#the emotional torture of rogue like
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x-mensirens ¡ 9 months ago
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"Habe keine Angst."
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crows-of-buckets ¡ 2 months ago
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One thing I really wish about crow rook, would them just refusing to admit that their training was basically torture.
In casual conversation dropping about how viago broke their hand once during training, and how much of a bitch it was to heal, but immediately defending it because they've never forgotten to keep their hands protected in a fight.
Or maybe they do know it was torture. Maybe they know it was abuse and not something that should have been done to a child, but if they think about that they would have to reconstruct the idea of Viago in their mind. Viago the man who saved them, the man who trained them, the man who also tortured them. I think an internal struggle of 'but that torture kept me alive. I'm only breathing because of my lessons paid in my own blood' would have done so much for the crows
And maybe they see it reflected in Lucanis's stories. And hearing about Caterina and Lucanis, they can't reason it away with sentimentally. Maybe they try to. Lucanis survived a year of torture. Was that because of Caterina? Or because of Lucanis's own spirit?
Idk, I think crow rook could have been an interesting story about the crows. Because in other back stories, it makes sense that the crows would try to boast about freedom and how they defend their city. Make themselves look good to their new allies. But crow rook would have known about the blood underneath, and the bruises and the welts and the cuts. And maybe they can't forgive Viago - maybe they can. Maybe they have to, because if they don't then they lose their only family. Maybe they know Viago only wanted them to survive. Maybe they don't know if that makes it better or worse.
Sorry forever mourning that the crows aren't actually morally gray it could have been such a neat story about their internal abuse and how the system itself works. The only previous crow companion we had talks about how bad his torture was; a blood bath, a survival of the fittest. When asked about their training, crow rook can reply 'it was torture'. I wish there was some idk depth to it? It's implied that house de Riva does training differently from house arianai, which makes sense as clearly that did NOT work out for house arianai. However rook was personally trained by Viago (from what I understand. Talking to Heir at the casino reveals that rook never trained with her, and also received the best training they could. Probably training from the talon himself). That couldn't have been easy training.
Yet even through all that, it's clear Viago does care about them! Any other crow would be dead if they went rogue on a job like rook did, yet Viago only sends them away.
I don't remember where I was going with this but. I think Rook de Riva should be allowed some complicated emotions about their training and viago. As a treat
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clarencethemouse ¡ 5 months ago
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Bleeding Light (pt. 1)
Nightcrawler x reader
because I'm feral and no one can stop me :)
This has been festering rotting in my brain for a week. This reads like a whole story (and a long one, because I have a lot of thoughts), but my brain spouts better as bullets. So it's bullets. But as a story. Enjoy :))
(also I totally may write out a proper story later. But you get the lore right now)
the Pining.
let it be known that it was mutual. And it was mutual for a Long Time
You were already with someone else when you two met. With his never-ending charm, wit, and kindness, it didn't take long for you to hit it off as good friends.
this soon became a close friendship, often closer emotionally than you were with your partner. You were a mutant, unbeknownst to your partner (out of shame). You trusted them, and they respected mutants, but by the time you gained the courage to tell them, you felt it was too late to risk losing their trust over such a crucial lie. So you maintained this front, masterfully, for over a year
with Kurt, you didn't feel the need to hide. He understood. With him, you could bond and relate life stories in ways you could never with your long-term partner.
it was soon that you began to realize your feelings for Kurt were stretching farther than any other friendship before. And that you liked Kurt more than you ever loved your partner
this tore you up, and you became wracked with guilt. You didn't know how to end it with your partner, though you knew it had to be done. You still loved and cherished the person you spent the last year with, but it wasn't fair to them
over the last several months you two had planned a future together. It was a critical time of your life to gain independence, move out of home, and start your own journeys of life. For so long, you wanted to start this new life with them. It wasn't so simple as breaking up. Their, and your, near future was built upon the assumption that you would marry, as you did love them.
but not as much as you liked Kurt.
Your choice was made when you finally sat down with them and revealed your mutation. One thin cut was made on your hand. Light poured from the skin, igniting both of your faces in shock and fear. As the white blood trickled down your palm, your partner demanded why. Why could you keep this from them? Why did you withhold such an important part of you for so long?
when you could provide no answer they deserved, they walked out.
with your future with them obliterated, you had nowhere to turn. Nowhere to go to escape the psychological torture (and emotional abuse) of your parents' failed marriage. When you turned to Kurt for a deep shoulder to cry on, he provided an answer. An answer he knew would be best for you, and cursed himself that he was more excited about what it could mean for him. The X-Mansion
it only took mere days before you packed everything of value and were stationed at the mansion. It didn't take long for Kurt to convince the professor to let you stay, at least for as long as it took you to get on your feet on your own (and he wanted you to stay because... reasons).
you were more than happy to suggest doing your part as a teacher for the school
settling into the flow of the school, and life so close to people just like you, was a struggle eased by Kurt. He was the new kid before, and just as he had Rogue, you had him.
soon you built your own social circle and support group of friends, fitting perfectly into the puzzle that is the X-Men family. Soon, you were able to grieve your lost love and move on with the world you were always meant for.
...it did not take long for everyone to notice the brighter smiles you offered Kurt. The glances you sent him after making your witty, slightly dirty comments. How he was the first person you sat with during movie night, resting your head on his shoulder as you both grew tired. How you distracted yourself during end-of-the-day classes, searching for him in the hall through the window in your classroom door. How he was the only one you didn't hide the blinding paper cuts and golden scraped knees from.
and it did not take long for everyone to notice the way his tail whipped more excitedly the instant you entered the room. The way he recalled you explaining your day so enthusiastically as if you were the brightest, most wise creature to grace the planet. The way he was always the first to appear by your side after a more gruesome training session, examining every inch of your visible body more thoroughly than Beast. The way when he would let you down after a piggyback ride, his smile faltered ever so slightly to stop touching you.
so Rogue and Gambit formed a plan. Because that's what good friends do
she worked on whittling you down to admit it to yourself. He was happy to encourage Kurt to take more forward action with you. Jubilee soon joined in the plan, and soon there was a whole network of friends conspiring to get you two together because GOD WE ALL SEE IT. THE STUDENTS SEE IT. THE PIGEONS SEE IT. CHARLES AND JEAN HAVE TO SEE IT IN YOUR MINDS EVERY DAMN DAY. GET A ROOM.
and it works
Rogue got it out of you quickly. She was able to help you sort out your feelings and stop feeling so guilty about the past. You did what had to be done, and you never would have been truly happy with your old partner living a life of lies. But you can't lie to Kurt. He knew you deeper than anyone without even trying, and you wished to God he could know you a little better.
it took a month before Gambit was finally able to convince Kurt that you were struggling just the same. Because as much as the man flirted, teased, and worked himself into our attention by any means possible, he could not shake the dreaded pit feeling that you were still someone else's. You were still just out of his reach, and he would never know the feeling of your beautiful lips; your hands beyond high fives and thumb wrestling matches. Never have the honor to show the world everything he wished he could have with you
Kurt met you on the mansion roof. You were minding your business; reading a book and playing with light over the shadows. You didn't want to come inside. And if you were on the roof, that's where Kurt was gonna make himself comfortable. He would hang by the cell tower by just his tail if it meant you would talk to him. Anything if it meant he could tell you the truth.
it started with you looking over at him in a moment of silence, when you truly had no inclination to think he was there with any ulterior motive. Just one thought on the tip of your tongue
"You're so beautiful."
kurt.exe has stopped working
neither of you left the roof. The night wrapped with your head on his chest and his hand in your hair, him wondering where the absolute Hell it all went wrong.
you did wake up around 2 a.m. Sitting up abruptly at the surprise of your position, you were met with Kurt's golden eyes already awake and on you. No one beyond you two knows what happened on the roof that night, but your relationship changed. No more hiding.
when you returned to your lives the next morning, the others didn't need to be told that the mission was successful. Your smiles and bright eyes shared the whole story
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midnighthazee ¡ 2 months ago
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Greenridge ABO Series
Series Masterlist Masterlist
Characters:
I just kinda made things up for them/their personalities. Sorry if it's weird or cringe. Also.... sorry to be another "Alpha I.N." story as well but I like the idea lol
Omega Y/N L/N
- Bought at a young age by the Nyko pack. 
- Abused by them (mostly the alpha) and forced submission (almost died from a sub drop once).
- Lived with them for nearly ten years.
- Convinced you that the neighboring packs are worse than he is....they would kill her just for being on their property unwelcomed.
GREENRIDGE PACK
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Alpha Chan
Leader of the Greenridge Pack
Amber eyes, black hair
True Alpha known to be ruthless
Rumour is he killed his older brother to be Alpha (did not, was there when he was murdered and got blamed)
Protective of his own 
Secretly a softie for those he holds dear - barely sleeps worrying over his pack
Doesn’t do well with disobedience/defiance
Usually with Jisung or Seungmin during his ruts
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Alpha Minho
Second to Chan
Menace
Brown hair, dark eyes
Doesn’t open up to people easily
Refuses to submit to anyone but Chan
Helps guide Jeongin and teach him how to control his Alpha urges
House chef
Favors Jisung to help with his rut
Gets aggressive leading up to and during his ruts if he doesn’t get what he wants
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Beta Changbin
Head Beta
Dark hair, dark eyes
Keeps the other Betas in check
In charge of training to keep everyone in shape and fight ready
Also does interrogation with Minho and tortures if needed
Intimidating but softie
Gets babyish and pouty leading up to his rut (and during)
Pouts and begs for Hyunjin to help with his rut (eventually Hyunjin reluctantly caves)
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Beta Hyunjin
Quiet, keeps to himself
Best tracker and hunter
Black hair, dark eyes
Tech savvy and good at reading people
Becomes clingy and touchy leading up to and on his rut, slightly aggressive during it. Very jealous
Prefers Felix or Changbin during his ruts
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Beta Jisung
Loud and boisterous
Brown hair, dark eyes
Impulsive and acts without thinking a lot
Has the messiest room
Gets aggressive leading up to his ruts and Only minho gets thru to him.
Prefers Minho during his ruts
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Beta Felix
Sweet and kind
Blonde hair, blue eyes
VERY Sensitive to emotions
Trusts too easily
Usually helps Minho with cooking
Training to be pack medic with Doc Quinn
Prefers Minho or Seungmin during ruts (likes it rough)
Very emotional leading up to and during his ruts and exhausts himself worrying about everything.
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Beta Seungmin
Laid back and even tempered. Takes awhile to get a rise out of him.
Light hair, dark eyes
Reads often and likes photography
Leading up to his rut, his tolerance is shorter and he gets lazier. 
Usually gets help from Minho or Felix with his rut
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Alpha Jeongin
Newly presented alpha
Was thought to be a beta originally
Dark eyes, dark hair with highlights
Eager to learn from Minho
Does well with just the boys - only an occasional loss of temper
Still training and practice with Omegas, pheromone control, and urges
Gets antsy and quick tempered leading up to and during ruts
Usually has Chan or hyunjin help him
They are all mates with each other so yeah LOL
I'm VERY OT8 for SKZ but I do have a bias....hopefully I don't make it obvious :)
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Doctor Quinn
Pack medic
Also helps with a few other ally packs but priority is Greenridge
35 years old
Been tending to injured since she was 15
Rogue Beta
NYKO PACK
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Alpha Lewis
Leader of the Nyko Pack
Has 2 little brothers in the pack: Hayes and Milo
Pack also contains 4 other betas and 3 omegas (including y/n)
Used y/n for his own needs and couldn’t care less about her 
Keeps her locked in the basement until he’s ready to use her.
