With our Warriors (and maybe even Rogues) properly
“energized” and our Arcane caster duly ostracized, it is time to deal with the true
black sheep of Sword & Sorcery RPGs: Clerics or divine spellcasters in
general. That is, if you want to use
divine spellcasters in the first place, because many believe that they just
don’t work with S&S. If you think so, then maybe this post may be of help (here and here). Otherwise, in the spirit of -C’s
manifesto, I’ve some ideas for our devout casters.
Pulp S&S Religion!
You’re playing a follower of Otherworldly
Entities, Ancient Powers, Primordial Ones. You’re a heathen, a pagan, an
unorthodox priest, a true initiated, a mystic. Within this proposal, most
“priests” and their respective “official” religions in the campaign setting
should be controlled by lay members and hollow rituals. You however do the real
stuff. You commune with the cosmos’ true rulers and they’re hard, vain and
demanding (even the good ones, actually especially the good ones). True Powers
are strange, terrifying and too unpractical to be followed by the normal
peasants, merchants or princes. Most people prefer “tamed” religions (i.e.
false ones).
You are then an initiated, a “shaman” deep in
the rituals, mysteries and trances used to align oneself with an Otherworldly Power
and his inhuman servants. This doesn’t mean necessarily Cthulhu-stuff. Far from
it. Go read the Old Testament. Even angels (the epitome of Law and Good) can be
scary and alien. You don’t even want me to get started on the Chaos side of
things.
You’re not a Medieval
Cleric, you’re a Priest of Mitra (or Set)
As I said, Gods are all about power, vanity, ritual
and unfathomable ends. What your Cleric or Paladin thinks/believes in his
conscience doesn’t matter, what matters is how he behaves and does things. Forget
Monotheism’s (or Buddhist’s etc.) “inner” morality and picture a Roman/Greek/Ancient
World mindset on your priesthoods. Ritual is more important than conscience.
Yes, that means you can play a Paladin that is a complete bastard, but good
luck on trying to cheat your Patron and poor soul if He/She/It finds out.
Clerics, Paladins and other divine-granted
spellcasters MUST wear their sacred vestments, use holy symbols in a proper
manner and employ weapons/paraphernalia/symbols/colors dedicated to their
Patrons. There is no such thing as a “disguised” Cleric or one casting spells
in “civilian” clothes or without his “symbols of office”. Appearances – it must
be stressed – matters, intentions do not. And forget that idea that “true faith
conquers all”. Balderash! However, that doesn’t mean that anyone can be a
divine spellcaster: the “tools” (vestments, symbols etc.) are just a part of
it; knowledge and initiation are required.
Rituals and taboos are then of utmost
importance. They must be either weird or demanding on the priest. If your
Patron’s symbol is something as simple as a sword and his sacred color is red,
you better respect swords and red things. Expect dire curses if you so much as
break a common sword (even from enemy’s sword) or kill a red creature (red
dragons will give you a real headaches… and I hope your Gamemaster’s hobgoblins
aren’t red skinned).
Gods don’t reward
success, they punish (merciless) failure
Be an ass when roleplaying a Cleric’s Patron.
Send dreams with annoying demands and fanatical quests. Do it regularly. Do not
think logical or reasonably. Think by symbols and associations, not ends.
Forget logic.
If the Cleric (Paladin, Druid whatever) screw
things up, don’t remove his class features at once – remove a few key spells
(whose absence will hurt him most), curse him, make greater demands, send an
outsider to torment him, take away his magic item etc.
Furthermore, routinely choose some of the
divine spellcaster’s spells for him (roughly 30% or even 50% if the PC isn’t
acting properly in the Patron’s interests). After all, they’re divine-granted. The
mortals don’t get to choose. The Patron may also have different ideas/agendas –
He/She/It may prefer more righteous might unleashed and not all those pitiful
healing or teleport spells that his mortal servant seem to care so much.
You’re your Patron’s
avatar (almost), not just a mortal man
Use the old magic rule of sympathy. Your divine
spellcaster is, in some aspects, the earthly reflection of his Otherworldly
Patron.
For example: if you’re a servant of a god of
war and wolves, then you’re naturally (even if unconsciously) attracted to
zones of war and violence; you also probably love red meat and enjoys wilderness
(besides hating acting alone). If you’re a paragon servant you may even get the
occasional help of your Patron’s minions (wolves in this case). Following this
idea to its opposite, tranquility and peace annoys you and you may even be
incapable of healing (and most certainly of recovering your 1st and
2nd level spells, see below)
inside temples of peace or serenity.
Corruption
Because divine spellcasters are the rare, the
few mortals initiated and capable of communing with the Otherworldly, that
means that they’re the perfect targets of corruption. Think about it: why spend
time and power corrupting a normal peasant when you can get a full priest, the
genuine article, ready to unleash curses and (un)holly power on the world.
This means that divine spellcasters are the
first choice of every Power in the arena when it comes to enlisting new
servants, seducing power-hungry mortals or just corrupting that holier-than-thou cleric of Mitra.
But changing sides doesn’t come for free.
Things like medusas, ghouls, vampires and other stuff came from
clerics/paladins that betrayed their powers (oh, and they were the lucky ones…
Patrons don’t usually give cool powers to these traitors).
There is no such thing
as a free spell
Let’s recover (sort of) that old Gygaxian rule:
1st and 2nd
level spells are the basic mysteries. You can
prepare them with trances, mystic secrets and holy paraphernalia (and that
includes holy books/inscriptions, Clerics need this thing too).
3rd and 4th
level spells also require communing with your
Patron’s servants. This usually can be done with special herbs, drugs and
trances… if done inside a hallowed (unhallowed) temple. And only there. Temples
become a very important point of political control for true priests. If
“temple-less”, you can try to summon one of your Patron’s servants (see below).
5th-6th
level spells require that you somehow summon
and deal directly with your Patron’s servants. Each time. You have to summon a
Deva if you want that raise dead,
pal. No pain, no gain. That’s easier inside a temple or holy place (dedicated
to your religion of course), although a “properly aligned place” (like a
battlefield for a war deity) will suffice. Otherwise you the risk of offending
the outsider.
7th+ level
spells are the real
deal, the true hard stuff. You need to call the Boss. Either through a special –
unique – holy place or through relics (that’s divine artifacts; and yes, that’s
the Ring of Set-level of artifact
we’re talking about… good luck).
As you can see, this last requirement means
that probably most high-ups on clerical hierarchies are constantly at each
other’s throat, always hunting for and protecting powerful relics. And that’s
exactly the favor I’m striving for.
These are just some basic suggestions to make
things harder for divine spellcasters (actually, the word here is “interesting”).
The idea is the same employed with arcanists – to give liberty and more
flexibility to Warriors and Rogues, and to make the life of spellcasters weird,
bizarre or just plain cursed. If your players want to play with Primordial
Fire, let them play, but make sure they pay the Price.
I love your post, I think I'l be printing this, it's almost exactly what i had in mind for my setting and it fleshes it out really well.
ReplyDeleteOh and I used to tinker with rules about vices and virtues for characters, but it did'nt really fit the S&S vibe, but your interpretation of priest having to BEHAVE like they should is perfect (decorum, taboos, rituals). In S&S, actions speak louder than words or thoughts, end of story.
Thanks again!
Thanks Jean for the kind words! I'm very satisfited that this approach changes (basicaly) just the divine spellcasters' flavor.
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