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Tuesday, August 15, 2023

I used 'Satan' to generate illustrations for someone's setting!

It is a known fact that Noism consider AI to be SATAN. I've got my own intensely mixed feelings on the matter, especially when it come to who control the AI, deepfakes, media manipulation and whatnot. At the same time, it is a relatively cheap tool to get disposable illustrations done.

With that in mind, I decided to have Midjourney AI generate illustrations based on Yoon-Suin. These beings my own prompt ideas, choosing the best or most interesting images for what, in my head, Yoon Suin could look like if it was illustrated more like a modern big budget fantasy book. I did not generate them all with the same settings, as I wanted a broader palette of styles to vague simulate the illusion of different artists doing their own unique take.







Tuesday, August 24, 2021

Worlds Without Number+Yoon Suin Early Draft (Races)

This is a post I fucking swear I wrote and published yet just can't seem to ever find it any archive, which mean I most probably never wrote it: was it just a bad fever dream? Then again in this day and age, it seems like all of reality is a nightmare and a fever dream so what do I know? Anyway here are my firsr draft of garbled notes for 'translating' Yoon-Suin: The Purple Land into Worlds Without Numbers. This is made with the original version of Yoon-Suin in mind and is likely to change once the second edition is released.

These are outlines for the major 'races' present in Worlds Without Numbers+Yoon Suin as I attempt to reconcile the setting of both to the best of my abilities.

Playable Races: Slug-Man

Well, Slug-Person really as they are complete hermaphrodites. The so-called Slug-Men are a somewhat odd crossbreed of ancient demi-human strain and some long lost type of Outsiders, or at the very least this is what sages from beyond Yoon-Suin say on the matter. The Slug-Men consider themselves a distinct civilized race which predate modern human, descendants of great beings be they their true material ancestors or the gods. It doesn't really matter to the Slug-Men, who are the ruling caste of the Yellow City and have always been as far as they can recall.

They are thin of body and human-like in shape, with gangly limbs and a slightly flexible pseudo-skeleton which sticky slug-like flesh wrap around. Their skin is slimy and tend to hang loose, with those who are fat from opulence become massive masses of slimy folds. They are somewhat hunched, having a spine-keel as the axis of their body. Their faces are gooey and slug-like, with stubby stalks with eerily humanoid eyes at the end and their mouth-fold is a disturbing and hideous organ which function similar to both slug and humanoid anatomy. There are many other strange aspect to Slug-Men biology but these are considered somewhat impolite to discuss. While a smart and surprisingly hardy species, they are not particular known for their strength. Very few Slug-Men are Warriors due to their social Caste putting them high in any social hierarchy and they are a philosophically and intellectually inclined people who find the warrior's arts distasteful.

Level 1: Gain Connect and Know as bonus skill. Your Constitution or Intelligence modifier increases by +1 and your Dexterity modifier decreases by -1. You can see clearly in any light level above complete darkness. At the GM discretion you may take the Xenoblooded Foci, representing a Slug-Man's whose Outsider ancestry is more pronounced in their lineage.

