocks of the winding pathways cut into the bottom of the townsfolk feet through the soles of their boots- the wind was howling, bitter and cruel, whistling mockingly at them.
Beneath the large cocoon of blankets bundled in Mrs Forrinson's arms, the young elfling was slumbering, blissfully unaware of how each step taken was one step closer to a tragic fate of fire and ash.
The mountain began to shake, rumbling ferociously. "Smaug grows near, be careful!" one of the elders spoke, before he could continue a deep bellowing voice echoed from the opening of the cave
"WHAT HAVE YOU INSOLENT MORTALS BROUGHT ME NOW... A PITIFUL SOME OF GOLD PERHAPS? MAYBE SOME SHEEP TO SATIATE MY APPETITE?"
The blackening void of the cave was broken by two bright orange glowing eyes, emitting a deep growl as they slowly approached closer and closer to the small entourage of townsfolk.
"...NO... IT CANNOT BE TREASURE OR FOOD, I CANNOT SMELL THE GOLD ORE OR THE THUMPING HEARTS OF OBLIVIOUS SHEEP~ YOU'VE BOUGHT ME... SOMETHING... NEW."
"Smaug. We know you are a creature of wrath, a force of nature, and we know the land has trembled beneath your fury. The sky grows dark when you take to the air, and no beast or man dares to challenge your flame. But we are not your enemies—we seek only to survive, to live in peace with the land you claim as your own.
In our desperation, we have come to offer the one thing we hold most precious, the only way we know to ask for your mercy: a child of our own blood, a newborn babe born only a few moons ago. "
He motions to Mrs Forrinson, who cradles a newborn in her arms, unaware of the fact that the babe is not her own, but an abandoned elfling left on the edge of a nearby forest
"We offer this child, her life, in the hope that her innocence might sway your heart. Her cries are pure, her laughter untainted. She is the future of our village- the last hope we have to please you and, in turn, save our people from the shadow of death you cast upon us.
We do not ask for your forgiveness, only that you take this gift and spare us the destruction we fear. We understand the value of a life-of any life-and it is with the deepest sorrow that we present this offering, knowing full well the price it demands.
May you find in this small child something worthy of your grace.
We beg of you... let it be enough."
The older man motions to Mrs Forrinson, encouraging her to step forward and place the bundle of blankets and knitted wear at the mouth of the cave- this child was not her own, but a strong feeling of sorrow and grief ran throughout her body, solemn tears silently dripping down her face.
"I am so sorry little one." she whispered, pressing a soft kiss onto the young elves forehead, patting her hat covered head- one she kept on to conceal the pointed elven ears and the babes true nature.
"YOU MORTALS NEVER CEASE TO AMAZE ME. LEAVE. YOUR OFFERING IS ACCEPTED."
★★★★★
OMG the prologue is done! I'm scared I rushed the ending but oh well- not proofread!
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zaahvi · 3 months ago
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dirthamen and ghilan'nain's intertwined history — a theory
the relationship between dirthamen and ghilan'nain within the lore has always been unclear but incredibly fascinating to me, and after these past few months of being haunted by it i think i've finally figured it out!
in this *very* long post i'll be breaking down their connections and piecing together theories to make sense of their dynamic and history, investigating the more puzzling elements of dirthamen's lore, and exploring how this all ties into the evanuris' eventual betrayal of mythal. i've kept this theory free of veilguard spoilers so everyone is able to read it!
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the connections
the reason why dirthamen and ghilan'nain's dynamic is often overlooked is because most of the ties they have to each other can be easily missed or are sometimes misinterpreted. there is only ONE codex entry that explicitly mentions them together, and while that is already widely discussed, there are many smaller connections between them. so here is everything i've found!
the bear mural:
this mural in dai shows a white antlered figure embracing a green bear. to me, it looks like the bear is being protective of the figure (judging by the fact that they are reaching up to it). the art style looks elven and it's used in a few locations, such as the skyhold barn...
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...aaand at calenhad's foothold in the hinterlands:
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and well well well, that's dirthamen's statue seated just above it...
so this mural seems to depict dirthamen as the bear and ghilan'nain as the antlered figure, specifically how the dalish may depict them in their legends:
dirthamen's sacred animal was the bear (x), (source is a dalish elf, this info is not found anywhere in elvhen lore)
ghilan'nain had "snowy white hair" and became the first halla (x), (source is a dalish elf, this info is not found anywhere in elvhen lore)
it should be said, the amount of actual elvhen lore we have is very limited, so these could in fact be true and not just misinterpreted by the dalish. though they've been twisted, dalish legends came from somewhere, and especially in ghil's example it makes complete sense to portray her as a woman with antlers and white hair when her sacred animal has antlers and white fur. and while dirthamen is mentioned only with corvids in ancient elvhen lore, they are mentioned as seperate entities than him, so the bear could in fact be the representation of himself. in any case, i'm proceeding with the assumption that this mural is indeed supposed to portray them.
so, as the figure is reaching out to the bear herself, i'm ruling out any possibility of the bear being hostile towards her. it looks like the bear is protecting her, from what? or who? above them is the moon, perhaps it's an indication that mythal is watching, and/or that the bear is protecting or hiding the antlered lady away from her?
———
mosaics in the lost temple of dirthamen:
the design of dirthamen's temple is really fascinating. there's elven imagery scattered all throughout, but mosaics of himself are completely missing. there are, however, mosaics of two other elven gods...
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there are five green mosaics of falon'din... and two red ones of ghilan'nain. next to one of ghil's there is also this:
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falon'din being there makes sense given that he and dirthamen were "twin souls", which we're not entirely sure what that meant, but either way they had some sort of deep bond. ghilan'nain, however... and this specific mural... less so. this art in particular really reminds me of this description of the bas-reliefs from the horror of hormak:
"The halla were different, wrong. They had too many horns, for one, and a harder, more rounded look than normal. A look that was almost insectile. And the horns themselves were longer and ridged. Organic, somehow."
so, why would dirthamen have put her mosaics in his temple? clearly they had some sort of connection, close enough that he decided to honour her within his own place of worship. you don't just put some other god in your temple for no reason, you know?
on why dirthamen's mosaics are missing:
my best guess is that they were defaced/taken down afterwards, either by his own priests or by invaders. the codex entry for the lost temple mentions madness caused by the secrets they held...
"We will not have it, will not have it! The secrets are madness in our ears, but they are ours The Highest One cannot take them from us. Only Dirthamen, our Keeper, only he And if he does not take the secrets They are ours forever."
...and unless dismembering your high priest was a holy tradition to dirthamen then yeah, it doesn't seem like they were entirely sane. for whatever reason, in their madness, they could have torn down the mosaics.
though invaders seem more likely here, simply because they would have just... done a better job defacing mosaics if they truly wanted to. and to remove only dirthamen's mosaics, and not falon'din's or ghilan'nain's.
"They will come for us in the night Those who could steal the words from our lips And our god no longer rises to our defense."
this part of the codex implies that there were attacks on the temple by those who would steal the priests' secrets, and that dirthamen would defend them against these invaders. when he was locked away, he couldn't defend them anymore, and so these attackers could have easily gotten in. interesting... breaking in and removing his mosaics but not falon'din or ghilan'nain's would indicate a hostility towards dirthamen himself, but not the other gods...
———
the sinner:
by now we've all seen this widely discussed codex entry:
"His crime is high treason. He took on a form reserved for the gods and their chosen, and dared to fly in the shape of the divine. The sinner belongs to Dirthamen; he claims he took wings at the urging of Ghilan'nain, and begs protection from Mythal. She does not show him favor, and will let Elgar'nan judge him." For one moment there is an image of a shifting, shadowy mass with blazing eyes, whose form may be one or many. Then it fades.
so apparently "taking the shape of the divine" was a crime bad enough that it counts as high treason and mythal referred judgment to elgar'nan for it, which is REAL bad. this sinner claims ghilan'nain urged him to do it, but why? one would assume the sinner didn't survive elgar'nan's judgment, and if you really wanted someone dead there would be easier ways to kill them... so to me this reads as an attempt to sow discord, either between dirthamen's worshippers or to paint them as troublesome and dirthamen himself as irresponsible in the eyes of the other evanuris? at least that's my takeaway here.
———
the next few are going to be smaller hints that basically rely on subtler location design and stuff like that. i could just be picking at nothing but it's worth mentioning either way!
ghilan'nain's grove and the crow fens:
there are two inaccesible areas in the exalted plains for which you need to complete war table missions to access: ghilan'nain's grove, and citadelle du corbeau. ghil's grove specifically leads you to two other areas: the dead hand, and the crow fens.
the crow fens are interesting because of dirthamen's connection to crows and/or ravens, as written in his dalish legend and by two of the runes from his quest:
"The revealed symbols show what appears to be Dirthamen, the elven god of secrets, on the back of a large crow."
"The revealed symbols show two ravens. One grips a heart in its talons, the other a mirror."
seems like the ravens are fear (heart) and deceit (mirror) while the crow is... idk, just some Big Bird he has. i guess.
so a location named after one of dirthamen's favourite animals right next to ghilan'nain's grove — and let's also go back to that other unlockable area, citadelle du corbeau:
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there he is again! the structure is elven, maybe the citadelle was once a place of worship dedicated to him? it's interesting that it's in such close proximity to ghilan'nain's grove, and what's also interesting is the massive statue of fen'harel watching over the entire area:
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finally, the description of the quest Rifts in the Fens, which covers the fade rifts in the general ghilan'nain's grove area, says this...
