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Fixing the Cleric? Make Sense of the Cleric

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Googling "Fixing the Cleric" in quotes give ca 17900 results. Obviously, this is a recurring theme of frustration among D&Ders. So here is take 17901 trying to do the same. Why this keeps coming up is not hard to see - There are no clerics in fiction. It doesn't match to any sort of narrative archetype. The only archetypes it is recognised as is gamist: "the healer". As it is, it falls squarely between the two stools of religious warrior (which is the Paladin) and Mystic (which doesn't really exist in D&D). It's not that divine classes themselves struggle with this. Paladins are an easily recognisable archetype, as are druids. Yet, somehow clerics seem to expertly evade narrative recognition after decades of being a core class in D&D. The Cleric as Gamist Archetype Maybe if they had made the cleric more like the monk, using simple weapons and little armor but being somewhat capable in melee anyway and then jazzed that up with cl

Religions of Erce, pt 2: The New Order

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This is part 2 of three parts. For intoductory notes on all three, see  Religions of Erce, pt 1: The Old Faith. The New Order Unlike the individualistic mystery cults of the Old Faith, the New Order is strongly community oriented and wholly focused on the rise and betterment of mankind. Over 1700 years ago, just prior to the founding of Nydecia, the Nine Gods of the New Order joined to make something wholly new: A unified pantheon working for a common goal: The  undeterred growth and expansion of civilization. Where the Old Gods were satisfied with their co-existent hegemony over Chaos, the Nine proposed a new world order: To altogether drive Chaos from human lands and establish realms where denizens of Law could do more than just exist; where civilization could grow, prosper and develop entirely free of the threat of the monstrous forces of Chaos. Thus were the Dominions of Law born, with Nydecia the first and mightiest of its kind. With the rise of the empire, the

Religions of Erce, pt 1: The Old Faith

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Ponderous Introduction There are three major religious streams in Erce - The Old Faith, The New Order and the Hearthstone Church. Each represents an evolution (in the context of the setting, meant here in a neutral sense) of the human worldview and its relation to Law, Chaos, Others and Oneself. Briefly, the Old Faith reflects the fragmentary tribal warrior societies where survival, personal glory and achievement and prosperity for one's nearest are at the forefront - It is a religion where Law is the strongest, but not necessarily dominant, hegemony that lives in proximity to the forces of Chaos and must need be flexible in its dealings with these. The Nine Gods of the  New Order are more akin the Roman gods - A state religion (though, rather than state-sponsored gods, it is a case of states sponsored by gods) whose devotion and spread is intimately connected to the welfare and prosperity of the realms it patronises. It is community oriented and seeks the greater good

Ponderous Notes on Gods, Religions & Similar Creatures

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There's a special conceit in Erce concerning gods - They are strictly for humans (and their related lawful races such as Dwarves and Halflings). In D&D, it is common to find racial pantheons - The elves have their own pantheon, the dwarves, orcs and oozes and jellies all have their own racial deities. I am not going that direction, because it's not what I am observing in European mythology as being the case and I think running with this a bit not only plays well into the themes I have set out for Erce, but also makes for some interesting angles for a game world - Curiously, given that I am cripping earth mythology here, I haven't seen much of this in fantasy. So anyway, in places mythologies like the Nordic and Celtic ones, we see that gods is generally something connected to humans. Other beings like trolls, elves, dwarves, etc don't enjoy their favour or patronage. The supernatural races are as often, if not opposed, then subjugated to the gods. More