As others have said, play the DRK Job quests (specifically the level 30-50 quests). You'll get your wish.
There is nothing stopping you being athiest or agnostic character wise as the 'guardian' of the Twelve is basically just a lingering aspect of 1.0 with no actual gameplay or story connection anymore (in 1.0 choice of guardian factored into gameplay by affecting your elemental stats slightly at game start based on the element of the member of the Twelve in question, but elemental stats have now been removed, as well as you could evoke your 'Guardian's Blessing' to boost EXP during levequests, but that was scrapped too. There was also a main story quest in 1.0 that when praying to the stone monuments of the Twelve, when you prayed to the one of your Guardian you got a special ring of that god or goddess).
Now, the only time your choice of guardian factors into gamplay in ARR is during the Ceremony of Eternal Bonding when you and your partner's Guardian's glyphs appear on the altar behind the minister during the ceremony, but again has no actual bearing on anything. So there is absolutely nothing stopping you having no deity you follow, and just ignore the reference in the character sheet as it has no bearing otherwise. Also, there is irony here given who the WoL really is, so I won't spoil that particular detail.
Nothing is stopping you emoting npcs - hells, I play a paragon of peace, justice and compassion, and yet I can't stop myself slapping that damn Mini crockpot dealer in the Gold Saucer in emote every time I get a low payout. And I've seen I'm not the only one (I've seen others do it too!). Either way, you can do this in emote, no it won't have an ongoing result, but that's an RPG for you.
This will never happen. Many countries that the game is available in have tight regulations on how alcohol and drinking are depicted in media and to allow players to engage in drinking (let alone get drunk) would possibly result in tighter reclassifications - and the game actually ran afoul of this once before in 1.0 in a meta way (the original 1.0 Collector's Edition featured a drink tumbler among the items in all countries save the United States, where it was conspicuously absent. This is because of a number of US states having laws against giving away items that could be considered to promote alcohol consumption).
So the same will apply within the game as well, SE simply are not going to risk getting into trouble with countries which would affect the acessability of the game, and thus income.
There is a beer mug/drinking emote for sale on the Mogstation but given the ambiguity as to what is inside it's clear this point still stands.
This is mostly what the real-life Encylopedia Eorzea books are for - they fill in a lot of the missing lore of the world and it's cultures, people, environments and history.
I get it, you want to be a bad guy or antagonist. Unfortunately, you're playing the wrong game as this is a FF title where you're always only the 'good' guys fighting against an evil organisation or oppressive country, usually an empire. The closest you could get to something like this was the end of ARR's 2.55 story and the first half of HW where you were technically persona non grata on the run from the Monetarists, but given they were well known for being corrupt plutocrats, and Lolorito doing such a poor hatchet job with the aftermath of the Bloody Banquet - it naturally doesn't stick and pretty much everyone who matters in Eorzea does not believe it and continue to treat you as normal). You're simply not going to get this style of gameplay here in FFXIV.
Even ShB's teasing of "become the Warrior of Darkness" was a misnomer, the only 'dark' thing is you bring the night sky back and are not actually evil or even using actual darkness powers at all despite what ShB's opening movie may depicit (it's simply as an alias you adopt because the 'Warrior of Light' label has such a stigma in the First).
You're simply never going to be playing as a 'bad' character in the story, because that's the whole point of being an adventurer in the first place and what seperates adventurers from mercenaries and sellswords - altruism and the desire for the common good, not putting personal gain in front of everything else.



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