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"Active Fade rifts has been spotted in Montevelan Village, Dirthamen's Grove, and the Crow Fens."
seems like it was mistakenly left in, but it definitely implies that ghilan'nain's grove was originally named dirthamen's grove. alright...
———
elven pantheon codex entry placements:
also a smaller one that may mean nothing, but anyway. each of the elven god codexes are scattered through the exalted plains, with four of them being located in the ghilan'nain's grove/crow fens region. these are:
Dirthamen: Keeper of Secrets & Falon'din: Friend of the Dead, the Guide — both found within the dead hand puzzle area
Andruil: Goddess of the Hunt & Ghilan'nain: Mother of the Halla — both found within the crow fens area, on halla statues standing opposite each other
these two pairings found in the same zone is really interesting, especially that dirthamen's is in an area closer to ghilan'nain's grove and ghil's is in the crow fens. :)
———
mosaic placements in the temple of mythal:
most of the elven god codexes in the temple of mythal are scattered about, with the exception of three who are bunched up in the same room together:
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elgar'nan, dirthamen, and ghilan'nain.... interesting bunch to put together considering there are no documented interactions between them so far, save for the sinner codex (and ghil & elg now i guess....) in addition, there's also two golden owl (usually representing falon'din) statues flanking dirthamen and a mosaic of fen'harel to the left of elgar'nan, but those don't grant any additional codex entries.
the reason i find these placements interesting is because of the placements of the falon'din and andruil murals in the temple. they're both on either side of the door to the inner sanctum and both of their codex entries mention mythal fighting them. it just seems very deliberate to me, so maybe this is too.
———
the varterral:
i've seen a few theories about the varterral being one of the creatures that ghilan'nain created - valid, by the way, since it does look like a mix of creatures and something she may create. however...
"...On the fourth day, Dirthamen heard them. He whispered into the mountains and the fallen trees of the forest gathered, shaping an immense and agile spider-like beast. It was the varterral. With lightning speed, vicious strikes, and venomous spit, it drove back the serpent. From then on, it was the guardian of the city and its people." — Codex entry: Varterral
here dirthamen is credited with the creation of the varterral. but it's worth noting that, 1. this is a dalish tale so it may have happened differently, and 2. it's not stated that he created the first varterral or anything, just that he made one. regardless, he made a creature, and an awfully ghil-flavoured one at that.
—————
theories on dirthamen & ghilan'nain's relationship
so what we know now is that they're placed next to each other a lot, there's a mural of them embracing, ghilan'nain was clearly important enough to dirthamen for him to put her mosiacs in his temple, and she may have turned against him later.
firstly, an idea: in ancient elvhenan, a lot of the population were enslaved to the evanuris, whether directly or indirectly through a noble that served them. we don't know if the nobles, or any of the chosen, also had vallaslin like the slaves did. but consider that ghilan'nain was once a normal elf; she became an evanuris later. so the two possibilities here are: 1. she was one of these nobles or chosen, or 2. she was a slave. either way the question remains: which god does someone who makes monsters serve?
the most likely suspects:
andruil: in dalish lore ghil is often mentioned as andruil's favourite, her beloved, a huntress who served her, etc. in the elvhen story of her ascension, it is andruil who approaches her with the offer of godhood. it's possible ghil was making monsters for andruil to hunt (she is specifically mentioned in the story as hunting them,) or perhaps andruil simply intervened when the monsters were getting out of hand first, and their relationship came later?
dirthamen: ghil was a scientist... she made monsters yes, but she conducted experiments and collected research (remember the taken shape?) — she gathered knowledge. that seems just like the kind of thing dirthamen would encourage and value: maybe that's why her mosaic is in his temple, and that's what the bear mural means — he was like a patron to her, she reached to him for assistance, and he granted it?
as for the servant/slave question, i personally think she was not a slave, just based on all she was able to do (she had free rein of all those thaigs, seemingly got subjects delivered to her, had that massive gemstone wall — basically, it's clear her experiments were funded) although i do think it would be super badass if she was a slave beforehand, as well as kinda tragic. like... she broke free of her bindings and became a goddess, but eventually turned into those who once oppressed her... sigh anyway
onto some ideas/possibilities:
ghil served andruil, and made monsters for her to hunt. the connection to dirthamen isn't clear.
ghil served dirthamen freely, and he supported her research. after she ascended, she turned on him for unknown reasons. her relationship with andruil began after ascension.
ghil served dirthamen, and he supported her research, but she did technically "belong" to him. after she ascended, she turned on him, perhaps as revenge? her relationship with andruil began after ascension.
ghil wasn't aligned with any god, and could have just been a noble with her own funds. she could have interacted with and formed relationships with multiple gods, as she wasn't bound to a single one.
i personally think number 2 is the most probable here. going from dirthamen -> andruil rather than andruil -> dirthamen makes more sense, considering that the ghilandruil mural from the missing was clearly drawn after ghil's ascension (since she has her headpiece) and also, from what we've seen of ghil so far, she seems very proud of her creations. why would she want them hunted? again, the bargain she made was to destroy her creations in exchange for godhood. it was a sacrifice.
finally, considering her resources it makes more sense for ghil to have been a servant rather than a slave. what remains now is the question: why would she have turned on dirthamen?
a reason for betrayal
between the missing mosaics in his temple, ghil convincing his followers to commit crimes, and the stabbed fade statue, you can probably tell by now that something's different about dirthamen. remember the fen'harel statue looking over the citadel? there are more potential connections to solas if you look close enough:
fen'harel statues in the lost temple:
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dirthamen's mosaics in the elven mountain ruins (note: these are the only evanuris mosaics in the entire area, not counting the forgotten sanctuary):
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mosaics in the forgotten sanctuary (on each wall: dirthamen - mythal - fen'harel - falon'din - dirthamen)
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symbol of the two ravens in the forgotten sanctuary armoury
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so what does this all mean? well u/eravas on reddit had a theory that these are hints that dirthamen could have potentially been helping solas and mythal with the rebellion. remember how morrigan said it was weird the temple of mythal had fen'harel statues? and the mountain ruins were a sanctuary, so why keep the mosaics? (there are also a few other hints eravas mentioned that i missed, but these are the most important!)
and remember how i said that attackers on the lost temple of dirthamen could have torn his mosaics down specifically and left the others? and i came to the conclusion that they must have had a grudge against dirthamen specifically. well, there is some other defaced imagery... in the form of these decapitated statues of mythal:
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so, why would dirthamen have helped solas? i don't know, but we don't really have explicit answers as to why mythal helped him either. and then, why did solas trap dirthamen along with the others? well, there is one last thing...
the statue in the fade: the final piece of the puzzle
and now, the part that lives in my head rent free!
if kieran exists in your worldstate, then during the quest The Final Piece you will find him and flemeth in the fade, and above their meeting ground there is a massive statue of dirthamen with a blade in his back, with blood pouring out of the wound and his eyes:
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alright so to be clear this takes place in the raw fade, not the "dreaming" fade; we know the fade usually reflects the dreamer, but know less about the "raw fade" when we aren't dreaming. it's complicated, but from the random statues and scattered memories we see in the fade during here lies the abyss, it's safe to assume that some of the aspects of the dreaming fade (such as it being ever-shifting and a reflection of the waking world) are also present in the raw fade. therefore, i'm guessing that this statue's presence here is mirroring something that happened in the waking world... so what is it?
i think there are two possibilites:
someone betrayed dirthamen, and this captures the moment of his betrayal
dirthamen betrayed mythal, and this statue is a "reflection" of this
while 1 is more of a direct mirror and is more likely, we don't have that much info about who could have done that to him. yeah, ghil maybe, but she was only stirring the pot and this seems more... severe. 2 is what i believe due to flemeth's deliberate choice to use that specific area as a meeting spot. also, if one of the other evanuris had betrayed dirthamen, well solas said they fought among each other all the time, so that would seem pretty insignificant. on the other hand... mythal was betrayed by what we assume was all of the other seven evanuris. why portray dirthamen specifically?
the betrayal of mythal
so now we have the idea of dirthamen helping solas and mythal, and we have the fact that solas trapped all seven remaining evanuris for their murder of mythal, which includes dirthamen.
that is the missing piece: dirthamen helped murder mythal, despite helping her and solas, and presumably sharing their goals. why? let me go back to something i said about the sinner codex...
this reads as an attempt to sow discord, either between dirthamen's worshippers or to paint them as troublesome and dirthamen himself as irresponsible in the eyes of the other evanuris
consider that ghilan'nain and dirthamen were close, and she was this young elf who had just gotten into the ranks of the gods, probably trying her hardest to fit in. consider that perhaps she stumbled upon her friend's - and now fellow god's - involvement in a rebellion against the gods. but she was the youngest of them. she could not just go to the other evanuris and say, "dirthamen is plotting against us", because she was so new to their group that they would just simply not believe her word over mythal and dirthamen's. so what else could she do to discredit his word? cause discord among his followers, maybe? to paint him as irresponsible, untrustworthy, and suspicious?
and maybe she succeeded. maybe the evanuris found out about the rebellion, and mythal and dirthamen's roles, or perhaps only mythal's? either way, it all ended up with them asking dirthamen to join them in their plot to murder mythal - if his involvement was revealed, perhaps he was threatened or promised to be spared if he helped. either way, the question is: why did he agree? did he change his mind and side with the evanuris? or did he do it for preservation reasons? to save himself, and all he'd acquired? honestly, i cannot imagine a god who gathers secrets and knowledge agreeing to throw away his life like that.
so there you have it. i think dirthamen betrayed mythal, and solas, with a much deeper cut than any of the other evanuris could have possibly delivered. and for that he was trapped alongside them, paying the price for his treachery.
the full narrative, summarised
to break down all my theorycrafting and brainstorming in a short summary:
dirthamen was ghilan'nain's patron, until she ascended to godhood and discovered his involvement in solas and mythal's rebellion. unable to simply tell the other gods, ghilan'nain began to sow discord in attempt to discredit dirthamen's word. when the evanuris eventually turned against mythal, dirthamen went along with them in order to preserve himself, and ultimately paid the price by being trapped in the fade alongside the others. the end!