Anakim

On most of Latter Earth, the Anakim are the dreaded hordes of primitive and savage humanoids, the twisted goblins and green skinned warriors. In the Purple Land, however, these living weapons of the Outsiders have either gone completely extinct or changed so drastically that hordes and clans of monstrous beast-like men are rather unknown. Perhaps this is due to some efficient purge long ago or perhaps it has something to do with the Yellow City's roots as some long-lost seat of Outsider power. Either way, there are very little of what we could recognize as orcs or goblins who live as war-like societies. Instead, the remaining Anakim have diverged into two distinct and fundamentally different breeds:
  • The Asura and the likes of the Ogre Mages descend from a particularly potent and altered breed of Anakim, created and bred by a long lost Imperator. Transformed and empowered far beyond their base cousins, these magically potent demi-gods nonetheless still bear to this day many traits associated with the Anakim, such as a monstrous visage and unnatural skin tones. Where the Anak of old were brutish and short-lived, however, the Asura are potent beings with innate magical powers drawn from the legacy. They are known for their vicious temperament, love of combat and generally explosive demeanor. However, through enlightenment they can and must learn to control themselves and use their powers correctly less they become little more than bloodthirsty ogres with a thirst for battle. Asura are rare and their clans are always few in numbers, whereas the Anakim were once a race bred for explosive population growth.
  • The other breed are the Ghost People and similar beings, sometimes also called Yeren, Ghost Ape, Goblin Apes, Ghost Beasts and more. The remaining Anak are creatures which have eschewed civilization entirely, having fled into the deepest wild either to avoid succumbing to The Hate or out of fear of mankind. These creatures are expert survivors, who have devolved into an often ape-like form and forgotten all of civilization. Now they hunt Lahag or mountain peaks, elusive ghost-like beasts who eat traveller who dare enter their territory.

Blighted

There are many kind of Blighted in the Purple Land, yet little of them is understood let alone their true nature, as the land is so old that much has faded into myths, leaving the people of the Purple Land to simply believe such creatures have always existed and have crafted a myriad fanciful myths to explain their true nature, including the belief that they are lower beings who were cursed to be reincarnated in a weakened, servile or animalistic form.
  • Much like the Slug-Men, the Crab-Men are another race of demihuman-outsider crossbreed, although the Slug-Men would take offense at the idea of even being vaguely related to such horrible and lowly creatures. The Crab-Men are a form of Blighted, twisted far beyond the human form of their distant ancestors, infused with alien blood and features and now a completely distinct species.
  • Tamasic Men, meanwhile, are different strains of subhuman creatures which combine the traits of Half-Men and animals. Common belief is that those who are slothful or negligent in life are reborn as a pathetic crossbreed of a miserable animal and a human being. The truth, however, is that these creatures were created in ancient times by long lost Imperator or similar beings from the population of ancient kingdoms who defied them. These dumb beasts have kept on breeding as some twisted eternal punishment.
  • It is possible that other races of Yoon-Suin are, in actuality, Blighted as well but one must not assume this is always the case. Some may simply descend from people altered for different reasons, possibly willingly. Others have stabilized and developed, shaving off most of their Blight through the generations or learning to function with workarounds.

Sunday, August 8, 2021

Tieflings: Why do we hate them, again?

Basically this.
Oh right. Its because they've been used so poorly and were reduced to some 'cute cosplay' race. The Tiefling, especially in its current form (since 4th edition) has diverged more and more from the original intent, which was a rare offshoot of human families cursed with fiendish blood but too mortal to be true half-fiends. The modern version, meanwhile, is a mostly coherent race which breed true and has a much more consistent appearance. They are also quite mocked in old school circles due to them being associated with the imagery of modern players doing their Tiefling as some sad misunderstood oppressed minority group. They basically are a darker Half-Elf and a sexier Half-Orc, all wrapped in a nice little package of looking more fantastical and exotic, right?

You're doing Tieflings all wrong.

Tieflings are to Humans what Drows are to regular Elves. If Tiefling are to be treated as a true-breeding race, then this requires changing them. D&D 4e did it right with giving them an empire but somewhat screwed this up by having it be destroyed already. So what is the modern concept of the race, really; Tieflings are, simply put, a stable offshoot of human bloodlines infused with fiendish blood.

The solution to making this take on the Tieflings 'cool' is not to humanize them but, rather, returned to defining them by their inhumanity. They are more than human but also less than human. They are everything which defines the human race in most fantasy settings but pushed to a darker, more inhuman extremes.