Ruthless and feared by most the neighboring packs. No one dares to cross him
Took over 2 neighboring packs and expanded his territory, gaining their numbers as well
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Alpha Hayes
Little brother of Lewis
Alpha in training
Older than Milo by 1 year
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Beta Milo
Little brother of Hayes and Lewis
With Hayes always doing the alpha’s bidding
Other Betas:
Samuel
Triston
Frankie
Mallory
Omegas:
Y/n
Asher
Harper
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The Amazing Digital Circus: Guardian AU
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My TADC AU is now up and running! I will be making a poster, character cards, general art, and possibly comics based around the storyline. Here’s the information!:
Description:
Caine is the ringmaster and ruler of The Amazing Digital Circus, but there are some things that even he can’t control. NPCs go rogue all the time, often acting out and trying to genuinely hurt the circus members as they go on adventures. Because of this, Caine has always appointed two circus members he deems the most worthy to protect him and others from danger. They have been different over the years (mainly due to abstractions), but currently Jax and Ragatha are his Guardians. The two of them are more privileged than the regular circus members: they are allowed to wield weapons, swear, indulge in vices, and the like as long as they do so in private, do their jobs well, and don’t disrupt the "family-friendly" atmosphere of the circus. Caine trusts them…or so he says. And to make matters worse, it looks like NPCs are forming an uprising to overthrow Caine, led by none other than a revived Gummigoo! Travel through the colorful world of TADC, but covered in a grimy layer of violence, corruption, and deception.
Who will the story focus on:
Caine
Abel
Pomni 
Jax
Ragatha
Kinger and Queenie
Princess Loo, Gummigoo, and other/more NPCs as the canon Digital Circus web series progresses
Genre:
Religious and psychological horror
Comedy
Action
Philosophical(?)
Content Warning - Anything produced for this AU may have any of the following elements:
Religious themes
Implied/referenced torture 
Blood (No gore, but this may change in the future)
Mental health issues 
War themes
Gambling
Alcohol and Drugs
Foul Language
This AU is recommended for ages 16+. The creator of this blog is 18.
…Wait, there’s more?!
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FAQ:
Can I make fanart?
Yes, fanart is encouraged and always appreciated! Just make sure to credit me as the creator when needed. Do not use my creations if you are hateful/racist/sexist/anti-LGBTQ or just problematic in any other way. I don’t want what I make to be associated with these things. As for NSFW stuff…I would prefer if you didn’t. (Okay, well…now that I think about it, sure, go ahead, go crazy. But please don’t send it to me, I don’t really wanna see it. And tag it appropriately! Be mindful of others!) Ocs are allowed!! Ships (Canon x Canon, Canon x OC, OC x OC, whatever) are allowed! Tag me in anything as long as it’s SFW. Seriously, do whatever you want!
What are the religious themes?
Christianity. I am a Christian myself, but I also really enjoy religious horror and researching different religions. Does Pomni represent Jesus in this story? Not really. But, I will be using themes/images of Christianity (like angels, for example) to enhance the horror. I also like studying Japanese and Chinese mythological figures, purely out of interest. I will never try to push my beliefs onto the audience in any way. People can believe in whatever they want!
Are there any ships?
Bunnydoll (Jax x Ragatha) is the main ship. It is mostly implied/referenced and nothing overly romantic happens. The story focuses on their emotional bond since they are both Caine’s guardians. If you don’t like the ship, please don’t be rude to people who do. And if you do like the ship, don’t be rude to people who don’t! There’s enough hate on the internet already. Just be mindful that we all like different things, and have fun!
How will the story be told?
Through comics, probably. It’s easier for me to write things in a document (as a script) and then draw, so it will take time. I will also make art on the side that may or may not have canon information or events. It depends.
What inspired you?
The 70s (lots of yellow, orange and brown colors), Skinnamarink, religious horror, vintage Las Vegas, vintage snacks, and other random stuff. I have specific inspirations for different characters. But my inspiration to even start this project is definitely @/burrotello and The Amazing Digital Fight Club AU. It’s awesome!
Can I ask questions about characters, the story, etc?
Yes, but if it’s an answer I don’t want to reveal yet…well, we’ll see what happens. Sometimes, I will make drawings where a character reacts or responds!
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baldurs-writers-3 ¡ 8 months ago
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This week, we have fics focusing on Tav! Check under the cut for eight fics that explore custom Tavs as they navigate the challenges of BG3. And as always, comment and kudos if you like them!
staeve multiverse by Deerna (30082,Not Rated) Warnings: Check individual fics for rating and content notes Pairings: Astarion/Halsin/Tav
This is a relatively large collection of fics surrounding Staeve, the drow rogue made by Velnna
Reccer says: Staeve is a super fun tav, and there are so many fun fics exploring his dynamic with his partners.
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Be Worth Something by Masterangst12 (4445,Not Rated) Warnings: None Pairings: Astarion/Tav
Tav (named Axel) gives Astarion a present, a thoughtful gesture and Astarion sucks it up and returns the kindness by learning to comfort someone else for once.
Reccer says: I love how everyone picked up on the signs of Axel's self-worth issues, and I love Astarion's response to them even more
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Under the Sussur Tree by spacesunderstairs (73724,Mature) Warnings: None Pairings: Astarion/Tav
Halinae (a reclusive drow bard) wakes up on a mindflayer ship and must find her way out.
Reccer says: I really like Halinae as a character, and enjoy seeing her interact with the various companions.
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tomorrow (and tomorrow, and tomorrow) by maximumentropy (51352,Mature) Warnings: Graphic Depictions of Violence, Rape/Non-Con (though the non-con is not super explicit, if that helps), Self harm Pairings: Astarion/Halsin/Tav
Astarion is newly freed from Cazador, and Morrow is newly freed from their own abusive master. And Halsin? Halsin is the only one who knows the three of them are soulmates.
Reccer says: I really like Morrow as a character, and the way these three play off each other and grow together. Just very lovely all around
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Fidelity by narla_hotep (102674,Mature) Warnings: Graphic Depictions of Violence, Major Character Death, Body Horror Pairings: The Emperor/Tav
Fidelius was a thrall; a mind flayer's loyal servant who obeyed his master's every whim. But everything changed when the nautiloid descended. Now with his master missing and presumed dead, Del is free for the first time in decades... And he has absolutely no idea what to do with it.
Reccer says: The premise is executed so well, and the descriptions are wonderfully visceral.
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Weight of The Crown by Nikolai_237 (2613,General) Warnings: None Pairings: Karlach/Tav
A young Archfey warlock attempts to become familiar with a mysterious power bestowed to him.
Reccer says: I really enjoy the feywild imagery, and Rivera is just a joy to read
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And two fics each for:
Oathbreaker by Mellybaggins (186136,Explicit) Warnings: Dead dove content, major character death, rape, torture, religious trauma, gaslighting/emotional manipulation Pairings: Tav/Astarion, Tav/Halsin, Tav/OC
The fic follows Morwen, an oathbreaker paladin Tav through the events of the game, but also during her rich backstory as told through recovered suppressed memories.
Reccer #1 says: It seems to start as just another Tav fic but really takes off after Raphael messes with her and the suppressed traumatic memories start to resurface. Reccer #2 says: Morwen is such an interesting Tav, and I love fics that really dig into the divide between good vs evil, especially in such a dark way.
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Until I Met You by onlymine139 (50846,Explicit) Warnings: None Pairings: Halsin/Tav
A slow burn that focuses on developing the relationship between Tav and Halsin during the events of BG3.
Reccer #1 says: It helps to fill in some of the gaps in the in game romance with Halsin as well as develop some cute friendships with the other companions. Heavy on Tav's (Tav'ahria) backstory as well, who was also present for the unleashing of the shadow curse. Reccer #2 says: I really enjoy the sweet back and forth between Tav and Halsin, and their companions' sometimes disastrous matchmaking attempts.
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The above fanfic recommendations were pulled from our community for this weekly event. Have any questions about what this is? Check out the FAQ!
Next week, we’ll be back with Humorous Fics!
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rei-ismyname ¡ 2 months ago
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Logan tried to murder Chuck. What then?
After the sun set on Krakoa and the dust settled, Charles Xavier surrendered himself to 'human authorities.' He was being transported to his super prison built by Reed Snitchards and Tony Nark when...
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Logan came to kill him in a very unsubtle way. Surely those guards died or at minimum suffered serious permanent injuries. What little we get of his motivation is an objection to Chuck's time as Sentinel X - killing a bunch of humans. Logan Behavior, basically. Certainly hypocrisy.
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Pretty stylish entrance though, The Shining style. He's just about to gut him after Chuck declines explaining himself or speaking at all. Keep in mind resurrection Protocols just phased into another dimension - Logan is aiming to kill Xavier permanently (comic book permanent obviously) here despite the fact he's going to prison for life. He'd actually be subverting punitive state justice here.
I hardly need to say that this is pretty extreme for Logan. He's killed countless people, but for the last few decades he's worshipped the ground Charles walks on. After AvX, when Chuck committed suicide by Phoenix, Logan appointed himself the custodian of 'the dream' and ran the school (though he renamed it after Jean because he's a creepy and petty man.) Cyclops is often held up as Chuck's heir, but I think Logan is just as much. (Though Jean and Storm beat them both out and surpass him.) Maybe this is a hypocritical broken pedestal moment.
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Magneto objects, freezing him in place and proclaiming 'no more martyrs.'
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Did you know 9/10 failed murderers say 'cripes?'
Then he yeets him out of the prison and levitates it so he can't get back in. Mags and Chuck have a chat and we see nothing of Logan until Wolverine #1.
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These people all need therapy. Emotional intelligence so low.
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That murderous unilateral motivation seems to have cooled - 'Charles doin' what he did' is third on his list of things that took their toll. Not to minimise his pain, but everyone else has experienced those things too. Many had it worse. Scott, for example, was tortured for six months with his eyes sewn shut and a broken back (which... healed somehow.) If someone else was doing this he'd call them out at best, more likely he'd tell them to get over it. This is #Logan Behavior, though it's weird he doesn't mention Daken's death.
Brief aside - was he truly needed in the pack? I can't see what use a throng of wolves would have for a naked guy with opposite sleep patterns, very different dietary requirements, and the inability to breed with them. His presence got them killed. He was tolerated at best, more likely an imposition. Kevin Costner motherfucker.
I'm 99% sure this is next chronologically. Scott says Logan was 'in the area so he asked him to investigate' - 'the area' being Santo Marco, a fictional South American country that Magneto briefly conquered in 1963. The X-Men answered his distress call.
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No mention of Chuck here, and he greets Scott warmly. No thank you though. They patch him up back at the Factory. Looks like he does have use for X-Men.
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Wolverine can absolutely give up. It's his thing.
From 'I never should have left the woods' this has to be after Wolverine #1, but before Uncanny X-Men #1-4, because that takes place over a few days and the phone call between Rogue and Scott implies so. We only get the end of this conversation, but it's very safe to assume it was a soft recruitment offer and assumption of a family relationship. No mention of Chuck here either. He claims he's done, citing Krakoa as a loss. It is a loss, but it also bought back the 16 million Genoshan dead and established a mutant paradise in a heaven dimension - one he could have gone to.
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Also, Logan didn't build shit. He had nothing to do with Genosha, in fact he opposed and obstructed it. He bailed on Utopia and the narrative kept genocidal threats away from the school. He had little to do with building Krakoa itself and while he went on the missions he was asked to, he remained a skeptic the entire time. He didn't trust the island and lived on the moon in a polycule. Anyway, he tells Scott not to come looking for him. I promise you he wouldn't say that to Jean.
Sure, stay in the woods, idiot. Get more wolves killed.
She's right, they're not strategists.