—————
final note: companion parallels
i first touched on this briefly here but i have a small theory that part of bellara and davrin's characters will be to sort of act as parallels to the gods whose vallaslin they have. what i found curious about veilguard's early marketing was the focus on companions and how important they will be, and i specifically noted the multiple times the writers said that the companions were all deeply thought through and are significant to the plot. it's clear the companions were thoughtfully crafted in order to provide different perspectives and experiences, which is why i found it incredibly interesting that they decided on two dalish elf companions — in a game about elven gods terrorising the world, you'd think that one dalish elf and one city elf could provide more differing perspectives, but bioware specifically picked two dalish elves instead. it implies that, despite their similar upbringings, bellara and davrin may have completely differing opinions about the current threat, or about solas, or something else we don't know about yet. it was clearly a very deliberate decision, and with how important the vallaslin is to dalish elves, it has to mean something.
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bellara is an elven lore nerd who loves exploring ancient ruins and uncovering secrets. dirthamen was an easy guess, and the design - although new and very unique - matched up to patterns on his inquisition vallaslin. as of sept 19, it has been confirmed her vallaslin is indeed dirthamen's.
davrin is a grey warden and a monster hunter. his vallaslin design was harder to figure out, at first i thought it was june's but the lines and layout really remind me more of ghilan'nain's.
the parallels are pretty clear. bellara is more similar to dirthamen, being interested in secrets and knowledge and such. whereas davrin and ghilan'nain are at odds: davrin being a grey warden monster hunter, ghil being a blighted monster maker. one similarity, and one anithesis, which makes them unique to each other. and for all the gods bioware could have picked, to choose dirthamen and ghilan'nain... well, ghil is of course one of our antagonists, but dirthamen has no direct connection to the plot...
........ or maybe he does? we'll have to find out :)
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lady-raidia · 1 year ago
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Hi my fellow german ♡
If you're up to, I'd love to request a Gil-Galad x reader writing (: I'm so sad that there is still not much out there. Something fluffy like love at first sight or first kiss (or both haha)
Thank you so much in advance!♡
Hey there! 💗 I am so sorry that you had to wait such a long time for me to respond! :( I was suffering from a writers block and I couldn't write anything for months :'( But I am back and I am trying to catch up! I hope that you enjoy this One-Shot (or maybe two shot hehe) even though it ended up a little bit shorter than I wanted to. But I will try to write a part 2 for this one, so we can have more Gil-Galad content hehe. Again, I am so sorry that you had to wait for such a long time! And I am sorry if my english sounds weird in the story :o But please enjoy! 💗💗
FOREST HEART - GIL-GALAD IMAGINE
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Pairing: Gil-Galad x Reader
Summary: You are an old friend of Galadriel and visit her in Lindon, where you wander off into the forest. You just wanted to enjoy the nature but you found a hidden treasure that will change your life.
Warnings: None, just some Gil, snobby language and bad english.
Request Here / Masterlist
Nestled amidst ancient trees and shimmering waters, you have lived a life full of peace and harmony. You had chosen this life, far from Lindon, to escape the gossip and side-eyes you would get when passing by other elves who knew you were not like them. Your father was an elf, but your mother was of the race of men. She was the most beautiful woman you have ever seen but the fragility of a mortal life took her away from you. After her passing, your father followed her into death, since his heart couldn't bear the grief and loss it had suffered.
You grew up in a small cottage close to Lindon, the place your mother and her mother were born and raised. It was your sanctuary, your haven, and as a child, you thought Valinor must have looked exactly like your home. Even after your parents passed away you stayed at that small cottage to care for the garden your mother cherished so much.
Even though you lived your life far from others, you still had close friends you have known since childhood. One of them was Galadriel and you would refer to her as your best friend. You held her dear in your heart and even though you hadn't seen each other for centuries, you regularly wrote letters to each other. You would usually write about how your garden is growing and that the birds are nesting again, while Galadriel would entertain you with the adventures she had been on. (If you can call it an adventure. She is trying to hunt down orcs to find Sauron and with each letter you get from her it becomes apparent that she is slowly losing her mind. You are worried for your friend because she seems too fixated on Sauron being still alive.)
A couple of days ago you received an invitation to Lindon to celebrate Galadriel and her troop for „freeing the world of all evil“. You were happy to hear that her efforts to hunt down every orc are finally being acknowledged! And you wouldn’t be her friend if you wouldn’t tend that celebrations! So with a mix of excitement, worries and nostalgia you went on the journey towards Lindon.
When you arrived, Galadriel greeted you with open arms and a radiant smile on her face! It must have been decades the last time you have seen each other. But before you could talk about old memories and laugh about the shenanigans you did when you were children, she introduced you to Elrond, the herald of the High King. He offered to guide you around since Galadriel had business to do and while he was giving you a small history lesson that wasn’t really anticipating, he also warned you to not get too deep into the forest. For someone who doesn’t know the woods very well it is easy to get lost in them. And the last thing Elrond wants is to lose you and having Galadriel yelling at him for not paying attention. You had to promise to not go on your own and to always stay in the city. And you really wanted to keep that promise. You really did.
The days before the celebration you tried to spend as much time with Galadriel as possible. But she still had some duties she had to attend to, so she would usually leave you alone in the evening. It is your third evening here in Lindon and you already wish to be back at your small cottage. Elves aren’t a noisy folk but still it seemed like their voices were yelling at you. All the people, the talking, the faint music in the distance - you weren’t used to it, so for that moment it was just too much for you. You needed a moment of silence and since you arrived in Lindon it seemed like the trees were talking to you. You remembered the promise you’ve made and said to yourself that you would only walk for a bit - not too far off, so you can easily find a way back. Also, you have the senses of an elf, so nothing could go wrong.
With a sense of childlike wonder, you ventured off the path that was before you and headed straight into the woods. The forest with its towering trees, vibrant flowers and singing birds, mesmerized you and you have totally forgotten the words of Elrond. With each step you take, you get further away from the city but closer to the calmness of your soul.
Lost in the magic of the moment, you failed to notice the sun slowly going down and being replaced by a soft darkness.
„Beautiful isn’t it?“ Suddenly, a voice broke through the silence of the trees, dragging you back to reality. Startled, you turned to find a men standing in front of you with a gentle smile on his face. His presence was both mysterious and comforting. You have seen his face before, many years ago, but you can’t remember who he was. Maybe a friend of your father?
„Indeed. While the soil here might look like any other forest, it is made of hope and wishes from those who have walked here before us." You spoke softly while maintaining your gaze on the man in front of you.
He came a few steps closer to you with a light smile on his face. „It has been a long time since someone recognized Lindon's beauty. Too many became used to its sight and stopped wondering what miracles it might hold.“ You listened carefully to his words and nodded „But it seems you are not from Lindon. Lost, perhaps?“
„Galadriel is a friend of mine, and I am not lost. My feet tend to carry me places where my heart wants to go but my thoughts are too afraid of.“ The man before opened his mouth to share his thoughts with you but was interrupted by the voice of Galadriel who came running towards you.
„Y/N you shouldn’t be here!“ She looked at you and then made eye contact with the dark-haired elf in front of you. „I apologize! Y/N is a visitor and a friend of mine, my king.“ You nearly tripped over a root when you heard your friend address that man as „my king“. The reason his face was so familiar is because he is the High King of the Noldor, Gil-Galad.
Galadriel drags you away from him before you have a chance to speak, scolding you for being so careless. You apologized to her several times and felt that by not addressing him by his title, you had offended the king. In fact, he felt no offense at all. The thought of your conversation still lingered in his mind as he watched you and Galadriel walk away. Whenever his shoulders are unable to bear the weight of the crown, he retreats into the forest to enjoy the silence. Usually, the elves of Lindon don’t go that far into the woods so he can be on his own. But today, you were carried deeper into the woods by your own feet without a care in the world. For a while, Gil-Galad watched you admire the flowers and trees while the last light of the setting sun was reflected in your eyes. He was in awe and for the first time in his long life, he didn’t have the courage to speak. But when darkness slowly reached out, he talked to you and he was immediately enchanted by your voice and words. He always thought that he had lost his heart in the woods but it seemed that you found it. Now it is up to you if you want to claim it for yourself.
To be continued 💗
@fenharel-enaste @starlady66 (I am back, I hope it is okay I tagged you guys again! :) )
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yeetmeoutthewindowdaddy · 3 months ago
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A deep dive into Zevlor's devotion (Part 1) Everybody hates tieflings, and how discrimination impacted a young Zevlor:
THIS POST CONTAINS SPOILERS FOR BG3.
These series of posts were originally one loooooong post— but apparently Tumblr has a character limit, and I found it; so now it's been split into several parts/posts.
((Part 1, this post, is mostly to give context to the discrimination faced by tieflings in Faerûn. The third part is where the meat of my Zevlor analysis is.))
(Part 2) Elturel's history and culture, the Hellriders, and Zevlor's paladin oath. (Part 2.5)
(Part 3) Zevlor's actions during Act 1, an analysis of a man who is barely holding on.