Its amazing how much mileage one can get out of race by not really changing their core, established lore but rather looking at it differently. Once you examine a race and go back to the basics of the fantasy genre, so much of it click into place. If you want to cut to the meat and potatoes and not read this long ramble, Tieflings are basically just Melniboneans or Dark Elves. They very much fit within that same archetype and could even replace any type of dark elves within a setting if one felt so inclined to have a race that is powerful, organized, evil, dangerous and magically inclined without the baggage of either being elves or the certain other connotations that make people annoyed.

Tieflings History and Nature

Like these guys, but with horns.
Everything that makes a Tiefling what it is, every single vice? These things already exist in humanity and always did. The slivers of fiendish influence in their blood does not make them evil per se. Rather, it simply amplifies and magnifies all the best and worst qualities of humanity. It is this amplified nature which ultimately brings them back to their fiendish roots, as superior ambition, pride and hubris will invariably drive most Tieflings to evil, although some of them are indeed demented monsters with a twisted mind. As with humans, Tiefling exist in all shape, sizes and quality: some are very smart, some are very dumb. However within each of them burns the fires of ambition which has always propelled mankind forward. The desire for more. The desire to compete. To excel. To conquer. The fiendish blood inside them isn't alone in making them evil. It merely nurture a seed which has always been there, which are all too human desires.

Humans in many fantasy setting are often defined by their ambition and their sheer drive, even when they find themselves coming short next to other races which may be more gifted in certain areas, such as magic or physical might. These positive qualities to constantly strive for more, this ambition? This is the very thing which led to the creation of the Tiefling race and the eternal damnation of all those who descend from their bloodlines. When the great god-kings of old realized their kingdoms would never be at peace, that there was always a greater power and more to be found next door, many could simply not take it. Neither could the greatest arch mages or high priests. Humanity has limitations, as do all things but it is human nature to desire more. To be more and to be greater. That is how great men, who could have once gone down in history as paragons of humanity sold their souls to lower powers simply because they had the all too human flaw of not being able to understand their limitations. They saw it as some great injustice or even more blasphemously, as the gods somehow 'holding down' humanity.

And so, many time across history, this pattern repeated itself. At the peak of their power or at their darkest hour, great heroes of mankind fell prey to the promises of power offered by lower powers. They surrendered their humanity and allowed dark powers to completely consume them, giving them greater might and even a partial form of immortality. Their most direct servants and descendants inherited a portion of this power as they were transformed. The dark pacts couldn't claim entire nations, but they could certainly taint parts of it. And so, several times across history, strains of a dark race were born. Still partially human but carrying within them a horrific taint.

Presenting Tiefling Cultures

Nota Tiefling, but pretty close.
I won't go into the details of whatever complex societies Tiefling could form, as that truly depend on a world's specific history. What is important is to coat the society in the right imagery. Understand Tieflings do not see themselves as a 'monster race', especially not on the same level as orcs or ogres. From their point of view, they firmly belong in the category of the intelligent and civilized folks such as their once-relatives the humans, the elves or dwarves. If anything, Tieflings see themselves as rather superior to all of these. They are, from their point of view, free of many of the petty weaknesses of other races. This, of course, plays in the races' sheer hubris which they inherited from their human ancestors. 

Most of all, Tieflings see themselves with a bloated self importance. They are the center of the world or at least percieve themselves as such. In their minds, the average fantasy setting isn't really some human-centric wilderness with many a decaying Tiefling empire or maybe scattered warrior clans. No no, see, that's the human delusion. To the Tiefling, THEY are the civilized folks, the beacon of civilization and peace in a world full of monsters and mad wizards. When Tiefling adventurers are encountered from a far away land, they see themselves as a plucky band of explorers (with maybe a few token members of other races) who most definitely aren't robbing tombs for riches but, rather, returning priceless artifacts to civilization!