Looks like he's fine hanging out with Rogue and Gambit. Rogue seemed fine with joining Cyclops and co, but doesn't argue at all when Logan (who is hours away from leaving and has no intention of staying) shoots it down for... reasons? They were X-Men enough when they rescued him from Santo Marco, ingrate.
Neither should struggle to imagine a community 'run' by Scott Summers. Logan has been living with him for at least 3 years and he wasn't everywhere when Logan and Jean were banging. Rogue was on a Krakoan X-Men team with Scott and he and Jean prepped new leaders and stepped back. They all considered themselves Krakoan and Scott 'lived to serve.' How does it end this way? The Chuck question answers itself, though Logan doesn't say 'I wish Magneto didn't stop me killing him' or something. Scott? Uhhh, you took this misanthrope's grumbling as gospel. Go to Alaska and say hi! Or maybe he'll call you. Kate? Uhm, she just told you. She broke in Fall of X, you know this.
Interestingly, Logan uses the term 'fill Chuck's chair.' I thought he was quitting the parts that don't work? 'Why do you even want to?' should be self explanatory. Rogue receives a phone call after this from Scott, and she says he's 'the last person she wants to speak to.' Maybe Logan is right and he shouldn't be around people. He infected Rogue with Scott haterism very quickly.
The Outliers show up and less than a day later he leaves, heading for the nearest forest. Even the swamp hag that guts him thinks he's a whining bitch. Logan is aware that Rogue's group are planning a prison break, that children are being hunted, though it doesn't stop him leaving.
Put all this together and it paints a very human portrait of a traumatized person pushing everyone away, albeit in the most immature way possible. This is what Magneto referred to when he said Logan Behavior, and he's right. If I was talking about a real life person it'd be unforgivably callous, but I'm not. I wrote this piece to interrogate his continuity from Krakoa to FTA, and I was expecting it to make less sense to be honest. As I said, this is textbook trauma response. It portrays that well, but the whiplash of Logan going from 'murder Chuck no matter the collateral damage' to 'Chuck did bad things but Cyclops is worse - don't be friends with him, Rogue' is severe and unsatisfying.
Uncanny #700 was one of the last things written for Krakoa, so it's likely that information wasn't available for FTA writers. Except Logan and Kate had both sworn they'd kill Chuck with plenty of notice, so I don't think that deserves a pass. Is anyone surprised by this? Maybe I should just write a post that says 'From The Ashes doesn't care about smooth continuity and has clumsily broken up these teams by fiat. Just ask Havok, Polaris, Angel, Storm, Omega Red, Jubilee and Shogo, etc etc. Also, it's pretty fucking mid' and pin it on my Tumblr.
That's no fun though. Even when it sucks, when it's safe and nostalgic, when everything you loved has been swept away and replaced with cardboard cutouts, when it's 'fine I guess', and even when it's great; the play's the thing. I love the X-Men and fans have as much ownership of the story as anyone. Not entitlement, just the right to be a part of the narrative, close to the characters. I find it fun and if I ever don't I'll stop (or spend a few years covering Krakoa). I hope you do too. Importantly, you should be critical of the things you love in good faith. As for Marvel the capitalist entity - all bets are off. Fuck em. They do it for the money, we do it for the love.
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physalian ¡ 6 months ago
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Transformers Prime Appreciation Post
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You know what. You know what?? This show has featured in so much of my writing advice, it deserves its own “This show is amazing and has amazing writing and shit you can learn from it to be a better writer” post. It’s streamable on Netflix at the time of this post. I own it on DVD. I have all three seasons on actual, physical discs that I bought new for my DVD collection. That’s how much I love this show.
What is TFP? TFP aired on The Hub network, the joint venture between Hasbro and Discovery Channel that died after MLP ended, I think. We lost cable before that happened. TFP was probably single-handedly sustained by MLP money for a while, like the rest of HBO on GOT.
This show came out when I entered high school and I have extremely vivid memories of some of the constant previews they showed of the season 1 finale 3-parter, to the point where whenever I watch the scenes that were in those teasers, I still get a physical reaction from being bludgeoned over the head with those lines of dialogue.
I used to scroll ahead in the TV guide as far as the scheduled programming allowed, just to catch snippets of what episodes were slated to air within the next month. This show was the shit.
But it was too expensive and its budget got eaten by Friendship is Magic. The bronies ruin everything I guess.
It’s 3 seasons (technically 2.5 since 3 was only greenlit for half its episode count) of near-perfection and a tv-movie. There are a few weak episodes, sure, and one absolute dud of a clipshow episode, but there are no awful episodes. There ain’t no “Great Divide” for this show.
Why you should watch it:
1. A “kids” show that absolutely takes itself seriously
One of the Autobots dies 5 minutes into the series and it’s the inciting incident for the entire story. He gets blown up, taken prisoner, and then stabbed through his chest by a Decepticon’s fist without warning. He then gets brought back as a zombie, killed again, infects his partner with the zombie juice when she’s trying to save him, and dies for good.
Two main characters get straight-up murdered, long-running characters whose deaths have lofty consequences for the narrative. There’s betrayals, double-agents, robot torture, robots getting eaten alive by scraplets, gaslighting of an amnesiac, near-murders of POWs, near-murders of fan-favorites who get so hurt, their recovery spans 4 whole episodes, attempted child murder, terrorism, and mad science.
But there is also some heavy emotional shit. The surviving partner of the zombie is damaged by his loss for the entire show because she can’t properly manage her grief. There’s characters going on suicide missions to avenge their dead/dying friends, getting beat to shit while a child watches helplessly on the sidelines screaming at them to get up and run through tears. There’s war flashbacks to dead friends and comrades and the terror and fallout of being eons-old soldiers.
There’s quiet moments, too, about grief and loss and living with disability and disfigurement from battlefield wounds. There’s the machinations of a tragic villain, openly and explicitly abused in front of his whole team and who keeps crawling back and groveling at his master’s feet and his internal identity crisis over who he is, if he’s not with his abuser. There’s the fallout of an extremely divisive trolley problem where a normally calm and collected character loses their shit with grief over the decision that was made. There’s the quiet rumblings of dissent and rebellion in the ranks and all the backstabbing that follows.
And there’s clever moments. Rogues and rebels orchestrating complex and interwoven plots to further their agendas. A POW who no one would ever expect to be captured absolutely trouncing their captives and laughing all the while while they free themselves. Characters who always have a backup plan to force others into awful predicaments.
The first episode after the 5-episode mini-movie that opens the show features an A-plot about school science projects, and a B-plot about waking a loyal ‘Con from stasis and trying to convince him to bow down to the ‘Cons’ temp leader, Starscream, while Megatron is elsewhere. It does not end well for him. The very next episode features robots getting eaten alive by alien metal termites.
2. Depth of Character
Beyond the actual plot, the villains might be more compelling characters than the heroes across many arcs and episodes. You’ve got five main autobots for most of the show that generally fit the 5-man band:
Optimus: Leader
Ratchet: Smart Guy
Bulkhead: Tough Guy
Arcee: Lancer
Bumblebee: Heart
Also guest starring the Alien Robot Cowboy Samurai known as Wheeljack, he’s amazing.
These characters have some really rich episodes and arcs, and moments where they have to put their own values, wants, and agendas aside for the greater good or the problem at hand. They feel like real people, for lack of a better word. They laugh, they cry, they rage, they grieve, and since the show is one long storyline, what happens seemingly inconsequentially in season 1 will come back to haunt them in season 3.
But then you have the villains, an extremely dysfunctional team of “every man for himself, we’re all not here because we like each other, but because we hate the Autobots,” and I can tell from the fanfic that the ‘Cons are the much more popular characters to write about.
Megatron: The fascist narcissist warlord
Starscream: His scheming SIC both too smart and too dumb for his own good
Soundwave: The utterly badass TIC comms chief who never loses and is insanely, fiercely loyal to the cause
KnockOut: The absolutely gay-as-fuck cosmedic surgeon/chief of medical voiced by Daran Norris, who’s only design requirement was to make him a sexy sportscar, and they ended up with a cherry red Aston Martin. One of his first lines in the show is "*whistle* Sweet rims” at Optimus in truck mode.
Breakdown: KO’s himbo, canon* boyfriend with some of the best, cringey puns
Airachnid: Arcee’s arch nemesis, the only other female transformer, a “love to loathe her” type
And others down the line for both teams.
*Canon insofar as a kids show on a kids network allows a la “we’ve given you as much subtext as we can, do the rest”.
KO is technically my favorite but it’s a tossup between many and that is a feat, especially when they’re the villains. They are all extremely compelling characters.
3. The Story
With some exceptions, episodes don’t happen in isolation. Most of season 1 is a bit random with a foggy throughline, but season 2 is utterly amazing, sans that one clipshow the producers probably insisted on.
Season 2 is the show’s finest hour and without spoiling anything: The end of season 1 sees this database that had been in the ‘Cons possession suddenly now with the means to decode and decrypt whatever’s locked behind it. The database contains coordinates on Earth of a myriad of confiscated weapons, ancient relics, and the like and the entire season is one big fetch quest with both sides racing and beating the shit out of each other to decode coordinates and retrieve the relics before the other side.
The macguffins are pretty cool in their own right (alien mustard gas, a giant Final Fantasy sword, an alien nuke, a phase-shifter) but it’s the intensity of the story and the action and drama that happens around the various quests that is so amazing.
At one point, the show takes four episodes to tackle a fetch quest across four separate relics that involves the entire cast on both sides and the two rogues all gunning for their targets at the same time, ending with one character critically injured that grinds the whole plot to a stop.
The show is one long story, as I mentioned, where something that happens in episode 2 shows up again as critically important in episode 40 and that’s a heck of an achievement on the writers’ part, making it all feel like it was planned that way from the start, even though it wasn’t.
Season 3 is… lesser, mostly because it has half as many episodes because the show was canceled. However, the writers knew about the cancellation early enough to still deliver a satisfying story, and wrap up loose ends with a tv-movie that is also pretty good.
Episode-to-episode there’s definitely a mixed bag of what kind of tone you’ll get. It’s still a kids show and there are human characters so there are some lesser episodes with the humans’ lives as the focus and the Autobots running support. Then you’ll have small-screen perfection, but like I said, there’s never a single episode of story (not clipshow) that I skip upon rewatch, no matter how many times I’ve seen it. The second “clipshow” episode is far and gone above the first, told through the eyes of a character as they’re on trial, only their scenes through the story, as they await judgment that might see them executed.
4. The Production Value
The majority of the animation budget rightfully went to the transformers themselves, which left the environments and the human characters a little rough around the edges. But you came for alien robots and before I got this show on DVD, I streamed crap quality episodes online. Once I saw these characters in full HD color, for the first time since it aired on TV, I was blown away. The reflections are, bar none, the best part. Which seems like a strange hill to die on but these are shiny metal giants. There’s some shots where you can see the reactions of other characters reflected hazily in the chest plates of the speaking character, and this is kids animated TV.
Some episodes do stand out, possibly because they changed studios, but some do have some off-kilter coloring or shadows, but you wouldn’t notice if you’re not like me and have picked some scenes apart frame by frame.
The music, also, is amazing. It’s grand and epic and far and gone from the 80s synthesizers, with a few choir tracks thrown in. The foley and sound design can get a little gratuitous with the metal-on-metal squeals, but none of it ever feels out of place.
I bought the directors’ commentary without knowing it for seasons 1 and 3 and they talked about having all the digital screens in the backgrounds of both bases constantly moving and showing data, not just static, blank images, and it really ups the feel of the quality and care put into the show when there’s always something cool to look at in every frame.