(Part 4) Zevlor's actions during Act 2, an analysis of a broken man.
(Part 5) Zevlor's actions during Act 3, an analysis of a man with his faith restored.
(Part 6) Zevlor's actions during/ after the epilogue, not all endings are happily ever after— especially not for a tiefling.
(Part 7) Zevlor in a romantic relationship.
I don't think many bg3 players understand just how dedicated and loyal of a person Zevlor is. This ADHD hyper-fixation fueled multipart-thesis is meant to show how Zevlor's past is as tragic as any of the origin characters'/ Durge's. It's meant to show how horrifically broken Zevlor was when he "betrayed" the other tieflings. It's also meant to show that our beloved blorbo would probably be fervently obsessive if he was in a romantic relationship.
Most importantly: It demonstrates how our favorite man Zevlor was most likely a fanatical religious zealot my dudes. He was (probably) a part of the Faerûn equivalent of the Spanish Inquisition lite.
I have kept this as factual as I am able to. Please keep in mind that Baldur's Gate 3 plays it fast and loose with the DND/ Forgotten Realms canon and lore, on top of DND/ the Forgotten Realms itself regularly disregarding and changing it's own lore and canon. DND lore and canon as a whole is a mess. It has multiple universes that sometimes interact and are maybe separate from each other. Full disclosure; I've mixed 1e-5e lore together FUCK 5.5e, because parsing through what is currently considered canon is a nightmare. As far as I'm concerned, as long as a piece of lore was canon at some point in the past 50 years— it's fair game. @y-rhywbeth2 in this post has a more in depth disclaimer. Also please check out their headcanons and lore breakdowns, they're so good.
THIS PROJECT TOOK ME OVER A MONTH TO WRITE. I've tried to find all grammatical and spelling errors. I've tried to ensure that I've cited the correct sources in the correct places.
I have given up on trying to understand Tumblr's inconsistent post formatting. Why does the 'small' option for text sometimes actually make the text smaller but other times it makes the text larger???
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● (Section 1) The Origins, Anatomy, and Physiology of Tieflings:
AN: It used to be that tieflings could only breed with other tieflings and humans. This seems to have been changed recently— one no longer has to have a demon somewhere in their genetic lineage to be a tiefling, one of their ancestors having contact with a demon is enough to produce a tiefling descendant. Which has interesting implications for Warlocks. There are also special versions of elf and orc tieflings.
(From what I can tell) tieflings live for about the same amount of time, maybe ~10 years longer than, humans do. (AN: Remember how I said the Forgotten Realms loves to retcon and disregard it’s own lore? The wiki states that their life span is from 90–150 years, but this source is from 2004 and the lore has greatly changed in the past 20 years. I am choosing to ignore the wiki here for my own sanity.)
Tieflings were humanoids with fiendish ancestry. They came about due to one of their ancestors (even many generations prior) getting freaky with a demon being "touched" by the evil planes in some way.
"Tieflings... were infused with the touch of the fiendish planes, most often through descent from fiends—demons, Yugoloths, devils, evil deities, and others... Although their evil ancestors could be many generations removed, the taint lingered."
Before some warlock shenanigans happened, tieflings had a much wider range of appearances than the ones we generally see now.
"In 1358 DR, a warlock coven...the Toril thirteen performed a ritual that cursed most tiefling lineages... [changing] their original lineage with that of the archdevil... Asmodeus [who] became a god... giving most tieflings... a similar devilish appearance... [whereas before] infernal blood could be diluted through intermarriage... afterward, the union of a tiefling with another race always produced a tiefling child."
Their infernal ancestry gave them some very powerful abilities.
"Tieflings had a number of abilities gifted to them by their fiendish heritage... an innate resistance to heat and... a hint of bloodlust that gave them a slight edge in combat. Tieflings also had access to an ability known as infernal wrath, which channeled their innate rage and potential for evil into their attacks for added effectiveness... [they] tended to have better reflexes than their human kin... [Tieflings are] alluring and intelligent creatures, with a seductive aura in spite of their obviously evil ancestry...
Along with some not so great traits that fed into the prejudices against them.
"Other, more unusual characteristics included a sulfurous odor, cloven feet, or... an unsettling air about them... a general aura of discomfort they left on others... most people were uncomfortable around them, whether they were aware of the tiefling's unsavory ancestry or not... Tieflings were carnivores. They consumed blood, blubber, bone, gristle and meat... [and] raw bone marrow..."
Tieflings tended to be resolute and tenacious, with a strong internal drive to rise above their circumstances.
"They are adaptable and resilient to hardship, and possess strong aptitude at whatever pursuit they dedicate themselves to... When facing adversity, the tiefling instinct is not to withdraw from the world, but rather to challenge it head-on... Tieflings seek to make their own fates, defy the odds, and take risks that... most... would not dare."
For some awesome insight on tieflings check out this post [alt] by @gortashs-skidmark, it's a good source on tiefling appearances and traits. Along with this post [alt] by @pikapeppa providing evidence-based headcanons on tiefling appearances. And this post [alt] by @y-rhywbeth2, which talks about how a tiefling's physical traits are influenced by their specific infernal heritage.
Their infernal appearance and weird vibes are why almost
● (Section 2) Everybody Hates Tieflings:
Even before Elturel's Decent into Avernus, and subsequently the events of BG3 (both of which I will cover later), Tieflings faced an incredible amount of discrimination— even from their own kind.
"Few tieflings were raised with the love a normal human child might expect to receive... Tieflings who had strikingly inhuman features were often killed at birth by their horrified parents or others. Only those tieflings with subtle features or born to someone indifferent to their appearance, either out of acceptance or cruel purpose, were likely to reach adulthood... Tieflings often distrusted one another, sometimes even casting the same preconceptions on one another that others did on them."
This post [alt] by @underdark-dreams highlights the discrimination tieflings face in game. And how the Flaming Fists should be called the Flaming Shits, but I'll get into that in another part of this series.
Understandably, they didn't easily trust others. But once someone did earn a tiefling's trust, they were an incredibly loyal friend.
"…[Tieflings] expected eventual rejection from all... However, members of other races would find that once they demonstrated friendship and trust towards a tiefling, it would quickly be reciprocated in full. Once that bond was forged, it was rarely broken."
While some tieflings wholeheartedly embraced the preconception that all tieflings were evil, others would endeavor to prove it wrong.
"Their attitude regarding their heritage... while some tieflings embraced it, others were repulsed by it... tieflings, who were proud of their fiendish past... chose to... thwart... dark plots and schemes. Others sought to... emulate these evil deeds. Other tieflings were ashamed or even frightened of their heritage and wished only to escape the shadow that lurked over them... Some did this through constantly doing good, as though to make up for the evil that begot them. Others instead hid [their heritage]…"
Looking like devils made people think they were devils, or acted like devils.
"Tieflings are widely stereotyped as wicked, cruel, and criminal individuals... [with] a tendency to be solitary loners... known for their quick temper, stubbornness, self-confidence, and fickleness in relationships."
And since people thought tieflings were, or would act like, devils they treated them like devils.
"The social rejection they typically face often leads tieflings to enter a life of crime, which furthers social prejudice against their race." 
"We're distrusted and viewed as evil malcontents for so long that we start to believe it ourselves. It's hard not to try to live up to the hype, eh?"— Enkillo the Sly, tiefling
It's not a stretch of the imagination to assume that people would believe that: the more devilish a tiefling looked = the more they'd behave like devils (evil). It's also safe assume: that the more infernal traits a tiefling had = the more, harsher, discrimination they'd face.
This leads into my next topic,
● (Section 3) Zevlor's Infernal Appearance:
He looks like a combo of Sylvester Stallone and Willem Dafoe.
He and his Habsburg jaw lookin ass face seems to always have a 5 o'clock shadow. (Probably because he's a refugee struggling to survive, so his personal grooming habits have taken a back seat.)
Zevlor has more infernal features than the other tieflings do in-game. (As shown in this post [alt] by @lolliputian and @haru-sen) He has very prominent cheekbones, a thick brow ridge, and BIG horns. (Look at @cinnasalmon's post [alt] on Zevlor's horn anatomy.)
HC: The reasons his face bones are so protuberant is because they need to support the weight of his huge horns, as without them his (face) skull would fracture/ cave in from the constant pressure. Poor guy probably lives with a perpetual headache.
Zevlor's prominent infernal facial features make him look older than he probably is— as they emphasize the traits we humans commonly associate with aging; such as defined nasal labial folds, a lack of facial fat, and big ears. The striations by his eyes look like wrinkles, but I think that they're mostly infernal markings.
Stress prematurely ages people, and Zevlor had multitudes of stressors throughout his life: Contending with the discrimination from being a tiefling with prominent infernal traits, joining an elite military unit at age 12, rising through its ranks to become a Commander of said unit, having his city dragged into the literal Hells (more on that in part 2), defending the civilians/ city trapped in the hells, surviving the hells, then being stripped of his rank and banished from his home because of racial prejudices, and then leading a group of (mostly civilian) refugees to Baldur's Gate— all while desperately trying to keep them alive in the face of Faerûn's many, many, dangers.
Combining all the factors above would make any man look 10+ years older than he actually is.
Zevlor looks scary. His irises look like they're on fire, and his teeth are scarier than Astarion's. I was browsing Tumblr alone in my room, at night, 😳 and this photo of Zevlor popped up on my feed giving me a good scare. I have an unhealthy obsession with Zevlor, he's made it onto my official husbando list! And yet, I can't look at certain screen shots of him at night because they scare me. I'm a wuss.