Art by Ahmed Aldoori
Of course, most powerful Tiefling rules are still indebted to fiends, serving the lower powers of whatever hellish dimension their ancestors made pact with. This, mind you, doesn't really appear to be all that strange or sinister to Tieflings, especially with generations upon generation of their culture building and expanding on this. They serve the lower powers, who reward them. If anything, from their point of view, the Tiefling's way of serving their dark masters is more noble. After all, demons and their ilk can and will reward you with magical powers and arcane secrets provided you serve them well. Meanwhile, what can mortal kings and petty gods truly offer? Better to rule in Hell than serve in Heaven and all that. Let the weaker men and elves worship oft-silent gods who promise maybe an afterlife, when Tieflings can rise with their ambition, claiming crowns and crushing kingdoms underneath their heels, being showered in gold, wine and of course the comfort of concubines and/or boytoys.

Tiefling certainly have an association with sexuality (if one is fine with bringing that to their game table) but the same taint applies as with everything else. Tiefling sexuality is not a pretty topic and most relationships tend to end as some master/servant or abuser/abused. The best Tiefling couples are those who can manage to be equal partners, constantly testing and hurting each others so they can become stronger or perish. Its all quite masochistic, really.

In spite of their often monstrous features, or because of them, many Tieflings can become object of lust from people who find their stranger traits to be 'alluring' or 'exotic'. While some Tieflings are indeed ugly or monstrous, many of them carry within them the allure and potent physical presence of many of the more deceptively beautiful fiends. Unfortunately for many, this fact is usually more often than not exploited by Tieflings, as is their 'sad and tragic' origin. Being open minded around a Tiefling, to open oneself to them and to show interest is a surefire way to die. Most of them don't see human as worthy opponents, let alone as something to love (a word which, by itself, does not translate to their language well as love and obsessive urges=same thing in their dialect of Fiendish Tongues+Common).

4e Tiefling art
Despite seeing themselves as a cultured and civilized people, few other races truly ever bother interacting willingly with Tieflings. While they claim to praise certain values which may seem fine or appealing, such as beauty, power, ambition or 'loyalty' (which is also different in meaning for them, as loyalty is a conditional term for them), their culture remain tainted by their fiendish influence and remain utterly unpalatable to most other races. Tiefling sports are invariably horrific blood games or even a form of ritualized hunt. Their art is grotesque and degenerate, favoring flesh and bone interwoven with beautiful gems and precious metal. To Tiefling this is 'natural' and speak of the profound, almost mystical beauty of the juxtaposition of violence, pain, love and wonder. To a sane person, a Tiefling artist is a psychopath with sick tastes. The Tiefling, meanwhile, doesn't seem to take kindly to being called a monster because he has a refined taste of painting exclusively with the blood of different sentient races.

The way Tieflings see the other races isn't really all that different from how hegemonistic and imperialistic cultures saw their neighbors. Their superiorty is self evident in their noble bearing, the fine lines of their faces, their sharp fangs, glowing eyes and the complex and varied forms of their horns. Any Tiefling simply has to look their history or even in a mirror to see it self-evident they are a master race and everything else is just ugly. They can turn to their culture and history and see it as self-evident that they are a more enlightened people which have cast aside the yoke of cruel or uncaring gods in favor of a harsh but fair new master, one which values the only things that truly matter in life: power and survival.

So what are Tieflings, then? How do you use them? Simple, they are the dark mirror to humans. They are also the evil and vaguely exotic foreign power which people fear and despise because of their supposed witch ways and worshipping demons, only in their case it is 100% true and more. They are the cruel conquerors, the degenerate empire of sorcerers and the monsters with harem of beautiful women and monsters alike. They are disgusting, vile, base people who are blinded by the idea they are somehow a morally kind.

Monday, July 26, 2021

Random World Redux: Orcs

This isn't the first time I've tried to rework orcs on this blog, given they are currently one of the most contentious monsters around these days. This is a remake/expansion of my original take on the Orcs for the then-random world, before it got canned and reworked into something less tied to a map.

