THE ROLE OF THE CLERIC:
WARRIORS WITH WISDOM
by Robert Plamondon
 
The role of the gods - Clerics, gods, and worshipers - The cleric-adventurer
Dragon - Clerics (Dragon) - Dragon #52

Then to their side comes the Archbishop Turpin,
Riding his horse and up the hillside spurring.
He calls to the French and preaches them a sermon:
“Barons; my lords, Charles picked us for this purpose;
We must be ready to die in our King’s service.
Christendom needs you, so help us to preserve it.
Battle you’ll have, of this you may be certain,
Here come the Paynims — your own eyes have observed them.
Now beat your breasts and ask God for His mercy:
I will absolve you and set your souls in surety.
If you should die, blest martyrdom’s your guerdon;
You’ll sit on high in Paradise eternal.”
The French alight and all kneel down in worship;
God’s shrift and blessing the Archbishop conferreth,
And for their penance he bids them all strike firmly.
— The Song of Roland, Laisse 89

Legendary heroes such as Archbishop Turpin are undoubtedly the inspiration of the cleric character class in the DUNGEONS
& DRAGONS® and ADVANCED DUNGEONS & DRAGONS
games. Turpin was not a meek temple priest, but a warrior and
adventurer whose skill at arms was matched only by his devotion to his God.

But author’s inspiration is not necessarily player’s inspiration,
especially when rulebooks reduce character classes to dessicated statistics, and along the way they lose their romantic
flavor.

Because Carolingian works such as The Song of Roland are
no longer well known, most players are unaware of any legend
of heroic priests. With no traditional role to fall back upon, the
cleric all too often becomes a specialized mage, who murmurs
prayers instead of reading tomes, or a combat medic running
from patient to patient. Religion, the gods, the role of preacher
and protector, are all forgotten; many players have cleric characters who don’t even know which god they serve. All of this
contributes to the fact that the cleric is one of the most frequently misplayed character classes.

This piece was written to address this problem by suggesting
the proper role of the cleric-adventurer in a medieval fantasy
setting.

The role of the gods

No discussion of clerics makes much sense if the role of the
gods is not examined. The powers of a cleric are bestowed upon
him by his patron god.

Why would a god waste time giving spells to a cleric? Why do
gods bother dealing with mortals at all? Why would the gods
encourage mortals to pray and sacrifice to them?

Power, that’s why. Each act of worship provides the god with a
little bit of power. This is what separates the divine from the
mortal. If a god wants to stay alive, he must have worshipers.

A god might have many more worshipers than are necessary
to keep him alive. The extra power can be used in several ways:
First, it can be used by the god to increase his personal strength.
The major difference between a demigod and a greater god is
that the greater god is consuming great quantities of power.
This enhances his magical powers, makes him harder to kill, and
builds strong bodies twelve ways.

To keep his worshipers faithful, some of the power is returned
in the form of spells and miracles given to benefit or punish his
followers. When a god puts on a good show, his believers will
worship him more (out of hope or fear), thus paying him back
with interest.

This suggests that a lot of games theory can be used by the
god in deciding how to maximize his overall power. Should he
plow back his power into spells, miracles, and lesser divine
beings; or keep as much as possible to himself? The former
increases his worldly power at the expense of his personal
power; the latter increases his personal power, but weakens his
worldly following. The one thing that’s certain is that a god won’t
waste power if he can help it; he won’t grant miracles to just
anyone who asks, or grant spells to clerics who aren’t doing
their jobs.

Power depends on several variables: The number of people
worshiping, the frequency of worship, and the fervor of the
worship. A person who sits bored and sleepy through an occasional church service generates almost no power; a fanatic
embracing martyrdom generates a great deal. Below are some
acts of worship, in order of increasing power:

    1. Thinking religious thoughts.
    2. Formal prayer.
    3. Attending rites or church services.
    4. Feasts, festivals, fasts, self-punishment, vigils- as
        part of religious rites.
    5. Sacrifice of valuables.
    6. Dying in a holy conflict.
    7. Killing an enemy in a holy conflict.
    8. Sacrifice of an unbeliever.
    9. Sacrifice of an unwilling believer.
    10. Sacrifice of a willing believer.

These are only approximate. For example, a high priest who
embraces martyrdom usually generates more power than a ritual human sacrifice — so much more so that members of an
opposing religion will refuse to sacrifice captured priests; the
captors’ god would come out behind in the transfer of power.

When on the Prime Material Plane, power transfer both to and
from a god is most efficient when the god is near his worshipers.
This explains why most gods have such a strictly regional appeal; if a god travels away from his following, his power quickly
drops to some lower level, and his clerics are affected in the
same way. This keeps the mischief of divine begins in check,
since long visits to the wrong parts of the Prime Material Plane
can make them easy pickings for local gods.