I simp hard for this man, and yet I am still frightened by his appearance sometimes. Imagine how people in Faerûn react when they see his sleep paralysis demon lookin ass him in person? Screaming and running away is completely understandable.
Which brings us to,
● (Section 4) How Discrimination Impacted a Young Zevlor:
Even as a young child Zevlor would've know that his appearance othered him.
"Most tieflings were aware from an early age that they were different from others around them..."
Even as a child Zevlor most likely knew that many people would dislike him and refuse to trust him because he was born a tiefling.
Tiefling families in the traditional sense are rare. Many tieflings, born to human parents who possess a latent infernal bloodline, are abandoned at birth and raised by a monastery, church, orphanage, or adoptive parents.
I headcanon that he had at least one loving parent—before he was orphaned, but it's entirely possible, and likely, that he was abandoned at birth.
Young Zevlor would've known that he would have to work very hard to be seen as something other than a criminal or evil monster.
"While some [tieflings] would... [turn] towards evil, others rejected it wholeheartedly and sought to make a good impact on the world around them, sometimes becoming the most heroic characters of all. Few could maintain this discipline however."
AN: Elturel was a theocracy (more on that part 2)— Zevlor likely grew up in a deeply religious family/ community.
All these factors combined would lead to a young Zevlor who:
Was determined to prove his goodness and rise above the adversity he faced. The force of will and work ethic he needed to become not just a Hellrider— but a Hellrider Commander, while being a tiefling, meant that he would've grown into a stubborn man. (See this post [alt] by @ohsayit)
Was so deeply religious and devoutly pious that he became a paladin. (More on this in part 2)
Internalized the impossible standards he was held to.
Developed a guilt complex (my "grew up Catholic" is showing)
Viewed any mistake he made as a personal moral failure, and as an indication of his inherent evil nature. (Hello again, Catholicism)
Would be hyperaware of how he's perceived by others.
Would learn how to read people's true intentions/ motivations.
Learned to vigilantly monitor, and strictly control his facial expressions and body language. (Is my autistic masking showing?)
Learned how to show deference to others through body language.
Leaned how to make himself appear smaller and less threatening.
Figured out how smile and laugh without showing his teeth.
Mastered the awkward and tight-lipped polite smile.
Figured out how to intelligibly speak with a tight jaw and lips so that his teeth wouldn't be seen by others while he spoke.
Developed self worth/ self esteem issues. Even other tieflings would've looked at him with suspicion and maybe even disgust.
That's it for part 1, here's another link to (Part 2) Elturel's history and culture, the Hellriders, and Zevlor's paladins oath. (Part 2.5)
and the other parts,
A deep dive into Zevlor's devotion series (master list)
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sitp-recs · 5 months ago
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liv hi!!!! so. my mfl is 20 pages currently. that’s like. 400 fics. and most of them are from your recs! but i shan’t stop i am filled with endless drarry greed and i’ve come to ask you for more 🤲
since it’s summer, i’ve been really craving stories set by the seaside! tbh any body of water will do, lakes/oceans/waterfalls/muddy puddles in concrete?? let’s say water-centric!
if you or your followers have any recs for me i’d be sooo delighted ☀️🌊 sending love & my eternal thanks
Hi anon! Omg sounds like you’ve got a lot on your plate and I love that you’re looking for even more reads 😂 I miss the good old days, now I’m in the eternal “so much to read, so little time” loop :(
thank you for the great ask, I hope you enjoy these fics!
Beautiful Madness by @phdmama (E, 3k)
When Harry joins Draco and his friends on vacation in Grenada, fresh off of a year in America, he's a changed man, and Draco doesn't quite know how to react. React appropriately, that is.
On The Shore by @skeptiquewrites (T, 3k)
Draco takes up wild swimming. Harry joins him.
Sun Stroke by @peachpety (E, 4k)
Draco, Harry, and a handful of friends take a summer holiday at the beach. With the help of a sultry sea setting, encouraging friends, and a fisherman’s jumper, Harry and Draco's mutual attraction swells and things get hot on a salty summer night.
Sun, Sand and Sambuca by JulietsEmoPhase (E, 6k)
Holiday romance where Harry and Draco are best men for their respective stag dos, but still want to find time to sneak a moment for themselves. Muggle AU Drarry.
But no Man moved Me – till the Tide by @aibidil (E, 7k)
Harry bursts into Draco's office one morning and drags him away for an impromptu beach holiday. Draco knows something's happened, and wonders if Harry will open up to him. Featuring a Muggle bed and breakfast, wizards at the beach, Draco's house-elf who loves Harry, Muggle paperbacks, and the scary and exhilarating feeling of complete freedom and possibility.
Saltwater Stain by @the-starryknight (M, 9k)
Seven days stuck on a boat investigating a rogue ghost wouldn't be so bad if Harry didn't want Draco so much. Draco has his rules and Harry's content to follow them, but the air feels different away from the shore. Is it possible that the sea could offer Harry something impossible on land?
Maelstrom, the water told me by onbeinganangel (E, 11k)
Maelstrom (noun, /ˈmeɪl.strɒm/, from the Dutch maalstroom): 1. a large powerful whirlpool 2. a turbulent tidal current 3. an agitated and/or confusing situation or state of mind 4. a magical core disturbance occurring on an adult, not directly caused by trauma
the way you make me glow by softlystarstruck (M, 11k)
In a cottage next to the sea, love blossoms. Or perhaps it’s been there all along.
The Isle of Ogygia by @citrusses (E, 13k)
There is an island, far out in the sea.
Take My Hand by daisymondays (E, 13k)
Draco has long resigned himself to pining after Harry... that is until an invite on the annual Ministry holiday gives him a chance to change everything.
what the body wants is coolness by lastontheboat (T, 13k)
Draco and Harry have been seeing each other for months, and Harry decides the best way to tell their friends is to bring Draco to a group beach outing. Draco's given up enumerating all the ways this plan could go wrong.
The Oceans They Did Rise by disapparater (M, 18k)
Finding post-war life more difficult than he'd imagined, Harry travels halfway around the world to find some peace. He also finds Malfoy, art, adventure, the ocean, and himself. (Not necessarily in that order.)
The Isle of Discussion by @shealwaysreads (E, 22k)
Harry and Draco arrive at the shores of Loch Leven to record the magical history of the land. They’re friends now, but up there in the Highlands, amidst the trees and sky and that wild expanse of water their own past is more present than ever; a gap they still can’t bridge. Magic illuminates the truth, but it is Harry and Draco who have to speak it. Happily, it turns out that honesty is, in fact, the best policy.
What Shall Not Be Unearthed by @iero0 (E, 49k)
At the northernmost point of Shetland, surrounded by pointed cliffs, towers the Ootsta Lighthouse on a small isle in the middle of the open sea. Little does Harry know that he's not the only new lighthouse keeper. Draco Malfoy is as obnoxious as he always was, with his posh tone of voice and his luxury yacht jumpers. Harry tries his best to avoid the git—who knows what he's up to anyway?
Everybody Hates a Tourist by @wolfpants (E, 51k)
On a stag do in sunny Brighton with the Gryffindor lads, the last person Harry expects to run into is Draco Malfoy. After a glimpse of Malfoy’s Muggle life in Britain’s gay capital, Harry’s curiosity gets the better of him and he finds himself returning to the seaside again and again, drawn to the city, drawn to this new version of Malfoy that Harry barely recognises from school.
Naked by @bixgirl1 (E, 57k)
Harry and Draco are sent on an undercover assignment to catch a Dark wizard — which might not be so bad if it weren't at a Muggle nudist resort.
I Am Not Who I Became by mab_di (E, 93k)
Draco left England after the trials and has travelled the world meeting wizards and Muggles from different cultures and with vastly different relationships to magic, each other, and the natural world. Now he's a fisherman in Finland on commercial vessels. Harry has been struggling since the war and has become a recluse while trying to write his autobiography.
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qm-vox · 1 month ago
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Man Who Talk To God Have Difficult Life - Playing Clerics In D&D
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(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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thana-topsy · 2 years ago
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Sarel was only a few months old when he was abducted from the Alftand caverns as part of a college-sanctioned research project to study the intelligence, development, and magical ability of the Falmer. His abductor and head of the project, Aiden, was a disgraced mage from the College of Sapiarchs on a mission to prove his worth as a formidable scholar. Aiden operated under the assumption that the Falmer were a "devolved" race and did not possess the ability to communicate or develop past most basic functions. This assumption all came crashing down around him when Sarel developed at the same speed as any elf child -- curious, inquisitive, emotionally expressive, and communicative.
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As Sarel grew and developed, Aiden stopped thinking of him as an experiment and began to see him as his son. Being the only child at the College of Winterhold, as well as fully blind, presented many stumbling blocks for Sarel's upbringing, resulting in him having a very sheltered experience. Aiden was also hesitant to reveal to him the full history of the Falmer, and also kept the nature of his adoption hidden from him. Sarel grew up without knowing he was an "experiment".
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On his 11th birthday, a stranger showed up at the College of Winterhold asking after him. The stranger was a man named Harukar -- a Redguard vampire hunter with the Dawnguard -- and he'd recently met Gelebor in his quest for Auriel's Bow. Knowing that there was a modern Falmer being raised at the college piqued his curiosity and gave him hope that the Falmer were not an irredeemable, lost race of elves. He wanted to pass this news onto Gelebor, but inadvertently ended up triggering a chain of events that resulted in Sarel being sent away from the college to "be with his own kind".