Orcish Nature and Origins

Where do Orcs come from, anyway, and what are they really? Well, simply put orcs are a form of artificial life, roughly analogous to an homunculus albeit gifted with much greater bodies and minds (even if that mind can often come short compared to a human or elf). Their origins are shrouded in myths and tall tales and many 'crops' of orcs are very much removed from these mythical roots, being the creation of human beings. Through some of the foulest magical and alchemical process known to man, the creation of orcs is a blasphemous act of defiance against creation and any gods out there as filthy mud, blood, grime, bile and more is poured into a flesh pit and given something approximating life and a mind but not quite gifted with anything resembling a true mind and soul.

Orc Biology

Art by John Owe
Orcs are unnatural creatures, a pale and hideous imitation of life and humanity. While their bodies approximate biological process but only barely. Orcs are sexless and ageless beings, born as adult from their flesh pits identical to how they will spend the rest of their life, barring the most limited of mental changes an orc can gain. If one was to cut an orc open and examine its body before it rapidly decays into foul grime and fluids they would find mostly all organs found in a human, yet each is an unnatural counterfeit.

The resulting creature tend to be short and wiry, but a few of them are large and muscular or even fat. Every single orc is completely and utterly hideous, a mockery of men. What form this take vary from orc to orc and batch to batch but hideously ugly facial features, warty skin, unnatural skin tone and missing or malformed features are the norm. While most orcs are born functional enough to not be crippled, they all sport disgusting deformities. Some have thick bony brows while others have no nose except for a pair of slits. Fingers tend to be crooked, ending in yellow or black nails or no nails at all, teeth jagged and rotten. They can be either bald or very hairy. Their skin is often an earthy tone or a pale white, but these are not the natural and human skin tones we know that range from a pale pinkish beige to ebony. No, rather, orcs have the color of mud and shit or the pale discolored slimy colors of some monstrous slug or perhaps piebald or worse Others will have jaundiced skin or grey wrinkled, almost necrotized skin that slowly flake off yet somehow never completely peel off. Fingers and feet tend toward having four, three or six toes and not always the same amount between the feet and hands. Some orcs are a form of symbiote, with colonies of worms, insects or spiders living inside their foul skin, hair or stomach with little detriment to the orc's health. Moss and algae growing on them can sometimes create the association with fungi, but these creatures are not fungi at all.

In spite of their ugly, hunched and hideous bodies these creatures are quite spry and strong. Their smaller size belies a strong grip which, when combined with a high resistance to pain, make the creature much stronger and tougher than its thin or crooked frame would imply. Orcs are created to be minions and warriors and so these creatures are invariably gifted with the strength and endurance required. Orcish grip is a lot like getting manhandled and mauled by a crazy ape that overdosed on drugs. Not to mention simply being around orcs or covered in their foul-smelling, tar-black blood is a surefire way to catch many diseases, some of which may have never been recorded simply because they are new and fermented inside the orc's body almost like a depraved form of internal alchemy.

Orcs don't age, be it physically or mentally. Technically their lifespan is infinite but in practice most will die in combat or become crippled by wounds sustained in combat and, for lack of a better term, recycled by their comrades to be sent back into the vats and flesh-pits. Orcs are sexless and lack any reproductive organs or the associated urges and stories of orc pillage involving assault isn't done out of any sexual urges but purely because orcs can and it offend humans, as well as having a psychological toll. Beautiful women kidnapped by orcs are more likely to end as lunch or part of some communal torture game than abused. As for their biology, orcs don't have any sexual organs therefore trying to hit them in the groin has little effects, as all they have is a rudimentary hole which excrete whatever their bodies didn't process.

Giant Orcs do exist and are believed to be a fluke or a deliberate attempt at orc flesh crafting. These creatures tend to be larger, stronger but also dumber and mechanically similar to Ogres, albeit with all orc traits applied. Many of the smaller orcs will enslave their larger, more deficient brethren to use as slave labor and/or battle mount.