There are also some money shots. At one point there’s a fight that demands Optimus and Megatron join forces and with zero dialogue between them, only choreography in the span of about 25 seconds of animation shows you that these two really were old friends, old allies, old confidants. Their moves are mirrored, back to back, showing that Megatron clearly taught Optimus how to fight and this shot, the one at the top of the post, is too good to not spoil.
5. The Writing
Beyond the overall arcs, I mentioned in my “How to make your writing less stiff” post that the dialogue in this show is stellar. Due to animation budgets, they didn’t have the means to fully render a huge variety of environments, and that includes anything on Cybertron. So, when necessary, outside of when characters actually go to Cybertron later in the show, they use some beautiful matte paintings and voiceover narration by Ratchet, absolutely dumping exposition on the audience in spectacular fashion.
I have the director’s commentary. I know Ratchet’s monologues were a thing of beauty. They also had the cast all recording their dialogue at once, standing in a big U for more natural line deliveries.
The actual writing though, from the different ways the characters speak to the lore, the backstories, how the show can be a horror trip one minute and a kids’ science fair the next, showed incredible variety and flexibility in the writers’ room.
Optimus’ lines remain my favorite because they’re just that juicy, but then you have characters like Starscream, a perpetual schemer who loves to hear himself talk, pontificating whenever he can about his plans and how much he hates Megatron and how self-important he is. Or other righteous characters who use Big Words like Optimus that don’t feel out of place against somebody like KnockOut who says stuff like “I like the way I look in steel-belted radials” or Wheeljack who clearly learned English from watching Clint Eastwood movies.
Or, a later character, Shockwave, the most “robotic” of the robots and very poncy and scientific with the way he talks and interprets the world, with most of his lines including whether or not a character’s choices were “logical”.
This show is fantastic at creating tension out of mundanity and keeping you on the edge of your seat for nail-biting action scenes. You feel the anguish and the grief with the characters. Their rage and elation and devastation.
Some faults, because I love this show and I can recognize them
The human characters are… well, teenagers. Miko is pretty divisive, you’ve got the camp of “wah she’s a girl and she’s annoying” and just people who don’t find them as compelling. Which, fair. Their animation is a bit gummy and sometimes they disappear for entire episodes and their human world arcs are kind of abandoned. They’re not the best, but this isn’t about humans, it’s about transformers.
Due to probably time constraints with the show being canceled, some transformers’ arcs also felt abandoned or not given their due time to shine (of which fanfic has made painfully clear and rectified). It’s a very tight plot, but there are some dangling loose ends.
Sometimes it is incredibly in-your-face that this is a show meant to sell toys, particularly in season 3 with the whole uh, “we must become beast hunters” and the soft rebrand.
There exists a subplot of C-list villains, human militants who want to dissect cybertronian biology and make weapons. While some of their episodes are absolute bangers, you can tell the writers were getting sick of them before they’re finally written out of the show.
And a few awkward lines here and there.
Other cool shit if nothing else has convinced you
No love triangle or romantic subplot for the two female robots and one of the female humans. You can read one of Arcee’s relationships as romantic or platonic, but she is far beyond just “the girl” of the group, she’s a badass. The other romantic subplot is between a mom who’s deadbeat ex-husband is inexplicably missing, and a pot-bellied Army vet, and it’s really sweet and healthy.
(I think) incredible representation of characters with disability, in Bumblebee’s various war scars and his mutism.
The Gays. I swear there’s a page in the art book (of which I am desperate to find a copy of) for KnockOut and the caption of his art legit says something like “we made him too sexy, oops”.
So. Many. Puns. Puns that know they’re awful and relish in it. Dad jokes, too.
Ratchet losing his mind over how human children can get “twisted limbs and metal burn” if they do a dangerous thing before realizing the latter does not apply. Ratchet losing his mind in general. Just all of the cranky medic. Jeffrey Combs can make a phone book entertaining.
One of the last times we’ll probably get Peter Cullen and Frank Welker together doing Optimus and Megatron, the OGs. And also, one tiny moment where Frank has to say “treasure” and he still flubs it just like he does for Fred in Scooby Doo.
Consistency between character injuries. If Optimus’ sword breaks in a battle, whenever he summons it before he can have time to fix it, it’s still broken in ensuing shots.
An episode of zombies infecting the Decepticons’ ship and Starscream and KnockOut accidentally admitting they love each other while cowering in terror, while also calling back to a different pair of characters they did not witness saying the exact same lines.
Optimus transforming, ramming Megatron in the chest in truck mode, booting him off a cliff, and using his tires to melt rubber in Megatron’s face once they land because he is pissed.
All of Starscream’s immensely satisfying comeuppance for situations he gets himself into.
Using the murder termites for good in a rather horrifying death of a random goon.
Megatron’s hate boner for Optimus that clearly shows how badly these two don’t actually want to kill each other, despite having a million chances to do so, because like Batman and the Joker, “you and I are destined to do this for eternity,” and killing one would leave the other alone, after eons of fighting.
The gorgeous matte paintings.
—
Somebody on here once drew KnockOut with Autobot blue eyes and I have not been able to find that post since. If anyone sees it, please send it to me, it was gorgeous.
Now go watch this show. You can do it in a weekend.
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sanjoongie ¡ 11 months ago
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𝔻𝕒𝕪 𝕋𝕖𝕟: ℍ𝕒𝕥𝕖 𝕊𝕖𝕩
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🥀Pairing: Kang Yeosang x Reader (f)
🥀Genre: Smut
🥀Rating: 18+, Minors Do not Interact
🥀Au: ninja au, anime au, Naruto au, historical au
🥀Trope: enemies to lovers
🥀Summary: when you claim that Yeosang was a man of no emotions and Yeosang demanded you prove yourself right, a passionate and hot sex session follows
🥀Kinks: hate sex, rough sex, degradation kink, fingering (f), mean dom! yeosang, mean sub! reader, breast/nipple play, strength kink, creampie
🥀Word Count: 1,693
🥀author's note: thanks to @mejuii for helping my gears begin to turn. Apologies for any terms you don't understand, I pulled directly the anime and this was completely self indulgent
🥀Day Nine: Long Distance Sex/ Praise 🥀Mini Masterlist 🥀Day Eleven: Somnophilia
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Your ancestors would, in fact, be rolling in their graves if they knew whose fingers were deep inside of you. Your hips rolled into the hand that was giving you pleasure, but he wasn’t going to just let you take from him without giving back.
“What’s this?” Yeosang purred into the shell of your ear. “I thought you said there was no way that you could possibly get pleasure from anything I ever did to you?”
“Fuck off, Yeosang,” You snarled weakly, hips still bucking into his movements.
“Kinda pitiful, really?” Yeosang continued to torture you with his words. “A Senju letting an Uchiha fuck her with his fingers. We should be fighting instead of fucking.”
A jolt went through your nerves. It tightened your nipples immediately and made your lower half flood even more than it already was.
“Who’s fucking?” You argued, “You’re incapable of anything other than throwing barbed insults and using those damn eyes of yours.”
Yeosang hummed mockingly in agreement. “Right, how could a passionless man possibly fuck?”
You had been sent by the Hogage herself to infiltrate the Akatsuki. What you hadn't been aware of was that Yeosang, who had gone rogue when his elder sister had died by his own hands, had joined up with the merry band of shit disturbers. You had been sent here to figure out exactly what their grand plan was. You most definitely were not sent here to fuck the enemy, let alone an enemy that was generations in the making. 
All you had to do was keep your mouth shut, but you were so sick and tired of Yeosang's damn emotionless face. You had watched him fight, watched others die, and he never showed a single drop of emotion. You, however, had cried when the first Jinchuriki had died for the Akatsuki’s grand plans. Yeosang had accused you of having a weakness.
“Shouldn’t you have ripped your heart out a long time ago, great granddaughter of Hashirama?” Yeosang had mocked you then. 
“Oh, go find someone else to spar with Yeosang, I'm tired of you,” You had attempted to dismiss him.
What you hadn't known was that your explosions of emotions were what Yeosang looked forward to the most. He was so devoid of feeling anything for such a long time that you were refreshing, despite all his provoking. 
Yeosang quirked an eyebrow at you, making direct eye contact, the most you had ever seen that beautiful face move. “Tire of me? I haven’t heard that one before. Normally, everyone is begging me to show them something.”
You laughed mirthlessly. “Like that would ever happen. I don’t think you would know emotion if it hit you on the head.” That’s when you pushed it. “In fact, I doubt anyone could get a rise out of you, including your cock.”
Yeosang cocked his head at you, face still blank. “Don’t think I know how to use the sword on my body?”
“Tch.” You sneered. “I highly doubt you could please someone, let alone be passionate.”
A shiver went from the top of your head down to the tips of your toes as Yeosang smirked. You should have been terrified. Instead, you were turned on. “Do you want to test that out, brat?”
You took a step forward that brought you nose to nose with the enemy of your ancestors. “I’d relish proving you wrong.”
And then the rough sex that followed was like nothing you had ever experienced. You both ripped your robes in order to grope at each other’s chest. Yeosang pushed your breasts together while massaging them while you flicked your thumbs over his nipples, looking for him to break. 
You wrestled and fought for the upper hand, to be the more dominant one, but Yeosang was simply a smidgeon stronger than you. He pinned you against his chest, an arm against your collarbones, and he began to play with your body even more. It wasn’t until those skilled fingers found your wet folds that you heard a low chuckle in your ear. 
“Are you having fun, little one? You’re so wet I would think you were eager to be beneath me.”
You were so shocked by the sound of his laugh but didn’t fight him when he released your upper body and instead pulled one of your legs up so he could have easier access to your aching puss. 
“That’s simply the adrenaline talking,” You argued. You had to bite hard into your lips to keep the moan that was attempting to escape your lips in. “Like I could ever get pleasure from something you did to me.”
Except now, that was exactly what was happening. And you were starting to think that Yeosang was enjoying himself. 
“Does it make you wet at the thought that I’ll impale you in the middle of this forest where anyone could stumble upon us? Hmmm, little brat? Want someone to watch while your mortal enemy fucks you into an orgasm?” Yeosang teased and tempted you.
A whine was building in the back of your throat and the plea for him to fuck you was on the tip of your tongue. But your pride was burning your throat. 
“You have to say it,” Yeosang whispered into the skin along your neck. “I could bring you to the peak of your pleasure and stop. Again and again. In fact, I could torture you with my Tsukuyomi in that very way, and only a moment would pass.”
“Make no mistake,” You panted, your body still rolling into his hand as his fingers squealched and fucked your pussy. “I hate you.”
“And yet.” Yeosang was hanging off your words. He just needed you to give him the go-ahead, and he would show you exactly how you affect his emotions and his passion. 
“Fuck me, Yeosang,” You asked lowly, “Make me feel something for you that isn’t hatred.”
Yeosang moaned. “Gladly.”
With both of his hands cupping just under your knees, Yeosang held you aloft and lowered you down on his straining cock. You whimpered as he fought his way inside of you, thrusting into your wet cunt, making room in your soft walls for his cock. Each inch pushed inside was torture because it felt so good but you wanted the whole of him inside of you; you needed to be fucked until you screamed from your orgasm.
Each whimper that you let out as Yeosang fucked you was a gift to the Uchiha. For someone who had suppressed quite a lot in his life, sex was the one time he could let loose. The way you trembled for him, begged for him, whined for him was reawakening parts of him that he thought had long died. But what he wanted the most was for you to say his name with passion. He wanted to hear your name drip like honey from your lips instead of like poison.
“Does it feel that good, being fucked by your mortal enemy, brat?” Yeosang poked at you. “Does my cock give you that much pleasure that you have no more words to throw at me like a kunai?”