A distraught Aiden agrees to travel with Harukar to deliver Sarel to Gelebor. [Their story is the plot of "Halfway to the Sky", so I won't be spoiling how it ends here!]
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When Sarel turns 16 he returns to the College of Winterhold to complete his "formal" training as a mage. His story after that is tentative and ever-shifting, but he goes on to be a formidable scholar in the field of ancient Dwemer research as well as modern Falmer anthropology, acting as a translator and ambassador. Eventually, much later in his life, he assumes the role of Arch-Mage at the College of Winterhold, promoting cultural exchange and study between the College and the Alftand settlements.
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thesfromhms · 2 months ago
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KOTLC INFECTION AU I MADE EARLIER THIS YEAR (i think)
HISTORY/SUMMARY + NOTES:
The infection started with an experiment gone wrong in Kelsers lab. He is the first one to get infected. In hopes to not infect and hurt his family, he ran away into the Wandering Woods. He goes missing for several months. After a bit, someone visited the woods and happened to come by Kelser. But... He wasn't Kelser anymore. He was a hungry and contorted monster. And he's starving... That's how the infection spreads. As said in the canon, most minds break of they commit some form of violence. A lot of elves come and gone just from defending themselves, but some elves (such as The Neverseen, Fitz, and Tam) have a stronger will and are used to violence, hence their minds being harder to shatter. They can fight back easily with their strong minds. The other elves are stronger than the others, and their guilty mind set slower (though, these sorts of elves aren't stronger than the previously mentioned ones). The council, despite the many pleas, are completely silent. They aren't responding or acting out on the situation. This is leading some people to join the Neverseen, just so they can have protection. Though, the Neverseen only take a few people. The Black Swan has been silent as well. No one is answering their imparters. The abilities are useless against the infected, no matter how rare or powerful your ability may be. The infected aren't affected by any ability. Note, Mysterium is currently under quarantine, the only decision the council has made that the public now about. All of the people there are infected. You see, the explosion from the chemicals released into the whole of Mysterium. The virus is technically airborne, but since Mysterium has been under confinement, the virus can only be spread through biting. All of the people in Mysterium are in stage 4, the bubble trapping the gas inside Mysterium is keeping them from rotting. This just makes them more hostile and hungry. Alden and Elwin are assigned to observe and study them, though, they find it hard, considering they cannot come inside without becoming infected or eaten.
Stage one:
—Bloody nose
—Weaker immune system
—Nausea
—Exposed wound not easily fixed with any elixirs or potions
—Shock
—Panic
—Sudden pang of hunger
—Abilities getting weaker
Patient will experience the symptoms the moment they're bitten by an infected one. If they aren't eaten, of course. An infected one usually takes a single bite out of an elf, tearing of their flesh (stage 3-4), but, if you catch them in the early stages, it'll only be a bite mark. They will start getting hungry, despite if they already ate. Normal elvin food should keep them at bay. For now at least
(Duration 1 week)
Stage 2:
—Getting sicker more
—Vomits often
—Snaps a bit easily
—Hunger really starts seeping in.
—Though hungry, they WILL still try to control themselves
—Starts to get a bit more aggressive, but not much
—Paler skin
—Less vibrant eyes
—Panic attacks
—Less energetic
—Wound starts to itch and become more bruised and bloody
—Ability almost useless
In stage 2, noticeable differences can be made. The infected elf will get more and more sickly ad the days go by. You can still approach the elf at this stage, but they'll most likely already be a little violent at this stage. Normal food still tastes the same, but they can't get full.
(Duration: 1 week)
Stage 3:
—More hostile
—More distant towards friends and family
—Can and will bitr your face off
—Almost gray iris, Bloodshot sclera
—Body part where the infected took a bite will start to contort
—Hungry constantly. Starting to crave meat
—Vision starts to blur
—Cannot think straight most of the time
—Ability not workingp
At this stage, their hunger is starting to become stronger. Their starting to become desperate for food. Their sanity is lowering, but they still have enough to distance themsleves from their loved ones. It is recommended to isolate the elf if they are in this stage, as if they're an elf who gets mad easily, they WILL not hesitate to jump at you.
STAGE 4:
—Now very hostile
—Blindness
—Starving
—Will eat itself if not fed
—Wound opens up, revealing bare bone
—Acidic saliva (can infect)
—No sanity, Mind shattered
—Ability gone
—Cannibalism
—Increased stamina and agility
In stage 4, their ability/abilities are completely gone and they will attack literally anyone they see and come in contact in. Their wound starts to open, revealing their bone. These are no longer your loved ones. They're gone. This isn't them anymore. RUN.
A note to telepaths and empaths!!
During stage one, their mind and emotions are a bit haywires. If you probe their mind, it'll be panicked and they'll be craving something to eat a lot. If you sense their emotions, it'll be anxious and shock.
During stage two, their mind starts to get foggy and blurry. Their emotions start to become stronger. If you read their mind, you'll see their cravings start to show. If you sense their emotions, you'll feel the anxiousness and the aggressiveness.
During stage three... You are no longer able to probe their mind. Empaths will become weak within 10 feet of an infected one. They'll become overwhelmed with how much aggression can be sensed. Telepaths are no longer able to read and probe their minds. They're too aggresive. You will die if you approach. If you ARE able to push through the barriers, you'll be overwhelmed. There is nothing to be saved. Get out of their minds
During stage four... Don't. Just don't.
( @imobsessed123 @thishumanformislimiting @multi-fandom-lunatic @siennamakeschaos @innereverblaze @iguessthisismymainnow @kale-of-the-forbidden-cities @myfairkatiecat @ham-cheese-toastie )
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sotwk · 10 months ago
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The Baker from Lórien (Haldir gen ficlet)
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Summary: A visitor from Lórien brings some excitement to the kitchens of the Elvenking's palace.
Word count: 1.1k
Content: Pure fluffy randomness, mother-son relationship, toddler Legolas
Rating: General (no warnings apply)
To Read on AO3: Link
A/N: I wrote this ficlet purely on a whim; I had no plans or strategy for it going in. It could be nonsense, or I could be onto something. XD It's most likely going to stay a random SotWK AU one-shot, but who knows. I pretty much just wanted to finally write any story featuring Haldir, whom I love dearly and firmly believe was one of the most desired bachelors east of the Mountains. Special thanks to my friend @creativity-of-death who inspired the concept of a Baker Haldir long ago!
Headcanons about Haldir in the SotWK AU: Any questions you might have about the background history in this fic would be answered HERE.
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The Baker from Lórien
Third Age 246 Spring
Bar Lasgalen, the Palace of the Elvenking
“Down and forward, turn, and fold over. Repeat. Remember to use the heel of your hand--this part, right here.”
The lump of dough felt pleasantly squishy in Legolas’s hands, and only with great self-restraint did the four-year-old elfling manage to resist playing with it like modeling clay, instead of following his instructor’s example. With eyes narrowed in determined concentration, he watched the steadily working hands of the elf across the table from him. After just a minute or so of observation, he began to mimic the brisk kneading motion.
“Yes, good! That is very good.” The visitor from Lórien seemed pleased, albeit surprised, by how quickly the child caught on.  
Legolas beamed at the ellon’s praise, and held the smooth ball of dough up high over his head in triumph. “Is it ready for the oven now?”
“Not quite.” The silver-haired ellon took the dough from Legolas and checked it with a few expert prods of his fingers. “It needs time to rest and rise. An hour at least, although up to three is much better, and then we can reshape it into loaves. Then it must rest again, before it can be baked.” 
“Three hours?!” Legolas exclaimed, already dismissive of whatever other steps came after. “Does bread really take that long to make every time?”
“The loaves should be fresh and hot out of the oven just in time for your Highness’s breakfast.” Legolas watched as his dough ball was placed into a large pan next to five others and covered with a dish cloth.  
“And a delicious breakfast is best preceded by a sound night’s sleep, is it not?” The voice that came from the kitchen doorway made Legolas scramble off his stool. He smiled sheepishly at his nursemaid, Ninniel, as she entered with a knowing smile and firm shake of her head for him.
The older ellon spoke up. “My apologies, Emmë. I should have realized the hour was too late.”
“It’s all right. It appears some valuable learning has been accomplished here, at least.” Ninniel took in the rather comical sight of her grown son towering next to her not-at-all-grown charge, both of them dusted in flour, and felt all her exasperation melt away. She dipped a tea towel into the washing basin and set to work wiping the sticky residue off Legolas’s fingers. 
“Will you come and get me when my loaf is finished baking, Halidr?”
“Well…” Haldir of Lórien glanced hesitantly at his mother. He was still unsure what to make of Thranduil’s sons, who all behaved without any regard or perhaps even awareness of their social rank. Legolas, in particular, had been unabashed in his fascination with Haldir ever since his arrival at Bar Lasgalen. Today was merely the first day of a month-long, overdue visit to his parents, and most of it had passed with the little prince turning up wherever Haldir happened to be, armed with a constant stream of questions. “It really is not my place to--”
“When your bread comes out of the oven, I will wake you to come and have it for  breakfast, with me and Haldir,” Ninniel interjected smoothly. “But the sooner you get to bed, the sooner you can rise refreshed for a new day, yes?”
“That sounds excellent!” Legolas threw his hands up, and wriggled his hips in a little sort of dance. “I shall be back in a few hours, Haldir! Please take care of my bread!” he called out to the bemused elf before bounding out the door. 
“Are you still finding everything all right, dearest?” Ninniel swept a light hand over her son’s broad back. In one touch she could tell Haldir was fairly relaxed, as she had hoped he would gradually become. Her eldest had always been the most serious of her children, and his nature only grew graver as the ages passed and the memories of hard years weighed on him. It had been far too long since his last visit to Eryn Galen, so rarely could he be persuaded to leave his post at the March, and Ninniel hoped the brief holiday away would be restful for his spirit. 