Orc Psychology and Society

Art by Matthew Carter
Since these are not natural creatures, nothing about orc mentality make any sense to a rational human. Since they are a soulless automaton bred only for war and violence, orcs simply have no other desires beyond violence, malice and chaos. While they are capable of organizing (and indeed, many orcs crave a master as some built in programming), any society they form has little culture beyond simply a loose but functional pecking order and distribution of roles to make their army/clan function. The inhuman intellect from beyond the veil of mortality that inhabit each orc's head is devious, but primitive. The resulting creature has simply no desire or ambitions beyond its base function.

The orcs simply are poor learner because every orc is 'born' with mostly everything it need to function and the inhuman mind that inhabit their soulless body has no desires for anything outside of it. Aspirations, art, poetry, personal growth and desire are meaningless to something hat is not truly alive. Because orcs cannot truly create, they copy what they find and mimic any behavior they can learn from humans. These limited nuggets of orcish culture are especially common a generation or two removed from an orc clan having been created as minions for some would-be conqueror who can distill his ideals and military tactics to a group of leaders. The more removed from its roots an orc band is, the less coherent is become. Orcs aren't spellcasters either, but for some reason they are able to recreate the rituals which birthed them, almost as if whatever malign cosmic influence animate their husk is attempting to spread like a disease.

While animals innately dislike orcs (as they are not natural at all), they nonetheless like having war mounts and companion beasts as these make hunting and killing easier. The foulest, most hideous beasts found in the depth of caves or the deepest marshes make suitable allies for them, such as giant bats, giant bugs, giant toads or giant lamprey-worms. The bigger, the uglier and nastier the better. Orcish beastmasters are the closest the race has to beings capable of understanding a non-orcish being and, even then, it is only an understanding of how to exploit or abuse.

Monday, July 5, 2021

Thoughts on the Classes of Magic The Gathering and 5e, Part 1

Not something I originally intended to write but, hey, I was asked by a friend to write some more thoughts on ideas and concepts in relation to D&D 5e and Magic: The Gathering, specifically about "What color of mana would each class be tied to?".

This is both a simple and not-so-simple question, so instead I've decided to turn to the absurdly massive array of 3rd party supplements available to 5e. One important concept in Magic, however, is that generally non-human races are tied to one (maybe two, depending on the plane) color of Mana and this rarely changes. As a result, much of this information assume Human characters, give or take a few gifted individuals who could develop far beyond the capacities and association of their race. Of course, the Magic multiverse is vast and near-infinite so just because a thing isn't the norm doesn't mean it can't exist.

Cleric

Mikaeus the Lunarch, by Steven Belledin
In MTG, the Cleric class is heavily tied to White and Black mana, which may initially appear to be a bit odd until one dig deeper. The idea of Clerics being tied to White or Black mana may very well have root in the idea of Good/Lawful and Evil/Chaotic Clerics of early D&D. Combined with the Cleric's ability to either turn and/or command Undead as well as their ability to Heal and/or Harm and suddenly a lot of this make sense. This further plays into classical fantasy imagery, at least before Magic decided it didn't want to do that for brownie points which tend to depict good-aligned Cleric as tied to positive divine forces while the archetype of evil Clerics are those serving demons, evil gods or dark lords.

In recent years, however, with the popularity of the Theros Gods (of all Colors), the idea of tying the divine to just White or Black has somewhat faded, even if the other colors naturally fit other classes better in most cases. Still, any spellcaster whose magic is at least partially derived from faith and/or an entity which may functionally be akin to a god on any given plane could be considered fitting the Cleric class.