Your head lolled back, pleasure making you a willing ragdoll for Yeosang to fuck. You had never felt this way with any man. It was like with each stroke of Yeosang inside of you, he was looking for you to be pleased rather than himself. It was as if he wasn’t taking from you but giving. 
“How is it so good?” You rasped hoarsely, your moans already making your throat dry. “I’ve never felt such pleasure before?!”
“There’s a reason they beg me to never leave,” Yeosang admitted tonelessly, “After one taste of me, you’ll be ruined for everyone else. On that, I can swear.”
You believed him because no cock had ever felt as good as the one sheathed between your legs did now. “Wanna cum,” You whimpered, mind solely on your growing orgasm.
“Already? You’re a greedy brat,” Yeosang mocked you. “You’re an easy lay.”
“I’m--hnnnn-not--ah, ah, ah--just--fuck, shit, Yeosang! Yeosang, just like that,” You whined, the build up of your orgasm ushered by the way that Yeosang fucked up into your pussy like a well oiled machine. 
“Say my name like that again,” Yeosang demanded.
“Yeosang! Yeosang! Yeosang!”
He came inside of you with a quiet grunt, buried deep inside of you. He unloaded into you, an amount that filled you to the brim and then spilled out. You felt as his cum dripped out of you and onto the ground of the forest. 
With the final thrust, so deep inside of you that you felt his tip nudging your womb, you came. You screamed his name, stars lighting up behind your eyelids as you were gifted with such an intense orgasm that you were happy that Yeosang was holding you aloft.
Yeosang let go of one leg, then another, a hand on your waist to make sure you didn’t collapse. “Let me fuck you like that again, brat. I promise you I can show you a lot more.”
Wooyoung’s hyena laughter shattered the illusion that Yeosang had created just as he released you. “He’s right, you know. Men and women beg for him to show them something other than his cool, pretty face.”
Yeosang had indeed used his Tsukuyomi, the power of his eyes to trap you in a moment in your own mind, and had fucked you there the minute you had met his eyes. The illusion, the mind power, was so powerful that it felt exactly like reality. 
Your face burned with embarrassment. Your undergarments were simply flooded from the pleasure your mind had thought you had received. Your clothes were not ripped either. Wooyoung’s laughter died, and he peered at you and then Yeosang with curiosity. 
“You two should just fuck already, the sexual tension is palpable,” Wooyoung observed, albeit a second too late.
You screamed in anger, triggering a tree to grow, capturing Wooyoung by the collar and leaving him hanging, not quite understanding what exactly he had said. And Yeosang, the immovable statue of the Akatsuki, laughed at his best friend and partner, unable to contain any glee at the moment.
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🥀Day Nine: Long Distance Sex/ Praise 🥀Mini Masterlist 🥀Day Eleven: Somnophilia
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qm-vox ¡ 2 months 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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jaal-ama-daravv ¡ 11 months ago
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The man that is Heinrix van Calox
Alright we need to talk about this man because a) i can't stop thinking about him, and b) i don't want to.
Heinrix has this deep, tormented past. He has been tortured multiple times (to extremes), he has struggled for god knows how long to form any sense of security or emotional attachment due to the nature of his job, and he was mutilated then tormented by his colleagues for his appearance (when I saw this in game I was induced with rage in my bones). In saying that it is no wonder he is so afront about his appearance and candor.
This man is a huge ass SOFTY to the core, he's touch starved, love starved, word starved, and probably just starved. He chooses you over his duty if he trusts you wholeheartedly and I can't put into words just how lonely he must be. To find love in such a universe, and its so fucking obvious this man is down as bad as von valancius is and i love it.
I also headcanon the fact that Heinrix will of seen my commisar rogue trader's posters and heard of her feats and had a huge crush ( like a celebrity crush, 'oh ill never meet them') then bam, starstruck. I live for it.
also you will have to pry my opinion that they tried to have heirs at some point after the conclusion of rogue trader from my dead body
thanks for coming to my heinrix ted talk
note: i initially went into this game being like ha ha, ill just romance heinrix till I meet marazhai because damn, and then, well, here we are. heinrix forever, I love pixels
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frownyalfred ¡ 11 months ago
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How much violence do you think Batman should be able to get away with and still remain a hero or vigilante while also not losing his characterization?
There are times where no lives are in immediate danger and he only needs to get information but then he just casually breaks bones, effectively torturing someone. Like in the videogames Telltale Batman or the Arkham games' verse or even the movies and comics where he dishes out way more violence than necessary. That scene where he threatens to crush a guy's head with the Batmobile and actually has the car start rolling over his head, cracking it slightly. Or the interrogation of Eli in the Telltale game where Batman can pretty much brutalize and torture an already frightened criminel if the player so chooses. Or the comics, where he sometimes says he enjoys hurting criminals and sends them to the ER without a second thought.
Also, do his kids know just how brutal Bruce can be on a Tuesday just cause he feels like a criminel deserves it? After a patrol, he'll reprimand them for breaking someone's collarbone or if he thinks they took it too far even though he does that all the time. It's not like the Batkids never do it themselves, but when they do, they're mostly in extremely emotional states and not a cold clinical mindset. One could argue Jason and Cass are exessively violent too but, well, Jason is an anti-hero (or villain) and Cass is still learning how far is too far.
And if the kids didn't know/realise, what would happen if they saw a recording of Batman absolutely dismantling a criminal in a detached sort of way (maybe a rogue maybe not, whatever would be worse ig) and then having to reconcile that that's the man who's like a father to them.
It's a very interesting question, and I suspect you'll get a different answer from everyone you ask.
My take is that it comes down to two things: intention and likelihood. Bruce's line for injury/torture/death sits somewhere between probably won't kill them or cause grievous injury and could cause death or grievous injury.
Throwing a guy off a high-up roof isn't just likely to kill someone, it was likely intended to do so. As we see in Batman Begins, you can throw someone off a (low) roof and not kill them, without the intention of killing them, and without the high likelihood of the act killing them.
Breaking a man's leg for information probably won't kill him, but it could! The break could be done wrong, or heal wrong, and cause a blood clot that killed the man. But was breaking the man's leg intended to kill him? Was it done with full knowledge that the break would likely result in death? Is that something a reasonable individual can even evaluate on their own?
The argument can be made that hitting someone in the head could result in death. So is Bruce risking his no-kill rule on a technicality when he punches people into walls? Does dying from a complicated TBI years later count?
I find the branding example in BVS a fascinating discussion of this point. Bruce doesn't kill the men he brands, but he effectively sets the men up to be killed in prison. Is it the same? Does he intend for the brand to kill the men? Does he have knowledge of the likelihood of death as a result of his brand? Does Lex's meddling actually change any of that when it's revealed later?
The third thing I haven't brought up but that you did is Bruce's enjoyment/active participation in all of this. Does he hurt people because it's effective? Is it ever gratuitous? Is he detached from the suffering he causes, viewing it as a means to an end? Does Gotham play by different rules -- i.e., is torture and grievous bodily injury ever acceptable in Gotham when it wouldn't be in other cities? Is Bruce a man willing to do what it takes at the end of his rope, or is he a man who resorts to violence when there are still other viable options? Somewhere in between?
I do agree that, with the addition of Robins and other family members, the violence likely tones down unless absolutely necessary. Hurting people shouldn't be enjoyable, but it is downright painful for some people (not Bruce) to witness firsthand.
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kat-thepoet ¡ 4 months ago
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Invisible string
CHAPTER FIVE
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A/N: I really don't want to go back to school ☹️ Anyways, enjoy!
Previous chapters: CHAPTERS
Word count: 5090
When we got back to the group, the cold wind biting at my face, Erik was already storming toward me, his expression dark. The snow crunched under his boots, and before I could even catch my breath, he was yelling.
"Where the hell were you?" His voice boomed, harsh and accusatory, cutting through the chaos around us. His glare was fixed on me, and I could feel the weight of his anger like a physical thing pressing down on me.
I stood there, still trying to process everything that had just happened—the man in the cage, the guards, the alarms. It was all a blur, but Erik didn't care. All he saw was that I'd gone off the grid, and now he was furious.
"I—" I started, my voice shaky. "I found something."
"You found something?" he snapped, taking a step closer, his eyes narrowing. "We're in the middle of a mission, and you just wander off to 'find something'? You put everyone at risk."
I clenched my jaw, feeling a surge of defensiveness rise up. "I didn't wander off. I had to check out what was in that room—"
"You had to check it out?" Erik cut me off, his tone dripping with sarcasm. "You're not a soldier, Flora. You don't get to make those calls. You don't have the experience, and you sure as hell don't have the right to go rogue during a mission."
My chest tightened with frustration. "I didn't go rogue. I found that man in the cage—he was being tortured. I couldn't just leave him there!"
Erik's face darkened even more, his fists clenching at his sides. "You should've waited for backup. We have protocols for a reason."
"She did the right thing," Raven's voice cut in, firm and unwavering as she stepped between us. "That man would still be locked up in that cage if it weren't for her."
Erik's glare shifted to Raven, his jaw tightening. "You're defending her? She didn't follow orders—"
"Enough!" Charles's voice came through the earpiece, his tone commanding. "We don't have time for this. Everyone back to the jet, now."
Erik's eyes flickered with frustration, but he didn't argue with Charles. He shot me one last cold look before turning and stalking off toward the jet, the tension between us still thick in the air.
Raven placed a hand on my shoulder, her expression softening. "Don't let him get to you. You did what you thought was right."
I nodded, my heart still pounding in my chest. "He's right, though. I didn't follow protocol. I should've told someone—"
"You followed your instincts," Raven said, her voice low but firm. "And sometimes that's more important than following the rules. You saved that man."
I glanced back at the unconscious figure being carried toward the jet, still unsure of whether I had made the right call. But there was no turning back now.
With a deep breath, I fell into step with the others, my mind spinning as we headed back to the jet. Erik's words still echoed in my head, but Raven's reassurance helped ease the knot of doubt tightening in my chest.
As we boarded the jet, the atmosphere was tense. Erik sat in his usual seat, his gaze hard and distant, refusing to even look at me. I sat as far from him as possible, trying to calm the storm of emotions swirling inside me.
The jet began to lift off, the hum of the engines filling the cabin as I tried to focus on anything but Erik's lingering glare. My eyes drifted to the unconscious man lying on the floor, his chest rising and falling steadily, but still, I couldn't help but feel a deep sense of sorrow for him.
He had been locked in that metal box, tortured, maybe for years, and I couldn't stop imagining what he must have gone through. The thought made my heart ache for him. His body was defended with muscle, which was tense even in unconsciousness, as if he had been on edge for so long that he didn't know how to relax.
I leaned forward slightly, watching him closely, and something in me just wanted to reach out, to comfort him. He looked so vulnerable now, but I knew from what I had seen earlier—the way he'd taken out those guards—that he was anything but.
Who was he? And why had he been locked up like that?
The questions ran through my mind as I studied him. His bare chest rose and fell in shallow breaths, and I wondered how much pain he had endured. How long had he been trapped in that hellhole? A wave of empathy washed over me, and I felt a deep urge to help him. Not just now, but to make sure he was okay, to understand what had happened to him.
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We finally got back home, and all I wanted to do was sleep. But curiosity gnawed at me—what were they going to do with that man? Despite my exhaustion, I found myself watching Jean and Hank as they worked on him. Charles was there too, his calm demeanor hiding something beneath the surface.
As Jean and Hank continued their work, Charles tried to enter the man's mind. I watched as his expression shifted, a look of shock and discomfort crossing his face. Sensing something was wrong, I stepped closer to him.
"What is it?" I asked, my voice barely above a whisper.
Charles took a breath, his eyes still on the man. "He's been through... a lot. He's in a great deal of pain and confusion."