“Yes, everyone here at the palace has been… quite attentive.” Haldir smiled and planted a swift kiss over his mother’s hair. “The prince’s arrival sent them scurrying off, I fear, but I do not think he seemed to mind or notice.”
Ninniel shook her head. “The only thing they were running from was their own embarrassment,” she said. “I will let you return to your work, my love. Legolas and I will be back soon.”
And indeed, as soon as she exited the kitchen, she encountered the gaggle of young kitchen maids waiting in the hall, preparing to re-enter now that the royal Highness had left and gone to bed. 
“Lady Ninniel,” they curtsied to her, appearing only mildly abashed by her witness to their obvious intentions. But this was a small phenomenon Ninniel had grown accustomed to over the years, for it became clear early on that her handsome son elicited rather strong reactions from elleths, often without any encouragement. 
“My lady, if we may…” one of the girls blurted out. “We were wondering… that is, we wanted to make certain… do you know whether or not Lord Haldir…”
“He is not a lord, and he would not appreciate being addressed as one,” Ninniel corrected gently. “And as far as I know, he is not engaged, involved, or taken with anyone at present.” She gazed at the line of hopeful faces and pressed her lips to smother a chuckle. “Any of you are welcome to try and draw his interest, if that is your wish.”
But best of luck, indeed. Ninniel sighed as she departed, leaving the sounds of pitchy giggling behind her as the pack descended on her oblivious son. Whether there was any chance of a maiden in all of the Woodland Realm catching Haldir of Lórien’s eye, much less his elusive heart, she did not know. That hope had certainly not borne any fruit in over a thousand years of matchmaking attempts. But any diversion, any added source of joy outside of his work, his books, or his baking, could only be a good thing. 
Anything beyond that--dare say a betrothal, a marriage, or even a new precious grandchild--was something Ninniel was prepared to be completely surprised with. But a mother will always hope.
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marquisecubey · 3 months ago
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I have a new dnd character and I’ve been drawing her so much for the past week uuuuuuhhhhhh anyway here’s sister Frenelle I named her after a type of light fixture
(Congratulations! You have clicked on the Read More and you have unlocked her long ass backstory. Enjoy this thing I sent to my dm, which I can only assume that she must have liked because she gave me a free legendary magic item lmfao. Don’t worry if you’re not up to snuff on Eberron specific lore, I catch you up on the important bits.)
The secret child of an elven nobleman and a human scholar, Frenelle Albright was born in the isolated island nation of Aerenal.
Aerenal was not a kind place to anyone who was not a full-blooded elf, and with very few flesh and blood friends to talk to, her mother's wide collection of books became her dearest companions. From an early age, the doctor saw great intelligence and curiosity in her daughter; the tomes she pulled from her mother’s shelves were leagues above her expected reading level, and by the age of eight, she could even hold entire conversations about complex historical topics.
Humans cannot wander freely across Aerenal with no reason, but it was a vital place when it came to Dr. Albright’s research. The goal of the books she was writing was to help the rest of the world gain a greater understanding of Aereni society, and to hopefully encourage them be less afraid of their open practice of necromancy. But sadly, while it was a fantastic place for a researcher, there were also very few opportunities for her bright young daughter to truly flourish and learn at her own pace. So one day, she had a difficult conversation with her daughter: For the next several years, she would stay on the island, while Frenelle would be moving across the sea to attend a boarding school in Fairhaven on her father’s coin.
Frenelle was terrified at first of being alone. She was already a terribly shy girl by nature, and the new city and climate were overwhelming. For the first month, she hardly spoke to anyone at all, not even to her teachers. However, over the next few months as she properly settled into Fairhaven, she was taken aback by how welcoming the new environment was, especially compared to the coldness of her hometown. People actually wanted to talk to her, and they remembered her name. She had peers that she could talk to about all of the math and magic and history that were bottled up for so long, and when she excelled at a topic, she was rewarded instead of scolded.
The most exciting thing about the academy was that she wasn't even the only half-elf there. Or rather, Khoravar as they called themselves, and as they called her too. The main group of khoravar who took her under their wing were a group of rambunctious kids from House Lyrandar, and it was here that she met her best friend, a boy named Leeko.
Leeko was outgoing, kind, and a bit of a hothead, but he was also passionate and smart in the same way she was. He loved all of the flying machines and massive airships that his family was building, and he talked intensely about how excited he was to pilot them one day, proudly showing off the Dragonmark of the Storm on his right hand. Despite them seeming like total opposites at a glance, the two couldn't have been closer. Every time they met up to try and study for classes, they'd end up talking for hours on end about everything from old magic to new technology. For the first time in her life, Frenelle wasn't alone.
Each year, she would return home to her mother for a couple of weeks, but as she continued to thrive in Fairview, she began to notice that the doctor was growing more isolated and depressed each year back on the island of the dead. Eventually, she was able to convince her mother to leave behind her studies, coming home with her daughter, never to return.
Frenelle quickly rose to become one of the top students in her class, graduating from her boarding school with honours and moving on to study divination magic and history at the University of Wynarn. By then, Leeko had left for the island of Stormhome to train as a pilot, but the two continued to write long, cascading letters to one another every single week.
Her unconventional background gave her a unique perspective when it came to her studies at Wynarn. This was all well and good, until it led to her constantly interrupting professors during lectures to question their biases. This was especially true when it came to the taboo field of necromancy, which she had grown up seeing as a very normal thing in her culture. Eventually, however, she quickly grew wise to the fact that if she wanted to succeed as an academic, she would need to suck up to her less worldly professors every now and again. After all, if she wanted to make her point of view known, she should attempt to hear them out as well.
While working on one of her Master's degrees, Frenelle's work ethic and passion managed to attract the attention of a temple of Aureon in Arcanix, where she was offered a position as a novice. She was hesitant to quit her studies at first, but at the urging of Leeko, who just had gotten a job as an air shuttle pilot at the floating towers, she dropped everything and accepted the massive opportunity.
In fact, the chance to see Leeko again may have been her biggest reason for moving to Arcanix, because it turns out, she had started to develop romantic feelings for him. And, as she would later come to find, he felt the exact same way. She would even learn that he had planned on marrying her, which was no small deal of course. After all, Leeko wasn’t simply just her best friend, he was an heir to House Lyrandar, the Half-Elven dynasty who controlled the rapidly growing industry of air travel across the civilized world, using the Dragonmark of the Storm that ran in their blood.
A proper, pure Dragonmark gives a person tremendous power. Most importantly to those in the twelve Dragonmarked houses, it is a predictable power. However, the same cannot be said of the unpredictable power that results when people from two different houses produce a child. Unpredictability is volatility, and volatility is danger. For the sake and the preservation of society, all marriages and sexual relations between those with different Dragonmarks are strictly prohibited.
Frenelle didn't actually notice her mark for the first few days. She had figured it was some benign skin condition, a small rash around her eye. When it didn't go away, she went to see one of the healers at the temple, who laughed when she said she had no idea what it was. When he realized she was being serious, he explained that she was a foundling, a Dragonmarked person with no previous ties to a house.
He explained that her Dragonmark of Detection was an incredible thing.
With the power of her newly manifested mark, Frenelle became an obvious standout among the rest of the clergy in ways she hadn't even thought were possible. She could look into people's thoughts, see entirely new creatures from beyond the material world. She could protect people from danger.
The royal family of Aundair was in search of a governess for their children, but not just any regular teacher would do. They needed a cleric, a person who could embody the very will of Aureon, the god of magic, knowledge, and the law itself. Their job wouldn't be just to teach, but to physically protect the future of the kingdom. And, who in the world could possibly be better for that than the gifted foundling who just landed on the steps of Arcanix?
Frenelle walked past the cockpit as she boarded the air shuttle. The pilot smiled as he called her name and waved with a childlike excitement. She lowered her head. Words that he’d never get to speak reverberated through her skull. She felt his heart sink like a rock through her own chest. He wanted to marry her.
Vows of celibacy aren't necessarily a requirement for becoming a cleric. However, many choose to take them on in an effort to avoid mortal matters clouding their judgment. It's not as though she had much of a choice in the matter. After all, when the queen who funded your schools and the god who bestowed you these powers give you a call to action, to uphold and protect the law, you listen.
So, as a cleric with a high stakes mission, Frenelle simply chose to take that mission very seriously. And you see, it's actually fine. She's fine. They're fine. It’s fine. He’s fine. They’re fine. They're all fine. She's fine. It’s fine.
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bookshelf-in-progress · 8 months ago
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Honors From the King: A Short Story
The sword felt strange in Mia's hand. It fit perfectly in her grasp, but it still seemed impossible that it was hers. A few days ago it had made her into a hero, but in the confusion of the battle, she barely remembered making the lucky blow that felled the giant who had terrorized the Southern Forest for ten years.
Now she, an ordinary eleven-year-old from Iowa, was the hero of a fantastical realm, waiting to receive honors from the king himself.
Elbera bustled around Mia in the antechamber-turned-dressing room of the village hall. The elf woman—barely taller than Mia—had served almost as a mother to her since the strange wind had left her in the elfin village. "Now, my dear, as you're being honored for valor in battle, it's right for you to carry the sword, but you must never put the point toward the king. If you're nervous about it, you'd best sheathe it."
Mia sheathed the sword before Elbera finished the sentence.