White Cleric Domains

Given that White is one of the two colors associated primarily with the class, it come as no surprise that there are many Cleric Domains which are well suited to the MTG color White. These Clerics tend toward the more iconic aspects of the class, namely healing, support and/or waging a holy war of some kind be it justified or not.
  • Life is one of the quintessential Cleric domains, with healing being both iconic to the Cleric class as a whole as well as healers often being of the Cleric class in MTG anyway. This is assumed to be among the 'default' option for White-aligned Clerics across the multiverse and represent the abilities of that color very well.
  • Light is an another obvious contender for being a mainline White Cleric domain and part of the common/innate abilities of the mana type. There are multiple MTG spells depicting White magic as being some sort of holy light including the incredibly deadly Wrath of God.
  • Order (Guildmaster's Guide to Ravnica/Tasha's Cauldron of stupid ideas Everything) represent Clerics which are more aligned to the Lawful side of White mana than some of its kinder and holier aspects, although this need not be entirely the case. White mana has strong association with order and social cohesion nonetheless, sometimes going quite far.
  • Peace (Tasha's Cauldron of Everything) is also within the purview of White, since fundamentally the color is about harmony and lack of conflict. A Cleric of Peace represent the kinder, more merciful side of the color as well as its political side all trying to negate conflict where possible.
  • Solidarity (Planeshift Amonkhet) is very much a White cleric domain as it gets, since the deity it is associated with is mono-white. The domain is well suited to the typical holy cleric with a reliable weapon in hand, some armor and a holy symbol going around being a beacon to its fellow soldiers and adventurers.

Black Cleric Domains

The Clerics using Black mana are (or rather, were) the archetypal 'evil priests' of pulp and fantasy, indebted to dark gods, eldritch entities and more of than not to demons. They are very much schemers and minions, those who serve a dark power for an equally dark reward or those who simply serve it out of fear. While one could certainly image a plane where Black mana-aligned Clerics aren't evil, its difficult to imagine one where they aren't simply neutral at best.
  • Ambition (Planeshift Amonkhet) is perhaps the least 'completely evil' Domain for a Black Cleric and that isn't saying much. The Black color has always been one to focus on ambition, power and achievement at all cost.
  • Abyssal is a domain well suited to demon worshipping and/or summoning Clerics which use Black Mana for their end. Demons are the Iconic Creature of Black mana and so this Domain is well suited to those Cleric who wish to unleash the power of Demons.
  • Pestilence and plagues are a recurring theme for Black spells so it come to no surprise that a Domain of Pestilence would befit a vile and cruel Cleric which use Black mana, using its power to spread death and decay all around.
  • Famine is the twin brother to Pestilence and unsurprisingly, Black can draw upon it too. In turn, Black instill in those who wield it a sense of hunger for more which they can use to spread death, decay and more.
  • The vile concept of the Ur Priest is well suited to a Cleric of Black, especially since few of any of them ever truly display anything resembling faith or any positive qualities. The themes of Black draining and parasitism are well on display in that faux-Domain as well.

Other Colors

Generally speaking, the Cleric class is mostly only found in White and Black. For example, Blue Spellcasters tend to be the intellect-driven Wizards, while Red has the emotion-powered Shaman and Green has the nature-connected Druids. As a result, Clerics of the other three color tend to be a bit more rare. Should they exist, they would likely be tied to Planes which place a strong importance on specific Gods or similar divine entities where an established priesthood could exist.
  • Red Clerics would be well-suited to any Domain tied to violence and conflict, such as War as well as any Domain which give Fire or Ice damage spells. White/Red Clerics overlap greatly with the White Clerics but tend to increase the martial bent of White even more.
  • Blue Clerics are quite rare and mostly tied to Deities associated with Knowledge. To a lesser extent, any Domain that give Ice or Illusion spells can be tied to blue. White/Blue Clerics tend to increase the traits of orderliness found in White, preferring to combine strict law with logic. 
  • Green Clerics are well suited to the Nature Domain or any Domain which ties into natural forces. Anything more would make them overlap far too much with the Druid class, which is very emblematic of Green overall.
  • Black/Blue Clerics have a few domains that suit their (admittedly rare) niche, namely the Madness domain. These would be mad hierophants and cultists worshipping mind-breaking horrors.