Cleric

Clerics in Tanaria are the living hands of the gods, wielding divine magic to heal the faithful, smite the wicked, and spread the will of their chosen deity. Unlike paladins, whose faith manifests through martial devotion, clerics channel raw divine power, acting as intermediaries between the mortal world and the celestial, infernal, or primordial forces that shape existence.   The role of a cleric varies widely depending on their god’s domain. A battle-hardened cleric of Udes, the god of war, might march alongside soldiers, their mace crackling with divine fury. Meanwhile, a priest of Velmorra, the goddess of death, may walk the boundary between life and the afterlife, ensuring souls reach their destined fate. Some clerics act as wandering missionaries, bringing their deity’s word to remote lands, while others serve as temple guardians, inquisitors, or royal advisors, shaping the course of kingdoms with their wisdom.   Religious institutions hold immense influence in Tanaria, and clerics often find themselves at the heart of political and moral conflicts. In the theocratic kingdom of Valoria, clerics of Solarius enforce divine law with unwavering zeal. In Eouma, they serve as scholars and healers, blending faith with intellectual pursuit. The druids of Necai—though not always considered clerics in the traditional sense—serve as nature’s priests, acting as intermediaries between mortals and the gods of the wild.   However, not all clerics operate within the bounds of traditional temples. Some walk the path of heresy, forsaking the constraints of organized religion to follow their god’s true will. Others serve dark or forgotten deities, wielding divine power for purposes few would dare to understand. Whether revered or reviled, all clerics in Tanaria share one undeniable truth—they are chosen by forces beyond mortal comprehension, and their faith is their weapon.

Career

Other Benefits

Clerics in Tanaria hold a unique and revered position, granting them benefits that extend beyond simple financial compensation. Their connection to the divine affords them a level of social influence, respect, and protection that varies depending on their deity and the region they serve. In deeply religious kingdoms, clerics are seen as direct conduits of the gods' will, making them powerful advisors, spiritual leaders, and even political figures. Many are granted legal exemptions, such as freedom from taxation, military service, or certain civic duties, recognizing their role as servants of a higher power. Even in secular regions, a cleric’s presence commands respect, as few would dare openly challenge someone capable of invoking divine miracles.   Beyond social and political standing, clerics also gain practical advantages. Their access to sacred knowledge, divine magic, and healing abilities makes them indispensable in times of war and crisis, ensuring that rulers, warriors, and even common folk seek their aid. Many temples and religious institutions provide clerics with sanctuary, resources, and training, allowing them to focus on their spiritual path without the burdens of material concerns. High-ranking clerics, such as Oracles, High Priests, or Veilwalkers, may even gain access to restricted archives, powerful relics, or divine visions that shape the course of nations.   However, with these privileges comes responsibility. A cleric’s influence can make them a target for rival factions, heretics, or those who fear the will of the gods. Some must walk carefully, ensuring their power is used wisely to maintain their reputation and standing. Despite this, a true cleric of Tanaria is rarely without allies, as faith itself is a currency that holds immeasurable value in the hearts of those who believe.

Perception

Purpose

Clerics in Tanaria serve as the mortal hands of the divine, acting as intermediaries between gods and the world of mortals. Their purpose is deeply tied to the domain of their deity, shaping their role in society, magic, and warfare. Some clerics exist to heal and protect, tending to the wounded and offering spiritual guidance to the faithful. Others are warriors of faith, bringing divine judgment upon heretics, the undead, and those who defy their god’s will. For some, their duty is one of prophecy and insight, unraveling visions, guiding rulers, and ensuring fate unfolds as the gods intend.   Regardless of their specific calling, all clerics share the responsibility of upholding their deity’s influence in the world. They maintain temples, lead religious rites, and ensure that the divine remains woven into the fabric of society. In times of crisis, clerics are often seen as beacons of hope or harbingers of retribution, wielding their power to protect their people or punish their enemies. Some clerics seek only to spread knowledge, preserving ancient wisdom and divine secrets, while others act as agents of change, using their faith to reshape the world according to their god’s vision.   Ultimately, a cleric’s purpose is to manifest the will of their deity, whether through wisdom, war, magic, or sacrifice. Their presence is a reminder that the gods are not distant myths but active forces in Tanaria, shaping its history through those who are devoted enough to serve them.

Social Status

The perception of clerics in Tanaria varies depending on region, culture, and deity, but in most cases, being a cleric is a respected and prestigious profession rather than a lower-caste occupation. True clerics, those who wield divine power and serve as conduits of their gods, are seen as elite spiritual figures, often holding positions of influence and reverence. However, this prestige comes with scrutiny—while some see them as guiding hands of the divine, others view them as fanatics, manipulators, or dangerous zealots.   Overall, clerics are respected, sometimes feared, and occasionally mistrusted, but rarely seen as lower-class or undesirable. Their role grants them power and influence, though it comes with heavy expectations and scrutiny. A cleric’s status is shaped by their god, their deeds, and the beliefs of the society they serve—some are revered as holy guides, while others walk the thin line between faith and fanaticism.