I glanced at the man lying unconscious on the table, his face finally relaxed but still bearing the weight of whatever horrors he'd endured. "I knew it," I muttered, looking back at Charles, who seemed deep in thought.
After a pause, Charles spoke again, his voice low. "His name is Logan."
Logan. I turned the name over in my mind. Somehow, I thought he looked more like a James, but I quickly erased the thought, knowing it wasn't necessary right now.
Jean and Hank finished whatever they were doing and quietly left the room, leaving just Charles and me with the man. Charles, sensing my lingering thoughts, gave me a gentle look.
"You should get some sleep," he suggested, his tone kind but firm.
"Yeah, I will," I replied, my gaze still fixed on Logan. "I'll be up in a minute."
Charles nodded, understanding, and without another word, he wheeled away, leaving me alone with Logan.
I stayed with Logan for a while, watching him sleep peacefully, his face finally free from whatever pain had gripped him for so long. The calmness in his features felt like a stark contrast to the chaos we had just witnessed. I knew I needed to do the same—rest, let my mind settle after everything that had happened—but something held me there a little longer.
Eventually, exhaustion won out, and I decided to head to my room. Before that, I went to the kitchen to grab a glass of water, hoping it would help settle my nerves. As I entered the kitchen, Erik was already there, leaning against the counter with a glass in hand. His gaze flicked toward me, cold and assessing, and before I could even reach for a glass, his voice cut through the silence.
"So, you're staying up late playing nurse now? Watching over the wild animal you let loose?"
His tone was sharp, and it stopped me in my tracks. I felt the frustration bubble up instantly. Of course, Erik would find a way to make this about my supposed recklessness.
I turned to face him, narrowing my eyes. "He's not a wild animal. His name is Logan. And I was making sure he was okay."
Erik scoffed, setting his glass down with an irritated clink. "That thing is a weapon, not some poor soul you need to save. You don't even know what you've unleashed."
I clenched my jaw, trying to keep my cool. "I was trying to help him. He was trapped in there, Erik. You saw what they did to him."
"Yeah, I saw," he said, his eyes hardening. "And now we've got another loose cannon to deal with. All because you couldn't resist playing the hero."
I felt my temper flare, gripping the edge of the counter. "I wasn't trying to be a hero. I was trying to do what's right. Something you clearly don't understand."
Erik's gaze darkened, his posture tense. "You have no idea what you're dealing with. You think every problem can be fixed with good intentions, but the world doesn't work that way."
I took a step closer, my frustration boiling over. "And what? You think shutting everyone out, pushing them away, and acting like you're the only one who knows anything is better? Maybe you're the one who doesn't understand."
The air between us felt charged, heavy with unspoken words and tension. Erik's expression was cold, but beneath it, I could see something flicker—a crack in the armor he always wore.
"You're reckless," he said quietly, his voice low but cutting. "You put everyone at risk back there. Opening that cage without knowing what was inside. That man could've killed you."
I crossed my arms, refusing to back down. "I knew he wouldn't. I could feel it. Not everything's as black and white as you think."
"You're going to get yourself killed one day," Erik shot back, his eyes narrowing. "And you'll take others down with you."
I glared at him, my pulse racing with anger. "You don't know anything about me."
He took a step forward, his voice cold and unyielding. "I know enough. I know you won't last long if you keep making reckless decisions."
I stared at him, the words hanging in the air between us like a challenge. But I couldn't let him get to me, not tonight. Without another word, I turned and walked out of the kitchen, the tension still crackling in the air behind me.
As soon as I walked away from Erik, the frustration bubbled up inside me. His constant need to be rude and dismissive was starting to wear me down. Every time we crossed paths, he found a way to tear me down, and tonight was no different. I felt the heat rising in my chest as I made my way back to my room, my fists clenched at my sides.
When I finally got to my door, I slammed it shut a little harder than necessary, the echo of it bouncing off the walls. I paced the room for a few moments, trying to shake off the anger, but it only seemed to grow stronger.
"Who does he think he is?" I muttered to myself, running a hand through my hair. "Logan's done nothing wrong, and Erik acts like I'm the villain for caring about him."
I sat on the edge of my bed, taking a deep breath, trying to calm my racing thoughts. But Erik's sharp words echoed in my head, playing over and over again. His constant coldness, his need to always be in control, and the way he treated me like I was some kind of nuisance. I just didn't understand him.
I flopped back onto my bed, staring up at the ceiling, replaying the conversation in my head. Part of me wanted to understand why he acted this way, why he went out of his way to make everything harder for me. But the other part of me was just... angry. I had done nothing to deserve this treatment.
I grabbed my pillow, burying my face in it and letting out a muffled groan of frustration. I had dealt with difficult people before, but Erik was on a whole different level. He was rude, dismissive, and just plain mean. And yet, despite it all, I couldn't stop thinking about him—about what his deal was, about why he seemed to have such a problem with me.
"I don't need his approval," I whispered to myself. "I don't need him to like me."
But even as I said the words, a small part of me wondered why it still bothered me so much. Why did I care what Erik thought? Why did his constant judgment get under my skin the way it did?
I sighed, turning on my side and staring out the window. The moonlight streamed in, casting a soft glow across the room. I needed to sleep—I had enough on my plate without Erik's attitude making things worse. Tomorrow would be another long day, and I needed to be focused.
But as I closed my eyes, trying to block out the thoughts, Erik's voice still lingered in my mind, his cold, sarcastic tone biting at the edges of my thoughts. I clenched my fists, determined not to let him ruin my night, but it was easier said than done.
"Why does he always have to be like this?" I whispered into the dark room, wishing for once I had an answer.
With a deep sigh, too lazy to change into something more comfortable, I rolled over, burying myself under the covers, hoping that sleep would finally come and take the frustration away.
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I woke up the next morning, groggy and feeling the weight of my restless night. I glanced at the clock—7:45. My heart skipped a beat. I had just an hour before class started.
Panic set in as I scrambled out of bed and rushed into the bathroom. I took the quickest shower of my life, throwing on some pants and a sweater as soon as I was dry. My hair was still a bit damp, but I combed it as best I could before brushing my teeth and slipping into my shoes. I barely had time to think, my mind focused on getting downstairs and grabbing something to eat before class started.
As I rushed down the hall, my stomach growled, reminding me that I hadn't eaten anything since that unfortunate encounter with Erik last night. I quickened my pace, heading straight for the kitchen, hoping to find something quick and easy.
When I walked in, I found Raven and Jean already seated at the table, sipping their coffee and chatting casually. They looked up as I entered, offering me friendly smiles.
"Morning, Flora," Jean greeted, her voice warm.
"Hey, you're up early," Raven added with a teasing grin, clearly noticing the slightly frazzled state I was in.
"Yeah, well, I overslept a little," I admitted sheepishly, grabbing an apple from the counter and taking a bite. "I've got class in less than an hour, and I still need to finish setting up."
Jean gave me a sympathetic smile. "Don't worry, you'll be fine. It's normal to feel a little rushed in the mornings. You'll get into a rhythm soon enough."
Raven nodded, leaning back in her chair. "Trust me, we've all had our 'oh crap, I'm late' moments. You'll survive."
I chuckled softly, grateful for their reassurance, but my mind was still buzzing with everything I had to do before class started. I quickly scarfed down the apple, grabbed a piece of toast, and leaned against the counter, trying to eat as fast as I could.
"How's your class planning going?" Raven asked, taking a sip of her coffee.
"Pretty good, I think," I replied between bites. "Yesterday went well, so I'm hoping today will be the same. I just... hope I'm not forgetting anything."
"You've got this, Flora," Jean said with a confident smile. "Just trust yourself."
I smiled back at her, feeling a little better. "Thanks. I'll do my best."
Finishing the last bite of my toast, I grabbed a quick glass of water and headed toward the door, waving goodbye to the two of them. "I'll see you guys later. Gotta get to class."
"Good luck!" Raven called after me, her voice light and encouraging.
With my stomach somewhat satisfied and a little more confidence in my step, I hurried toward the classroom, determined to make today a good one—no matter how tired or rushed I felt.
I made it to class just in time, relieved that I'd managed to pull everything together. The lesson went smoothly—today, I introduced the kids to the story of Helen Keller. They were all captivated by her life and how she overcame so many obstacles, their faces lighting up with curiosity and awe as they watched the video I had prepared. I could tell they were intrigued, asking questions and engaging with the material in a way that made me feel like I was truly connecting with them.
After class, I graded the worksheets they had completed based on the video. Their answers were thoughtful, and I smiled as I reviewed them. Once I finished, I gathered my things and decided to check on Logan. Something about him stuck with me—the pain, the mystery. I couldn't help but feel drawn to him, wanting to understand what he had been through.
When I arrived in the med bay, Jean was already there, standing by Logan's bed with a concerned expression on her face.
"Still hasn't woken up?" I asked, stepping closer to her.
Jean shook her head, looking puzzled. "No, and it's strange. His healing ability is remarkable, yet he's been unconscious for this long. It doesn't make sense."
I thought back to when I had put him to sleep back at the facility. "Well, I'm the one who put him to sleep," I said hesitantly. "Maybe I can wake him up?"
Jean paused for a moment, considering it, then nodded. "If you think that might work, go ahead. It's worth a try."
As she stepped away to put some tools back, I moved closer to Logan's bedside, feeling the familiar sensation of using my powers welling up within me. His chest rose and fell steadily, his face peaceful yet tense, like he was caught in a dream. I reached out, placing my hand gently on his forehead, feeling the coolness of his skin beneath my fingers.
"Wake up," I whispered softly, focusing my energy on pulling him out of the deep sleep I had put him in.
At first, nothing happened. But then, suddenly, Logan's body jerked violently, and his eyes shot open, wide with confusion and panic. Before I could react, his hand shot up, grabbing me by the throat with a force that knocked the breath out of me. I gasped, my hands instinctively reaching for his wrist, trying to pull it away, but his grip was strong—too strong.
His eyes were wild, filled with fear and disorientation, as if he didn't recognize where he was or who I was. His breathing was ragged, his chest heaving as he stared at me like I was a threat.
I couldn't breathe, the pressure on my throat tightening with each passing second. Panic surged through me, but I knew I had to stay calm. I focused on my powers, reaching out to him not with words, but with my touch. I pressed my hand against his wrist, channeling my energy into him, trying to soothe the fear that gripped him.
"Calm down," I whispered, my voice barely audible as I struggled to breathe. "It's okay. You're safe."
For a moment, nothing happened. But then, slowly, I felt the tension in his body begin to ease. His grip on my throat loosened, and his breathing started to slow. His eyes, once filled with confusion, began to clear, and he blinked, looking at me with a mix of realization and regret.
I gasped for air as he released me completely, stumbling back slightly, my hand instinctively going to my throat.
Logan sat up on the bed, his chest still heaving, but his gaze was no longer wild. He looked at me, his brows furrowed in confusion. "What... where am I?" His voice was gravelly, as if it hadn't been used in a while.
I took a step back, trying to catch my breath. "You're... you're safe now. You're at a school. We found you."
Logan's eyes darted around the room, taking in his surroundings. He was still on edge, but at least he wasn't attacking me anymore. Jean rushed over, concern written all over her face.
"What happened?" she asked, glancing between the two of us.
"He woke up... but he didn't exactly take it well," I said, still rubbing my sore throat.
Logan rubbed his temples, wincing slightly as if he was trying to piece together what had happened. "How long... how long was I out?"
"Too long," Jean said softly, glancing at me. "But you're okay now."
Logan didn't respond, his mind clearly elsewhere as he tried to process everything.