Elbera continued, "Since you've slain a well-known terror, it's customary for the king to offer a boon. If he offers up to half his kingdom, don't take it—it's only a polite phrase. Best to ask for something useful—perhaps a sum of gold to rebuild the bridge outside the village."
From what Mia had heard of the king, he'd do that anyway. No, if Mia was to get a boon, she would ask for only one thing.
She wanted to go home.
For nine long months, she'd been stuck in Athelor. The cheerful, dainty elves had been kind to her—sheltering, feeding and teaching her without complaint—but they weren't her family. Her parents had to be frantic about her. And her six siblings—what had they done when that strange summer wind took her away from them? An entire school year would be gone by now. If she stayed away much longer, she'd be so far behind, and it would be harder and harder to fit back into ordinary life.
The elves had been unable to provide any suggestions about how to get back home; they only told Mia to wait for the wind. But the elves had sung praises of King Edonniel's library, spoke with awe of his scholarly works about Athelor's history. If anyone knew how to get her home, the king would.
The door to the chamber opened, and a palace guard escorted Mia into sunlit wooden expanse of the main hall.
At the room's far end, the king stood among his guard. Though over fifty, he was tall and fit, with a reddish-gold beard and a noble bearing, resplendent in royal armor. He was like the good king in every fairy tale Mia had ever read, like her father, and she forgot to be afraid of him. The king was a great man—warrior, poet, scholar, diplomat—but Mia knew in an instant that he was kind enough to help a lost girl.
The assembled crowd—all the elves and talking beasts from the village—cheered as Mia approached the king. Mia tried to ignore them, instead focusing on the king’s kind face.
The king stared at her. He stood frozen for several moments, then stepped toward her. “Mia?”
Mia stumbled to a stop. "Yes?" This seemed an informal greeting from a great king.
In a blink, Mia found herself in the king's arms, crushed in a warm embrace.
"I can't believe it." The king's deep voice sounded right next to her ear. "I thought I'd never see any of you again, not here."
Mia tried to push him away. King or not, this was too weird to put up with. "Any of who? What are you doing?"
The king pulled away and looked into her face, drinking her in. "I'm sorry. Of course you don't know me. Mia, I’m Danny. Your brother."
*
In the privacy of Elbera’s good parlor, Mia sat alone with the king. Her brother. Her ten-year-old brother. Who she never in a million years would have connected with the great scholar, warrior, and king the elves, in their musical accents, called Edonniel.
She couldn’t doubt that he was Danny. He remembered their parents, their farm, all their family, even the dinosaur village she and he had created two summers ago. With only a year and a day between their ages, they had often been mistaken for twins, but Mia had always reveled in her superior age. Until now.
Danny seemed so dignified; he made Elbera’s soft chair look like a throne. His eyes had wrinkles around them. His red-gold beard hung down to his chest. He sat so steady, so still, gazing at her like she was his long-lost child—instead of the sister whose hair he pulled when she beat him at Mario Kart.
As Mia sat across from him on Elbera's other chair, the only thing she could think to say was, “You’re older than me.”
The king guffawed. “I’m older than Dad. But you—you don’t look a day older than when I last saw you. How long have you been here?”
“Nine months.”
“It’s been forty-eight years for me.”
Mia’s head spun at the idea. “How?”
“The wind that carried us into a different world carried us into different times. I landed on the shores of the Beryl Sea forty-eight years ago. Ever since I became king, I’ve made a study of Athelorian history, trying to find the rest of us.”
“Us?” Mia had been with her siblings when the wind had taken her, but she’d assumed they were back home in Iowa. “How many of us are in Athelor?”
“All of us,” Danny said with surprise. “Didn’t you know?”
Mia shook her head. “I couldn’t see much.”
“And when you landed here alone, you had no reason to guess that we weren’t all safely at home,” he said, understanding.
“Is anyone else here?” Mia asked, half-hoping another brother or sister would pop out from behind the furniture.
“I crossed paths with Thomas not long after I arrived, but you’re the only one I’ve met in person since. Everyone else, I’ve had to track down in history and legend.”
“You met Thomas?”
“He landed among the trolls of the northern mountains,” Danny explained. “Became a master smith—the greatest in Athelorian history. He forged that sword you carry. I have no idea how it got into the elves’ hands; I’ll bet there’s a story there.”
Danny never could stick to the point of a story. “Where is he?” Mia asked in frustration.
“He was a very old man when I met him,” Danny said. “A hundred and twenty-seven, by some counts. Some say his life was extended by working with the stones from the heart of the world.”
Was? Her little brother had been only six years old when she’d last seen him. He couldn’t be—
Mia sank back into her chair, stricken.
Danny, caught up in his story, didn’t seem to notice. “Jane lived among the centaurs and elves of the Skyveil Plains seven-hundred years ago. Became a legendary warrior and explorer, defender of the weak. Beloved by all the beasts. First to step foot on the Daybreak Isles and meet the talking mice.”
Seven-hundred years?
“Now Ben,” Danny said with a laugh, “has popped up all through history. Rarely seen for more than a day or two, but he always has some dramatic effect. Some scholars speculate he’s extraordinarily long-lived, but my theory is that time is playing with him in a different way than the rest of us.”
He said it all so calmly!
“Nora?” Mia dared to ask about their oldest sister.
Danny’s gaze turned dreamy, his voice hushed and reverent. “The legendary Queen Eleanor, present at the waking of the world.”
Danny was talking about Nora—bossy Nora!—like he was in awe of her.
Her sister—all her siblings—had become legends. They weren’t waiting for her at home. They were long dead, had been dead ever since she’d arrived, which meant they were gone forever, and there was no way home—
Mia burst into tears.
Danny reacted about like how she’d have expected him to react. He sprang up from his seat and hovered awkwardly over her chair. “Mia? What’s wrong?”
Through tears, despair, and frustration, Mia blubbered something that included the words, “They’re all dead!”
“Dead?” Danny asked. “Who said they were dead?”
Mia wiped her tears on her sleeve and glared up at him. “You did! You said Thomas was ancient, and Jane lived seven-hundred years ago, and Nora’s as old as the entire world!”
“That doesn’t mean they’re dead.”
“I’m not stupid! No one can live that long, not even here!”
Danny crouched down next to her chair. He placed both hands on her shoulders and looked straight into her eyes. “Mia, look at me. I’m telling you: they’re not dead.”
Before his fatherly gaze—even with the beard, he looked a lot like Dad—Mia’s sobs became mere sniffles. “Then where are they?”
“They’re home. Safe. I promise. The same wind that brought us here brought them back home after their adventures were over.”
Just like the elves had said. But when Mia had thought she’d have to wait to go home, she’d thought it would be a few years at most, not—
“You said Thomas was more than a hundred years old.”
Danny said, “I’ve done a lot of reading about people like us. We’re not the only people who’ve come here from Earth—or gone home. The stories all say the same thing. No matter how long we spend here, the wind takes us back home to a time only minutes after we left, and we’ll be just the same age we were then. Reunited from across history, as young we ever were. A foretaste of heaven.”
His voice had gone dreamy again. The elves had said he was a poet.
Mia dried her face and sat up straight. “We’ll all be together? At our normal ages? Like we never left?”
“Exactly.”
“You and me and Thomas and Ben and Nora and—“ Mia realized something. “You never said where Claire was.”
“She’s the only one I haven’t found in history yet. That means her story’s probably still in the future. Maybe we’ll run into her someday.”
That did sound exciting, but Mia didn’t like the idea of waiting decades like Daniel had.
“How long do you think it will be? Before we go home?”
Danny stood and walked toward his chair. “I can’t say. Whenever the wind blow lately, I get the strangest feeling that I won’t be here long—maybe five years.”
Five years—half her life—not long?
“For you,” Danny continued as he sat down, “I can’t say. But I have a feeling that your adventures are just beginning.”
“I don’t want more adventures,” Mia said, as another tear dripped. “I want to go home.”
“I know,” Danny said, his voice husky with sympathy. “The first year is the hardest, and you’re so young.”
The idea of Danny—Danny!—treating her like a little kid! “I’m older than you!” Looking into his very-much-not-a-kid face, she amended, “Well, I should be.”
“You will be again, one day. But until then...“ Danny leaned forward, his hands on his knees, and suddenly sounded more like an American kid than he had all day. “This sounds so weird, but if you like, I can adopt you. You can live in the palace under my protection, and I can show you everything about Athelor. Maybe name you my heir if you like the whole royalty thing.”
He was planning a whole life for her. Plotting out a future. Here. Even without the weirdness of Danny acting like her dad, it was too much.
Danny noticed her hesitation. “You don’t have to, if you don’t want to. I know we’re all called here for different purposes, and I don’t want to keep you from your intended mission.”
“I thought the giant was my mission.” Mia had constructed such a tidy tale—and now it was unraveling. “I came here, I slayed the giant. The story should be over. I should get to go home.”
“It will always be waiting for you. Until then, you have Athelor.”
“Athelor isn’t home!”
“It can be,” Danny said. “It’s been a good home to me. It can be a better one, now that you’re here.”
Mia suddenly realized how old her little brother was. How long he’d been waiting, searching for his family through books. And now she was here, after all this time.
Maybe that was her mission. To help this great king while he was here caring for the people of Athelor.
“I guess I can try,” Mia said. Even if she had to stay a long time—well, Danny had managed to do some amazing things, and she couldn’t let her little brother outshine her. “When we do get back home, I don’t want you to have a better story than me.”
Danny grinned—and for just a second, he looked a little like the kid she remembered. “Mia,” he said, “I think you’re going to be fit for legend.”
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