Demographics

Clerics in Tanaria are rare but highly influential, making up only about 0.5% to 1% of the total population. While many people are religious and may serve within temples or as lay priests, true clerics—those who wield divine magic and act as conduits for their gods—are far fewer.   The percentage varies based on region and religious influence:  
  • Highly Theocratic Regions (2-3%) – In nations deeply devoted to their gods, such as Solarius-dominated kingdoms or theocratic city-states, clerics are more common, acting as leaders, healers, advisors, and even military commanders.
  • Secular or Mixed Regions (0.5-1%) – In places where religion plays a lesser role in governance, clerics are still respected but less prominent. Many serve as independent spiritual guides, oracles, or healers rather than state-appointed figures.
  • Hostile or Anti-Theocratic Regions (<0.5%) – Some places actively suppress clerical influence, limiting their presence to hidden orders, exiled sects, or underground faiths.
While 1 in 100 to 1 in 200 people might be engaged in some form of religious service, true clerics—those wielding divine power—are far rarer, making up an elite spiritual class rather than a common profession.
Alternative Names
Divine Conduit, Faithkeeper, Oracle, High Priest, Godspeaker, Prophet, Doomspeaker (derogatory, for clerics of death/fate)
Type
Religious
Demand
The demand for clerics in Tanaria is high but situational, meaning their services are always valued, but their necessity depends on region, culture, and circumstances. While not an everyday profession like merchants or soldiers, clerics serve vital roles.

Playing a Cleric in Tanaria: Pros & Cons

Clerics are one of the most versatile and rewarding classes to play, offering a mix of divine magic, healing, combat ability, and roleplay depth. Whether you want to be a battle-hardened warrior-priest, a mystic seer, or a devoted healer, clerics give you a strong role both mechanically and narratively. However, they also come with responsibilities and expectations, both in and out of character.

Pros (Why Play a Cleric?)

  1. Divine Magic & Healing
    • You have access to some of the strongest spells in the game, including healing, buffs, and even resurrection magic.
    • You can save the party when things go south by healing, removing curses, or reviving fallen allies.
    • You never have to worry about dying permanently if you prepare the right spells!
  2.  
  3. Divine Power Without Weakness
    • Unlike wizards or sorcerers, clerics wear armor and shields, making them much harder to kill.
    • You can fight and cast spells, meaning you're never useless in battle.
    • You don't have to worry about losing magic if you break concentration (like some other casters do).
  4.  
  5. Roleplaying Depth & Influence
    • Being a cleric makes you important in the world—you’re a direct agent of the gods.
    • Many people will seek your guidance, giving you influence over rulers, factions, and religious organizations.
    • You can play a pious, devoted priest or a renegade zealot, depending on your style.
  6.  
  7. Adaptable Playstyle
    • Want to be a tank with divine smites? Take the War or Forge Domain.
    • Want to be a mystic seer? Choose Dreamweaver or Knowledge Domain.
    • Want to debuff and control enemies? Go with Trickery or Death Domain.
    • Clerics can fill almost any role in a party—healer, damage dealer, battlefield controller, or even tank.
  8.  
  9. Free Spellcasting (No Book Needed!)
    • Unlike wizards, you don’t need a spellbook—your god gives you spells directly.
    • Every day, you can swap spells to fit the situation, making you extremely flexible compared to most casters.

Cons (Challenges of Playing a Cleric)

  1. Expectations (People Rely on You a Lot)
    • Everyone assumes you’ll heal them. Even if you don’t want to be a healer, your party will expect you to keep them alive.
    • If you forget to prepare healing spells, people might get mad when things go wrong.
    • Some parties will expect you to play as a pure support, even though you can do a lot more.
  2.  
  3. Roleplaying Responsibility
    • Your god matters—you have to think about your faith, rules, and how you serve your deity.
    • Some DMs might hold you accountable for your choices, meaning you can’t just do whatever you want.
    • If you go against your god’s will, you might lose your divine powers or face divine consequences.
  4.  
  5. Spell Management Can Be Overwhelming
    • Clerics have a lot of spells to choose from, and preparing the right ones each day takes planning.
    • If you pick the wrong spells, you might feel useless in combat or unable to help when needed.
    • Learning how to balance healing, support, and offensive spells takes time.
  6.  
  7. Not as Flashy as Some Other Casters
    • If you want to blast enemies with fireballs, clerics might not be the best fit.
    • While clerics get powerful spells, they don’t always feel as explosive or high-damage as wizards or sorcerers.
    • A lot of your best spells are support-focused, meaning your role in combat is often helping others rather than dealing damage.
  8.  
  9. Social & Religious Challenges
    • If you play a cleric of a controversial or feared god, you might be mistrusted or even hunted in certain places.
    • Some clerics have moral restrictions, meaning you can’t always do whatever you want without consequences.
    • Certain factions may try to manipulate or control you because of your divine power.
 
  Final Verdict: Should You Play a Cleric?   Play a Cleric if:
  • You want to be a versatile spellcaster who can heal, fight, and support.
  • You enjoy having influence in the story and roleplaying as a divine agent.
  • You like divine magic, prophecy, or spiritual themes in your character.
  • You want a flexible class that can change spells every day to fit different situations.
  Avoid Cleric if:
  • You don’t like responsibility or feeling like people rely on you.
  • You prefer pure damage-dealing classes like wizards or barbarians.
  • You don’t want to think about gods, faith, or divine obligations in roleplay.
  • You don’t enjoy managing spells and planning ahead for each day.
  Playing a cleric in Tanaria is a powerful and rewarding experience, but it requires commitment to your role, strategic spell selection, and understanding your deity’s expectations. If you like being a divine champion with the power to heal, smite, and shape fate, clerics are one of the strongest and most respected classes you can play.

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