This is also one reason why lesser demons and devils are so
unthinkingly violent. On the Prime Material, they are far removed from the great evil beings who normally give them power,
and are incapable of assembling a group of worshipers. If they
are to remain on the Prime Material Plane, they must kill worshipers of other deities, feeding on the power of the murders, or
go dormant.

In any event, the gods need worship, and they’re willing to pay
to get it. The chief beneficiaries of this arrangement are the
clerics, whose role is now examined.

Clerics, gods, and worshipers

Clerics are devoted to preserving and enhancing the power of
their gods. This is done in several ways, listed below.

The cleric, by his devotion and constant prayer, is himself a
source of power. First- and second-level spells are powered by
the cleric’s devotion alone; the god expends no energy on granting these spells to a truly devout cleric — and there isn’t any
other kind of cleric; when the devotion goes, so do all of the
abilities.

By gaining converts to his religion, the cleric gains new worshipers for his god and deprives another god of their devotion.

Clerics tend their flocks, keeping the worshipers happy and
devout, or fearful and devout, depending on the god. They
encourage worship by healing the faithful, giving comfort, and
by sponsoring feasts, festivals, and celebrations.

Clerics filibuster against other religions by bad-mouthing
them, persecuting their adherents, defiling enemies holy places, destroying monsters, and subjugating nations of unbelievers. To do this last thing, the clerics have to have some control
over the nations’ rulers — but with the aid of a god, this isn’t
usually a problem.

Clerics also work at self-improvement. They try to educate
themselves and to become more devout, so that they can be of
greater use to their god.

All of this takes a great deal of work and dedication, though
most clerics are not obsessed with fulfilling each possible task.
Some tend temples, some preach to the masses, some go out to
slay evil monsters. In some way, every cleric gives a lot to his
god. To make the deal attractive, the god reciprocates.

Clerics get spells. The idea of being a spell-caster is very
attractive, and all it takes to get first-level spells is a strong faith
— which can be easy to maintain in a world where gods put in
public appearances.

Clerics get power: power over the undead, the power of magic, prestige, and influence. They have the prospect of becoming
more powerful after they die, since gods use the spirits and
souls of their best worshipers for important work.

Clerics get security, usually. They generally take care of their
7
own, and no cleric need fear disease or mutilation when there
are are healing spells available. The church protects them from
other types of harm; few people are willing to risk a divine curse
to rob a priest.

Clerics get satisfaction. They get benefits from their work;
when they do well, they get more power. They know that what
they do aids their god, and they know that their god looks out for
the priesthood as a whole, and maybe even as individuals.

Most clerics spend their careers tending a holy place, preaching, dispensing aid and receiving offerings. Although this kind
of priest leads a rewarding life, and is often quite powerful, the
role is not adventurous enough for a role-playing game. The
cleric player character is a special kind of priest, one who is
more interested in smiting enemies and improving ‘himself for
his god than he is in keeping a temple. Therefore, we’ll leave the
temple priest to his rites and concentrate on the fighting priest.

The cleric-adventurer

Archbishop Turpin goes riding through the field;
Ne’er was mass sung by any tonsured priest
That of his body could do such valiant deeds!
He hails the Paynim: “God send the worst to thee!
Thou hast slain one for whom my whole heart grieves.”
Into a gallop he urges his good steed,
He strikes him hard on his Toledo shield,
And lays him dead upon the grassy green.
— The Song of Roland, Laisse 121

The cleric-adventurer is not a meek priest; he is a warrior who
has spells and magical powers to aid him as he destroys the
enemies of his god. Like Archbishop Turpin, he can use his
powers to bless and support his comrades, and he is an able
fighter in his own right, second only to a professional warrior in
skill.

Players with cleric characters usually recognize the usefulness
of the spells and armor that clerics have available. They
don't generally understand the full price their characters must
pay for these advantages.

The cleric-adventurer is getting spells from his god. Why?
Because the cleric is doing his god’s work. Gods are simply not
going to waste power on a backslider. At best, they’ll simply
withhold all spells until the errant cleric shapes up, and then
only grant them in proportion to the amount and intensity of the
cleric’s work.

The cleric has to be devout, and he has to be alert to the needs
of his faith. This is the point most often missed by players. The
instant a cleric stops thinking like a cleric, he isn’t a cleric any
more, until appropriate spells, acts of contrition, and/or sacrifices are completed.

Another source of player confusion is the role of clerics in the
adventure. Are they supposed to be primarily mages, fighters, or
medics? Many, by watching clerics in battle, have concluded
that they are medics. Others insist that they are specialty mages,
who use prayer as a substitute for spell books.