Jean glanced between Logan and me, her expression thoughtful. "I'll let the professor know he's awake," she said, giving Logan one last look before turning to leave. Just as she reached the door, her voice echoed in my mind. "Are you going to be alright alone with him?" she asked telepathically, her concern clear.
"Yes," I replied, though I wasn't entirely sure if I meant it. "I'll be fine."
Jean gave a brief nod and left the room, her footsteps fading down the hall. The door clicked shut behind her, leaving me alone with Logan.
The silence in the room was heavy, but I tried to shake off the tension, focusing on Logan. He looked lost, still disoriented, and it tugged at something inside me. Without saying a word, I grabbed a hoodie that had been left on a chair nearby, probably one of Hank's. I walked over and handed it to him.
"Here," I said, offering a small, tentative smile. "You might want this."
Logan blinked, his gaze shifting to the hoodie, then back to me. He hesitated for a second before taking it from my hands, his movements slow and unsure.
"Thanks," he mumbled, pulling the hoodie over his head. The fabric covered the worst of the scars and bruises that marked his chest.
I rubbed my neck absentmindedly, wincing as I felt the soreness where his hand had gripped me. "That's definitely going to leave a bruise," I thought, still feeling the raw sting from his sudden attack. But I kept quiet about it, not wanting to make him feel worse.
Logan noticed the gesture, his eyes briefly flicking to my throat, and his expression softened slightly, though he didn't say anything. There was a heaviness between us, an unspoken understanding that whatever had happened to him had pushed him into survival mode—and I had just been caught in the crossfire.
"It's okay," I said softly, my voice a little raspy. "You didn't mean to."
Logan just stared at me for a moment, his jaw tightening, but he didn't respond. Instead, he looked away, his eyes distant, as if the weight of whatever he had been through was still too much to process.
I sat down in the chair next to him, keeping my distance but staying close enough to let him know I wasn't afraid. 
To break the heavy silence, I asked, "Are you hungry?"
Logan glanced at me, his eyes still clouded, and shook his head. "I'm more thirsty," he said, his voice gravelly.
Nodding, I stood and walked over to the small kitchen area in the corner. I grabbed a glass and filled it with tap water, my mind still spinning with everything that had just happened. When I handed the glass to him, he didn't hesitate. He downed the water in one long gulp, like a man who hadn't had a drink in days.
I chuckled softly, unable to help myself. "You want more?"
He looked at me, a little sheepish, his rough exterior cracking just a bit. "Uh, yes please."
I smiled and took the glass back, filling it again. When I handed it to him this time, he sipped more slowly, as if he were trying to regain control, trying to ground himself in this unfamiliar place.
As he drank, I leaned against the counter, watching him, wondering how long it had been since someone had treated him with basic kindness. The awkwardness between us began to ease slightly, replaced by a tentative understanding. Logan was clearly a man who had been through hell, and I didn't need to push him to talk about it—not yet.
For now, offering water and a bit of normalcy was enough.
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Just as Logan finished the second glass of water, the door to the room opened, and Charles, Hank, and Jean walked in. I instinctively moved to stand next to Logan, not wanting him to feel cornered. Hank's eyes immediately landed on me, and his expression shifted to one of concern.
"What the hell happened to your neck?" he asked, his voice a mix of alarm and worry.
I reached up and touched my neck, wincing slightly as my fingers brushed against the tender skin. I hadn't looked in the mirror yet, but I could tell the bruises were already visible, likely darkening with each passing moment.
"It's nothing," I replied quickly, trying to downplay the situation.
Hank frowned, clearly not satisfied with my answer, but he didn't push it. Jean, standing beside him, glanced between me and Logan, her expression unreadable but thoughtful.
Charles, meanwhile, wheeled himself closer to the bed, his eyes on Logan. "Logan, how are you feeling?" he asked calmly, as if trying to gauge the man's mental state.
Logan didn't respond right away. He glanced at me, then at the others, his eyes still carrying the weight of disorientation, but there was something calmer about him now. "I'm...fine," he muttered, though his voice lacked conviction.
Hank continued to glance between Logan and me, still visibly concerned about my neck. I gave him a small, reassuring smile, hoping it would ease his worry, though deep down, I couldn't ignore the throbbing pain that pulsed with every breath.
"We need to run some tests," Jean said softly, her tone gentle as she addressed Logan, clearly trying to keep the situation calm. "Just to make sure everything is okay."
Logan's jaw clenched slightly, but he nodded. "Yeah, whatever."
I stayed close to Logan, quietly observing, knowing that things would only get more complicated from here. But even with the bruises throbbing on my neck, I couldn't help but feel a strange sense of protection for him.
After making sure Logan was settled and that everything was under control, I decided it was time to slip away. My neck throbbed with every step I took, a constant reminder of the bruises that were probably blooming there.
As soon as I reached my room, I closed the door behind me and went straight to the mirror. I winced as I tilted my head to the side, revealing the dark bruises wrapping around my throat like an ugly necklace. Logan's grip had been strong—too strong—and now the evidence was plain as day.
I sighed, running a hand through my hair. There was no way I could walk around like this without people asking questions. Maybe I could find Raven or Storm and see if they had any makeup to help cover it up.
With that thought in mind, I grabbed my phone and sent a quick message to Raven: "Hey, do you or Storm have any makeup I could borrow? Got a bit of a situation here."
I hoped she wouldn't ask too many questions. The last thing I needed was a lecture from Raven about getting into situations I couldn't handle, even though, technically, it hadn't been my fault.
A few moments later, my phone buzzed with a response: "I've got some. Come by my room."
I sighed in relief and grabbed a hoodie to cover up my neck until I could get there. Time to fix this little mess.
As I walked out of my room, I tried to ignore the throbbing in my neck and headed down the hallway, hoping to avoid any encounters. But, of course, Erik was standing there, leaning against the wall like some statue.
His eyes flickered to my neck for a split second, and I could see the corner of his mouth twitch. "Getting into more trouble, I see," he remarked, his voice dripping with sarcasm.
I shot him a look, already exhausted from everything. "What's it to you?"
He shrugged, his gaze not leaving my neck. "Just making an observation. Seems like you're making a habit of getting yourself hurt."
I turned to face him fully, crossing my arms. "I'm fine, Erik. And I don't need your commentary on my life."
He gave a nonchalant shrug, but there was something in his eyes, something quieter beneath the snark. "Sure. Keep telling yourself that," he said, his voice softer now, though his words still had that edge.
I narrowed my eyes at him. "Why do you even care?"
For a brief second, it looked like he might say something real, something that wasn't just another cutting remark. But instead, he scoffed, shaking his head. "I don't. Just hate seeing people make stupid mistakes."
I rolled my eyes and turned to walk away, feeling both irritated and confused. But as I left him standing there, I couldn't shake the feeling that there was more to his words than just his usual sarcasm. Maybe he cared more than he was willing to admit—though, knowing Erik, he'd never make that easy to figure out.
I made my way down the hall, still fuming from my brief encounter with Erik. My neck ached with every step, and I couldn't help but feel self-conscious about the bruises that were probably becoming more visible. When I reached Raven's door, I knocked lightly before stepping inside.
She was lounging on her bed, flipping through a magazine, but the moment she saw me, her eyes widened. "Wow. What the fuck happened to you?"
I sighed, rubbing my neck lightly. "Logan woke up. Let's just say it didn't go as smoothly as I planned."
Raven sat up, tossing the magazine aside. "Did he do that?" She gestured to my neck, her tone a mix of shock and concern.
I nodded, trying to play it off. "Yeah, but it was an accident. He was confused. I, uh... I calmed him down."
"Calmed him down?" Raven's eyebrows shot up. "With your throat?"
I chuckled softly, despite the soreness. "Not exactly. I used my powers to make him relax. He was just scared, I think."
Raven shook her head, looking at me like I'd just walked through fire. "Flora, you need to stop volunteering for the 'getting hurt' committee. First Erik, now this?"
"Trust me, I didn't sign up for either of those," I replied, feeling a little lighter now that I could joke about it.
Raven stood up and crossed the room, inspecting the bruises on my neck with a skeptical look. "You sure you're okay? Because this looks nasty."
"I'll live," I said with a shrug. "I just need some makeup to cover it up. Can you help me?"
Raven sighed but gave me a small smile. "Yeah, I got you. But seriously, Flora... maybe try staying out of trouble for a bit?"
I rolled my eyes playfully. "I'll try. No promises."
As she went to grab her makeup bag, I felt the weight of the day settling in. The bruise on my neck might fade, but the tension between me and Erik? That was a whole other story.
🏷️ @nizem8 @maximumchilddreamland @mostlymarvelgirl
Chapter: SIX
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positivelybeastly ¡ 5 months ago
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Don’t know if you’ve answered this before but what are your unpopular opinions on Beast? I’ll go ahead and make myself look bad to start by admitting that, while I hate how Trish went about it, I honestly don’t know if I would find myself attracted to cat Beast if I had been actively dating him up to that point. It would cross the line for me from “human covered in fur” to “literal anthro animal” and I have never been a furry, personally. It’s don’t know if there’s any “good” way to break up over that, and I’d hate myself, but I can at least relate to Trish on the changeup.
So, here's the thing, Anon - I don't think you look bad by admitting that you don't think you'd be able to handle Hank's change from humanoid to leonine. Hank himself could barely handle it. And it brings to mind a clip from Star Trek: The Next Generation, from an episode called The Host.
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Basically, Beverly here has seen a romantic partner, Odan, change bodies twice in a very short space of time due to emergency circumstances, and now Odan is in a female presenting body, which compounds Beverly's confused feelings about how to process a very tricky and complicated situation.
I don't think anyone can really blame her for finding it hard and saying no to the relationship, honestly? She's open and she's honest about her feelings, and Odan is disappointed, but they understand, because this has been hard for Beverly just like it's been hard for them. And that's where Beverly and Trish differ.
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Like, the way Trish did it? Over the answering machine? Like, just. No. That's the kicker. That's always been the kicker. And the way that she said it? Like, you had every opportunity in the world to delete that message, stop halfway through what you were saying and start again, say it in a way that didn't hurt Hank's feelings - and you chose not to. That's always been the part that's hurt the most.
This woman has presented live news coverage. She knows the importance of choosing her words carefully. She should know better. Which implies that this is just the best way she could see how to handle it, and that is a bad look. It speaks to a lack of empathy and a lack of emotional intelligence, which is on brand for Trish, given how she treated Warren after his wings were damaged by Harpoon, but it's still very, very disappointing to me.
There's never an obligation to love someone after they change. There is an obligation to treat them with kindness and respect, especially when they're struggling with the change, too.
Anyway! You wanted some unpopular opinions?
The X-Men use Beast and don't provide him with adequate emotional support afterwards, in part because they're all too wrapped up in their own problems, and in part because Hank does too good of a job of pretending that he's all right when he's really not. This is compounded by the fact that Hank's closest bonds are with the O5 and not the second generation team (Logan, Ororo, Piotr, etc), so the instant he's on a team that doesn't possess an O5 member, or it possesses an O5 member that he's on bad terms with, things go sour for his mental health, especially if he's expected to do something morally unscrupulous. There is intense significance to the fact that Hank left Utopia after Warren shut him out of his life, Bobby failed to provide emotional support after his torture, and Scott continued to change into a man Hank didn't recognise or approve of.
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2. Beast's moral decline was not inevitable and it could have been completely avoided if only the X-Men would stop dragging him into their bullshit and pressuring him to do things he doesn't want to do. Furthermore, the complete lack of taking responsibility by Cyclops, Xavier, Storm, Rogue, Wolverine, or any of the other team leaders who asked Hank to compromise his morals upon seeing where he ended up in X-Force is disappointing, but not unexpected. No, Domino, he was not "always like this."
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3. The 'lack of consequences' that Hank suffered as a result of his mistakes and errors in judgement prior to X-Force are not his fault, and are an indictment of poor story handling from 2012 onwards rather than him trying to avoid responsibility for those actions. Hank is, when properly characterised, a person who believes in personal responsibility and owning his decisions.
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4. Hank is blatantly obviously bisexual and/or gay. If you ever say that he is the 'straightest X-Man' as a pejorative, I will immediately, and without hesitation, block you.
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5. Ben Percy is a fatphobic hack and wanted to write furry blue Mr. Sinister. His characterisation of Beast is, without qualification, embarrassingly bad, and it's clear that everything he knows about the character has been gleamed from Wiki skims. Jordan D. White also holds some of the blame here for not putting his foot down and saying, no, that's not how Beast would act, but frankly, I'm not surprised a modern Marvel editor was failing to do his job on both a micro or macro level.
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6. Beast's physical strength has largely been forgotten about by many modern Marvel writers, and further exemplifies how little they care about leveraging what is unique about the character. He was the original X-Men's Big Guy. He is strong. He is fast. He is nimble. He is a threat on the battlefield and can go toe to toe with Captain America. Stop making him job like he's Worf and reducing him down to his intellectual capabilities only, I'm tired of it.
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7. The idea that a two dimensional war criminal (no, the idea that you're doing something bad for good reasons is NOT a nuanced one) is somehow more 'interesting' than a intellectual character being forced to battle his morality, bestial instincts, pessimism, and existential dread, is insulting, and betrays an immature approach to characterisation that I can only hope people grow out of.
Characters should grow and change, absolutely. But if that change is making the character worse, stripping him of everything that makes him unique, and shitting on years of better stories? Then it's a bad change. That's not my nostalgia talking, that's my storytelling instincts alerting me to the fact that you're an edgy 14 year old, in mind if not in actuality.
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8. Cat Beast is fucking hot, I don't give a fuck if that makes me a furry. Give me his phone number right now, I'll do what Trish Tilby was too cowardly to do. (No judgement on you, Anon, I'm just an unrepentant monster fucker.)
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9. S.W.O.R.D Hank is cute as fuck and I absolutely love him in this art style, y'all just need to be more open minded about artists who exaggerate for effect and believe in good expression work at the expense of realism. It's comic books. Let characters look goofy.
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10. Beast wasn't being an obstinate bitch on Utopia because he didn't like Scott, he was being an obstinate bitch because he was heavily depressed, morally and emotionally compromised, and regularly having chunks taken out of him physically. He made the correct, healthy decision to remove himself from a situation that was destroying him by inches.
Cyclops was correct to make the calls that got mutantkind through, but Beast was just as correct that a lot of what they were doing was morally abhorrent, and someone had to remember that and remind everyone what they were losing by doing these things, because if you don't, that's how you end up with supervillains. It's not a random coincidence that Cyclops ended up disbanding his version of X-Force later on, because he knew it went too far.
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11. Hank is not a traitor to mutantkind. No, he did not 'side' with the Inhumans with Inhumans vs. X-Men, he wanted to abide by the treaty that they had established, work to maintain a peace, and, when that wasn't viable, he didn't want to be part of a pre-emptive strike against an allied power that broke rules of engagement in order to inflict cruel and unusual punishments on people, including sensory deprivation, mental hijacking, and imprisoning people in fucking Limbo.
If you want to blame Hank for 'betraying' mutantkind, are you also going to hold Emma accountable for trying to commit genocide with Sentinels, or Storm for being a fucking idiot and starting a conflict over nothing, when she could have just let Hank go and tell the Inhumans what he'd found out, and the entire conflict could have been avoided? Either IvX is non-canon garbage or it isn't, but own your fucking decisions. Don't pick and choose so you can shit on Hank. This applies just as much to the fandom as it does the writers.
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12. Beast is underutilised in fan works because a lot of writers don't feel comfortable writing his unique dialogue style and artists struggle with his myriad mutations (which I don't blame them for, professional artists struggle just as much, if not more so). He is a friend to everyone in the X-Men, someone that they would feel comfortable talking to about their problems with, and every time you reduce him down to just being a plot device, you do your story a disservice.
Yes, this may or may not be influenced by the AO3 Hank McCoy tag 70% stories where he delivers medical/science exposition, 20% First Class AUs, and 10% fics that dive into Hank as a character. 5% of which are probably written by me, because I have a problem.
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Those unpopular enough for ya, anon? :P
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l1va22 ¡ 14 days ago
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my analysis and understanding of krul tepes
this will have evidence backing my claims/it’ll be underneath the text
SPOILER WARNINGS
From the beginning Krul Tepes was portrayed as the vampire queen, she was the only vampire queen and held an unbelievable amount of influence.
In the first few volumes, Kruls goal wasn’t revealed. It was hinted but kept ambiguous. What she was truly after, as we later found out, was her elder brother, Ashera, whom she lost due to the First Progenitor.
From her backstory, we know that:
1. Krul was part of a wealthy, noble lineage.
2. Her personality as a human was described as kind, grateful, and pure.
3. Tragically, commoners and low-born individuals went rogue, killing her mother and presumably her father (I’m guessing here). As a result, Krul and Ashera were sold into slavery.
This marked the first time Krul was separated from her brother—an elder sibling she, as a child, would have believed would always protect and stand by her. On top of that, Krul lost her entire family and everything she knew. I estimate that, as a human, she was around 10 to 13 years old. Losing everything in less than 24 hours, being sold into slavery, and enduring daily blood extraction and torture for an unknown amount of time would leave a significant impact on anyone, especially a child.
This event would have a lasting effect on anyone, no matter their age. Eventually, as we all know, Krul was saved—just in time (barely) by Ashera, who then turned her into a vampire. Despite the months of unimaginable torment she endured alone, the moment Krul heard her brother’s voice, she expressed relief. This says so much about her character and the depth of her bond with Ashera.
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Krul Tepes’ deep love for her family, especially her brother Ashera, is a central aspect of her character. While she undoubtedly cherished her mother, it was her brother whom she held closest to her heart, using their bond as the last thread that connected her to the comforting, peaceful life she once knew. This attachment to Ashera reveals a form of attachment trauma that would shape Krul’s emotional landscape for years to come.
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Ashera and Krul were victims of psychological grooming by Shikama Doji after their transformation into vampires. Over the years, Shikama manipulated their trust, preying on their vulnerabilities and creating emotional dependency. Krul later implied that the things Shikama did to both her and Ashera were horrendous, leaving them emotionally scarred and deeply affected by his manipulation.
Grooming isn’t always sexual; psychological grooming is a real and harmful process in which an adult builds a relationship with a child to manipulate and exploit them for their own purposes. Both Ashera and Krul were victims of this type of grooming, which spanned decades, even during their vampire years. Krul herself implied that the actions taken by Shikama toward her and Ashera were truly horrific, demonstrating the long-lasting emotional and psychological damage they endured.
Vampires may not experience emotions in the same way humans do, but they still feel. They struggle with mental health, insecurities, and self-doubt. For example, Ferid is confirmed to be emotionally stunted, while individuals like Lest have an inferiority complex, and Urd is consistently hypersensitive whenever Rigr is mentioned. These are just a few examples that show vampires are not immune to emotional struggles.
Shifting back to Shikama, practically a God, taking advantage of Krul and Ashera; grooming them in horrific methods, when it came to Ashera leaving with him, Krul panicked in fear of being abandoned yet again. However, this time it’d be for millennia. She knew this, and was helpless, to her being left in such a world. One where children were enslaved, a world where she herself was lost in. To be abandoned again was as if she was being banished to hell, something I’d like to point out about this is krul cried, pleaded for mercy, yet she didn’t move or fight back. This highlights the severity of the power imbalance that was created by shikama.
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Present time, Krul became queen, held control, power, influence and so much more. You’d think these things would heal the gaping wounds and void inside her but they rather did the opposite, despite these luxuries, Krul remained avoidant of her mental health. She fixated relentlessly on her one goal, saving her brother. This obsession reveals that not only does she believe life is unbearable without him, but she also deeply cares about his well-being. Even without any concrete information or certainty about his situation, she remains convinced that he’s in trouble.
I believe the reason Krul behaved the way she did was because she became paranoid about ever being seen as weak or vulnerable. Looking back at her past, it’s clear that Krul was once a kind and respectful person before everything fell apart. Even as a vampire, she retained her sense of mercy, which was evident in her interactions with Mika, whom she remembered from Ancient Greece. During this time, Ashera was still by her side, and it’s no surprise that she was different with Mika. He symbolized the past life she clung to—the one she still carried with her every day.
Krul was powerful and extremely intelligent, but her egotism was simply a coping mechanism. It’s a common one, even in reality. When Ashera was killed by Yuu—or rather, when he disappeared into nothing—Krul didn’t react as one might expect. As a vampire, it might seem normal, but for Krul, it wasn’t, especially considering how deeply she had been abandoned in the past. Under normal circumstances, her lack of reaction could be seen as progress—perhaps an acceptance of her loss. However, in her reality, it wasn’t. She was left alone, with no hope of ever changing the past.
In the opening chapter of her death, she showed a really blank expression. Of course this can be interpreted as anything but she seemed extremely exhausted or rather hopeless she lost faith however considering how she fought back there was a spark in her left.
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In summary, Krul was powerful, intelligent, and merciful, but she was also egotistical and deeply unstable. Her downfall was evident—she was mentally exhausted, and being mentally unstable doesn’t mean one is constantly throwing tantrums. Krul was never truly okay, and she was never healed. She knew this, even if others didn’t see it. While she was loved by many, her complex character and the depth of her struggles are often overlooked. She carried the scars of years of unhealed trauma, and everything she did seemed to unravel in the end. It’s impossible to blame Kagami for how things ended with her; the outcome was always destined to be that way. Nor can you place the blame on Krul. How can one not feel sympathy for her, even if there’s a sense of disappointment in the way she ultimately fell?
Final thoughts ||
Krul Tepes’ story serves as a strong reminder of a child that was a victim of men and abuse, a child that never had the opportunity to heal nor the help she rightfully deserved. Whilst many people within the fandom believe her ending was horrible, it’s crucial to remember what she was going through internally. I understand her being a supernatural character that so easily lost by the hands of people that lived way shorter than her, it’s frustrating yes but to slander the author and krul herself in some cases is bizarre. Determination always ends, considering how long Krul was determined to save her brother. Which was centuries, she’s a truly tragic character.
If you don’t agree with this analysis, don’t be rude about it or you will be blocked, thank you.
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annes-andromeda ¡ 7 months ago
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So no Maelor during B&C, no Alicent during B&C, Da*mon ordering B&C to go after Aemond but they go rogue and go after Helaena’s kids (which is not what happened in the book AT ALL), B&C being between Jaehaerys and Jaehaera and not between Jaehaerys and Maelor, B&C nearly stripping the twins because they can’t tell them apart (again DIDNT HAPPEN), Helaena being physically threatened during B&C when the whole point of B&C was that the kids were being harmed/threatened and Helaena was left alone (one of the many reasons it was so awful because it was psychological/emotional torture for her), Alicole being made canon and sleeping together but it’s happening way too early in the season and they’re doing it during B&C, Helaena supposedly walking in on Alicole doing it, the episode ending on Alicent’s shocked face like a fucking sitcom, Aemond supposedly with the brothel madame who SA’d him when he was younger during all of this.
And despite all of this, apparently Aegon with still name Criston Hand even though he supposedly blames him for B&C.
The writing on this show is a joke and this show in general is a joke
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((Yes I know these are just leaks and they could be fake or exaggerated, but I really wouldn’t be surprised if they were true considering this shows track record))
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